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== Charms == *(Investigation) '''Third Investigation Excellency''': 3m, re-roll ability roll in step 4 and choose which result to use. Raises static values by half the ability. *(Investigation) '''Efficient Secretary Technique''' (Abil 1 Ess 2): Simple, One action. Character may consult a personal pattern spider to retrieve a simple, objective fact from the loom of Fate. The spider may also be sent to a personal library in Creation or Yu-Shan for their assistants to look up, but this takes longer. *(Larceny) '''Avoiding the Truth Technique''': 3m, Supplemental, Fate, illusion, Virtue *Conv: The user supplements a social action using any Ability, adding Larceny in successes to the roll. If the result exceeds the target's DDV, the target believes he saw through the sidereal's "lie" and believes whatever was said to be false. *(Lore) '''Third Lore Excellency''': reroll dem skillz *(Lore) '''Methodology of Secrets''' (Abil 2 ess 2): 5m, Reflexive, User receives a vision from the Maiden of Secrets when he sleeps, and may spend 5m to understand how best to fit into that grand plan. This charm grants 3 relevant bonus specialties that may divided up among three abilities of the Sid's choosing, and may apply to a college corresponding with that Ability in astrology. *(Lore) '''Of the Shape of the World''' (Abil 3 Ess 2): Simple, C-OK, Fate, Instant. User studies the patterns of Fate around a person, place, or object, rolling (int+lore). Each success reveals one facet of information about that target's future, though not when. Asking for a one-year timespan inreases the difficulty to 3, and a one-month timespan increases difficulty to 5. A full month must pass before this charm reveals any additional information about a target. *(Occult) '''Incite Decorum''': 2m, Simple, C-OK, Compulsion, Fate, Scenelong. User invokes his Maidens authority to force all Spirits with an Essence equal to or less than the user's to remain calm, reasonable, and peaceful in the Sidereal's presence. The spirit must spend 2 Willpower to instigate violence, and all charms used against the Sidereal by the spirit cost an additional Willpower to activate. *(War) '''Auspicious Recruitment Drive''': 5m, Simple (Dramatic), War, Instant. Reduces the time needed to build up a dot of Magnitude or heal one by half. *(Meditative Discussion) '''Cautious Comments''': 2m, Reflexive, C-OK. Increases DVs by (Temperance) so long as the user does not take offensive actions, up to (Temperance) actions. *(Meditative Discussion) '''Well-Timed Words''': 5m, Supplemental, C-OK. Supplements a single attack, rolling (Manipulation+Temperance) versus target's (Valor) regardless of whether the attack hits. If successful, the opponent loses the user's (Essence) in dice from all offensive actions until he ceases offensive actions for (Attacker's Temperance - Victim's Valor) actions, to a minimum of one. *(Meditative Discusssion) '''Patient Questions''': 2m, Simple (Speed 4, DV -0), C-Basic, Stackable. The user actiates this charm, spending a number of Guard actions rqual to the opponent's (Essence) juding that opponent; counting the action in which he uses the charm. Guards do not need to be consecutive. At the end of that period, the charm reveals a strength or weakness of the foe's combat prowess, Charms, or tactics, or alternatively the user adds a bonus of one success to his attacks or +1 DV against that target, up to (Essence) total. *(Meditative Discussion) '''Instruction In Self''': 6m, Simple, Form-Type, Scenelong. User adds (Temperance) to DV's and may parry Lethal attacks barehanded, and adds (Temperance) to his lethal soak. === C-C-C-Combo's ===
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