Charms

The Fog of the Void
Cost: 1+ motes, 1 willpower
Duration: Indefinite
Type: Simple
Min. Lore: 4
Min. Essence:2
Prerequisite Charms: None
Mortals inevitably age, their bodies and minds withering to dust. While this may normally take decades to accomplish, what is a decade to a Neverborn’s power? Concentrating the power of entropy within himself, the Abyssal may unleash this power with but a touch. With a successful Lore + Intelligence roll against the target’s MDV results in the victim’s thoughts wandering, her mind clouding with the fog of age, and her skills rusting as if she has not used them in years. For every 1 mote spent, 1 dot is subtracted from either Medicine, Craft, Lore, Occult, or Bureaucracy. At Essence 4, Intelligence may be attacked for an expenditure of 2 motes per 1 dot.

This Charm may be maintained for as long as the Abyssal commits the Essence. For mortals, both Enlightened and otherwise,, the maintenance of this charm has a degrading effect. If an Abyssal maintains the commitment for one week, then the effect is permanent if the mortal fails a Willpower + Essence roll at a difficulty of the Abyssal’s Essence. The Abyssal automatically knows if the roll was a success or failure. Every subsequent week of commitment forces another roll with a cumulative -1 external penalty.

Insidious Terror Narrative
Cost: 8+ motes, 1 willpower
Duration: Indefinite
Type: Supplemental
Min. Performance: 4
Min. Essence:2
Prerequisite Charms: None
Tales abound throughout Creation. The tales of heroism and love, inspiring mortals to great acts, are told and retold, classical stories that have parallels in all cultures. In the same way, there are tales of fear and warning, told to children to keep them in line or around the tavern hall during stormy nights. These tales have a way of worming into even the strongest of hearts and sending a chill down the spine. These old stories pale in comparison to those that the Abyssal spreads in his wake.

A story must be told by the Abyssal, however short, and its moral must be confirmed through an act of terror. The Abyssal then picks a number of survivors among his audience, spending one mote per, to tell the tale of the horror they witnessed. The survivors receive an intimacy to spread the tale, in hopes that they might escape its awful memory with each telling, a hope that is never achieved. When the survivors relate the story, they receive a dice pool equal to the one the Abyssal used when first telling it. Upon a success, their audience must spend 1 willpower or receive an intimacy based on the moral the Abyssal centered his story on.

Charms

Plots And Things Salhuzar