Difference between revisions of "ARTs"
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==='''Art of Smoke'''=== | ==='''Art of Smoke'''=== | ||
− | + | This is a mirror of Obfuscate | |
When you were escaping from the wyld you learned how to hide. But hiding is just part one of an ambush. | When you were escaping from the wyld you learned how to hide. But hiding is just part one of an ambush. | ||
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Lvl 4 Never Unarmed- You may conceal Weapons on your person You may hide either 3 small-sized items or 2 medium-sized items or 1 large Item. Follows auspex v obfuscate rules to see hidden items. Power lasts 1 hour once turned on. Costs 1 glamour per item hidden. | Lvl 4 Never Unarmed- You may conceal Weapons on your person You may hide either 3 small-sized items or 2 medium-sized items or 1 large Item. Follows auspex v obfuscate rules to see hidden items. Power lasts 1 hour once turned on. Costs 1 glamour per item hidden. | ||
− | Lvl 5- Uncredited Extra- You may now take up to 5 other people with you while remaining invisible. You must remain within one footstep of each other at all times to remain invisible. | + | Lvl 5- Uncredited Extra- You may now take up to 5 other people with you while remaining invisible. You must remain within one footstep of each other at all times to remain invisible. |
==='''Art of Elements'''=== | ==='''Art of Elements'''=== |
Revision as of 18:07, 25 May 2023
Contents
- 1 Art of Smoke
- 2 Art of Elements
- 3 Art of the Chariot:
- 4 Unblinking Eye of Hyperion
- 5 Art of Wandering
- 6 Art of Mirrors
- 7 Art of Air’s Glory
- 8 Art of Wiles
- 9 Howl of the Wendigo
- 10 Art of Dream
- 11 Art of Fang and Talon All passives
- 12 Art of Leaves
- 13 Art of Darkness
- 14 Cackle of the Pumpkin King
- 15 Art of Fate
- 16 Art of Artifice
- 17 Art of Vainglory
- 18 Art Of Scrying
- 19 Hands of Eostre
- 20 Art of Goblins Glee
- 21 Demonic contract of Balor One-Eye
Art of Smoke
This is a mirror of Obfuscate
When you were escaping from the wyld you learned how to hide. But hiding is just part one of an ambush. Power cancels supernatural abilities of sight at a 1 for 1 stealth retests. Catch: must swallow the eye of a mammal or bird while activating the power, one eye per level of power used. Contract of smoke cannot be combined with the powers of contract of air’s glory
lvl 1 Hiding in a Teacup - Calling on your latent ability to warp reality around you, you cause everyone in the room to look around you and never at you. As long as you remain stationary you are invisible to the naked eye. You can not benefit from any other contract while you are hidden. - Obfuscate lvl 1
lvl 2 Cameo Disappearance -You can now move while remaining hidden
lvl 3 Hidden Between Raindrops - You can appear as another person as per Obfuscate 3
Lvl 4 Never Unarmed- You may conceal Weapons on your person You may hide either 3 small-sized items or 2 medium-sized items or 1 large Item. Follows auspex v obfuscate rules to see hidden items. Power lasts 1 hour once turned on. Costs 1 glamour per item hidden.
Lvl 5- Uncredited Extra- You may now take up to 5 other people with you while remaining invisible. You must remain within one footstep of each other at all times to remain invisible.
Art of Elements
lvl 1 - Cloak of Elements - Spend a survival and take two less damage per attack for the round from that element.
lvl 2 - Gladius of Elemental Wrath: Costs 1 glamour. Create a weapon from thin air made from your element. If you drop the weapon it disappears. The weapons have the following traits
- Fire- Longsword (medium) 2 traits 2 Ag.
- Water- Whip (medium) 2 traits 3 L reach
- Earth- Hammer (large)- 3 traits 5 bashing.
- Wind- Bow (large) 3 traits- 3 bashing Ranged
- Wood - Staff (large) 3 traits 3 B, fast, staking
lvl 3 - Elemental Passage: Costs 1 willpower Caster must step into an amount of their element larger than their surface area and can step 10 feet per level of Contract to another amount of their element of a size larger than their total surface area. Note: unless other powers are used the caster still takes damage, such as from passing through a fire. If the destination for some reason is not present (i.e. someone knows what you're moving to and extinguishes the fire) all people going through transit take 4 levels of appropriate damage type and are spat out at their point of departure.
lvl 4 - Elemental blast - Spend a glamour per blast. You may fire a beam of your element at a target the beam has +4 traits and deals 3 of the appropriate damage type. Wood Air Earth and Water do lethal Fire does ag. This damage can not be increased by any means. Uses athletics as a retest
Level 5 - Summon Elemental - Summons a monster made of your element into the room. Has 15 traits in all things and 3 retests in all combat abilities. 10 health levels and deals 2 Lethal. Earth gains +5 health. Fire does AG. Water has 4 retests. Air does 1 less damage but can only be hurt by fire.
Art of the Chariot:
lvl 1:Controlling The Steel Steed- gain an additional 2 traits on all drive challenges, Furthermore, you don’t need to make an athletics check to exit a moving vehicle. No action to perform
lvl 2; Instant Chopshop- Spend a Drive and glamour for the next hour you may alter the superficial physical description of any vehicle you are in. This includes making your car look like a police cruiser. Seeing through this power uses basic auspex vs obfuscate rules
lvl 3 Guidiamo - Expend a glamour. Your steed or vehicle gains an additional 3 steps per round or 25% of its speed, whichever is higher. Lasts a scene
lvl 4: Twisted Steel - You deal an additional 2 damage when striking someone with your motor vehicle while driving it. Striking someone with a vehicle is a driving challenge vs their defense or drive if your opponent is also driving. You may use mentals or physicals.
lvl 5: Sitting In My Tin Can - Spend a willpower and a glamor, your vehicle ignores the next 20 points of damage. This lasts until the end of the round.
Art of Stone-
lvl 1 Enduring Stone - Fortitude 1 mirror, also stops any bleed out and prevents any new bleed out. This is a permanent effect and requires no glamour
lv2 Strong as the Hill- Might retest on all defensive actions.
lvl 3 Blood From a Stone - Allows you to spend glamour to heal One glamor for 2 bashing, one glamor for one lethal, and 3 glamor and a willpower for ag.Takes one minute per level of damage healed.
lvl 4 Brothers in Arms- Whenever an ally is struck you may choose to take the damage he is taking in his place. He must be in the same room as you. This is a reflexive power.
Lvl 5-Stone Skin - Aegis - Mirror
Unblinking Eye of Hyperion
Yes Vampires with Mytherceria can use this.... no it is not a good idea as it provides no protection from its own effects.
lvl 1: Home and Hearth - Expend one glamour. The room is toasty and warm or cool and pleasant for one full hour, brought to the comfort level of the caster. If the caster is outdoors field goes for 50 feet. You are up two traits for the remainder of the scene.
LVL 2: Gift of Prometheus- Spend a glamour and add an Ag to your weapon for the next attack. This does not stack with itself and can only be used once per round. It does not take an action
lvl 3: Brilliance of Hyperion - Spend an occult. Character glows with the light of the sun for 200 feet in every direction and cannot engage in stealth challenges, but gains 2 trait equipment bonus to leadership. Light is not true sunlight but reflected, doing merely 1 lethal per round to those affected by sunlight and triggering a difficulty 3 fear frenzy. This also dispels any darkness( ie inteneration or contract of darkness).
lvl 4: Blessing of the Sun- Spend 1 willpower 3 glamour and ten minutes reflecting on the beauty of the sun (The sun must be in the sky to use this power.) This next attack you make will hit and the next attack against you will miss. This power does not activate against any other member of the summer court. Once the sun sets this power ends.
lvl 5: Rage of Apollyon - Spend 1 willpower and 2 glamour. All illusions, all obfuscate, concealment or stealth magics end unless the caster of the illusion spends a willpower for each round to maintain the effect as the caster radiates sunlight (this has the effects of the afternoon sun for those creatures who take damage from sunlight (2 ag)) for 100 yards in every direction. Elder level powers (6 and up) are maintained at no cost but all things or people hidden through mundane means are revealed. Costs 2 glamour per round to maintain. While this light is sunlight and does sunlight damage the time is not daytime thus it does not deplete a kindred's access to their powers or traits nor does it cause torpor, the frenzy difficulty for those within the effect is 4.
Art of Wandering
There is power to knowing where you are going, and there is even more power in knowing where everyone is going Uses Streetwise as retest. Catch: consumes 1 ounce of mercury per level per use.
lvl 1 Sounding - Spend a Streetwise and touch a songline to know its Key and a short 2 to 3 sentence description of the nearest waypoint or freehold or Node in either direction along the line.
lvl 2 Whoever Knocks - Spend a Glamour and touch a Waypoint or place of power in order to know the person who rules there and the laws and bans of the place, assuming there are any.
lvl 3 Adaptation - Spend a Willpower. The caster transforms into a form that can withstand the natural effects of an area for an hour. For instance, one would sprout gills to swim underwater, turn into living flame in lava, etc. This power mitigates the spiritual effects of the Never Never so that they apply hourly instead of per round. This power does not work in the Primal Chaos. This adaptation does not help with things that are not the natural environment - for example a person could use this power to stand in a volcano but still be burned by a cigarette while standing there.
lvl 4 Quicksilver - Spend a Glamour per person in your group. Link hands, and everyone in the group is whisked along to the next point along a songline, provided there is no intervening person or obstacle. The party stops when they arrive at their destination reach a person or obstacle. It takes 5 minutes to travel.
Lvl 5: Song Map - You gain the ability to summon forth a map of the surrounding waypoints. The map shows the surrounding 50 miles and shows you the location of all of the waypoints and songlines, and Nodes as they currently stand. It also shows you when any songline is in use but not who is using it.
Art of Mirrors
Illusions have power, we learned this when we escaped, they bought us time or the ability to look as though we belonged. They can kill just as easily as they can deceive as long as the viewer believes them.
lvl 1 Gurning - cost 1 glamour and 10 minutes, lasts until the next sunrise. Allows the caster to change the shape of their surface skin. It is a mental challenge vs. the target's social traits to disguise yourself as a specific person.
lvl 2 Ihre Nase - As per Gurning. A mental challenge to use on others.
lvl 3 Phantom Step. You can step into and Wait inside of reflective surfaces. If the surface takes damage you are ejected.
lvl 4 House of Cards - Your power over illusions has extended to your environment. You can make an area up to the size of a room look, feel, sound, smell, and taste however you want. This cannot cause damage. This power does not extend to people in the room, they still look, smell etc, as they did before entering. People in the room must spend willpower to disbelieve.
Lvl 5- Crystalline Knight- Cost 2 glamour Duration 1 scene. Every Crystal Knight is identical it is a Suit of armor composed of chunks of mirrored glass. Wielder gets +3 social traits to everything. You may only use physical disciplines while donning the armor. The wielder gains +5 physical traits and 3 additional health level. The wielder inflicts lethal damage in brawling combat and does an additional level of lethal above and beyond whatever their current total might be. The user may dismiss this power at will for no cost.
Art of Air’s Glory
This all mirrors Celerity
lvl 1 Subtle Manipulations- +1 step
lvl 2 Marathon - 3 extra steps per round no glamour cost, also no longer take step penalties
Lvl 3 Fleet- extra action as per celerity 3.
Lvl 4 Sprinter- 3 extra steps per round no glamour cost
lvl 5 Quick on the Draw. - Gives you an additional action but no additional steps. This action takes place on the 3rd action tick. You get the ability to attack but you get no additional steps during this action. * Mirror of Celerity*
Art of Wiles
lvl 1: Find Flaw - Engage in mental challenge with subject. If successful, know their lowest virtue. and lowest trait category
lvl 2: Object of Scorn - Point at a subject and loudly and in a clear voice deride them. Engage a mental challenge; subject is down 2 self-control for an hour.
lvl 3: Scorn- Caster must engage subject in conversation for a full minute. Incites a difficulty 4 anger frenzy in the target resisted with self-control. Even if the subject is in no way subject to frenzy a killing rage overtakes them, aimed at the caster in which the frenzy rules apply. Get a staffer.
lvl 4: Tripping Your Fellow Man - Mental challenge. Expend a glamour and change the target of any existing occurring frenzy. In short, you decide who someone is frenzying on.
lvl 5. Outrunning The Bear - Spend willpower. The Caster is the lowest priority target for frenzied creatures in the room for one hour, frenzies still occur as normal but must choose another target if one is present. The caster cannot be the target of effects produced by a frenzying creature, including creatures in a permanent frenzy.
Howl of the Wendigo
Uses Science as a retest.
lvl 1: Bank the Blaze - A chill breeze whips through the room, extinguishing or dampening all fires or sources of heat. Every fire (not sunlight, fire) is suppressed, doing two less damage, fires reduced to 0 levels go out. At the end of the round, those not extinguished return to their former size.
lvl 2: Glamour Ice- Create 5lbs of glamour ice per glamour spent. Glamour ice can be crafted into any shape as the user creates it . It can be used to make boxes, weapons, armor etc. . It has 1 health levels per inch of Ice. It melts at a rate of 1 health level per half hour. Increasing heat or direct application of fire speeds this process greatly.
lvl 3: Numbing Touch- spend a glamour touch a target using brawl or melee- this attack does no damage but applies a 2 step penalty to the target for the scene. As their joints get cold and their feet freeze to the ground
lvl 4: Armor of Frost - Spend a willpower and a glamour. The character's skin is covered in armor of ice, granting three additional health levels. Fire and all heat (including sunlight) do lethal instead of ag. Stacks with armor.
lvl 5: Winter's Sabre - Spend one glamour. For one round the character's weapon gains 2 lethal of cold damage.
Art of Dream
lvl 1 Pearl Portal - Character automatically succeeds at the challenge to enter a person's dream. If for some reason she couldn't enter a dream, before now she can.
lvl 2 Piggyback - Costs 1 glamour per additional person. The character may take a number of people into a dream with her equal to her level in art of Dream
lvl 3 Heal the Dream - The changeling using this ability can provide Willpower to a dreamer. This costs a number of Glamour, the changeling spending one Glamour per point of Willpower provided to dreamer. This cannot take the dreamer above his maximum temporary willpower.
lvl 4 Purify Dream - Costs a glamour, caster can dominate a persons dream to show them the answers they want.
lvl 5 Gently falling leaves - Costs 1 willpower and 4 glamour. Caster takes no damage from ejection from a dream.
Talk to staff about entering dreams and what you can do there.
Art of Fang and Talon All passives
Lvl 1 Senses of the Wolf- Heightened Senses
Lvl 2 Speed of the Cheetah- + 4 Steps per round at no penalty
Lvl 3 Skin of the Rhino - + Spend a glamour and survival to soak one damage for the scene
Lvl 4 Claws of the Bear - + 2 Lethal damage unarmed
Lvl 5 Form of the Chameleon -May assume the form of any animal you have ever touched. You retain all your traits while in this new form. Any level of damage dealt to you will cause you to revert to your natural form.
Art of Leaves
lvl 1; Path of leaf resistance- Costs 1 glamour and a minute of concentration. Turn into a pile of festive autumnal leaves. You are immune to mental and social effects while you are leaves. If someone consumes or destroys any of the leaves that make you up, you take a lethal and that leaf is no longer part of you. You may move at a rate of one step per round.
Lv 2: Eyes of the Treant- You have the same aura as leaves
Lvl 3: Autumn Gust - You can now cause a small gust of wind to pick you up and carry you 2 step per level in this power. Costs 1 glamour each use. You can be carried upward.
Lvl 4 : Harvest Wind- You can cause a torrent of leaves to blind and annoy everyone in the room you are in. Everyone in the room is subject to a 3 trait penalty to all actions and a blindness retest for all physical actions. This is also very loud, anyone using heightened senses in the room is stunned
Lvl 5 : Autumn’s Blessing- Spend a will and a glamour,. your leafy self fills the room, making everyone in it have a discipline level retest against all mental and social powers. If you change back to human form the benefits of this power stop. You may take no other action while in this state.
Art of Darkness
Uses intimidate as a retest.
lvl 1 Whistling to the Dark - All sources of light that are not magical, sunlight, or fire in a room go out.
Lvl 2 Shadow boxing - take an action to engage a target in the same room that you can see in a socials vs physicals challenge. You retest with intimidate and the target retests with athletics. If you succeed the target is grappled by their shadow until the target takes an action freeing himself from their own shadow. If the target has no shadow this automatically fails.
Lvl 3 Hiding in plain sight- take an action to engage a target in the same room that you can see in a socials vs physicals challenge. You retest with intimidate and the target retests with athletics. If you succeed the target is blinded as per Oblivion 2
lvl 4 The Following Dark - As per Oblivion 2. Cost is 1 Glamour, Takes 1 Action The Shroud can be cast only around yourself. Creates one ten foot diameter sphere centered on your position. The Shroud only extinguishes light within the visible spectrum, and does not extinguish fire or sunlight. You can see through your own shadow. As per Oblivion 2
lvl 5 Bump in the Night - The user must spend willpower and meditate on their shadow. The caster remains conscious and aware of their surroundings but taking any actions breaks the effect. Their shadow detaches and can move around freely as fast as the caster can normally. Their shadow is still bound to the ground and perceives the environment with the character's full mental traits. The shadow gains one additional discipline level stealth retest and cannot interact with its environment.
Cackle of the Pumpkin King
uses Intimidate
Lvl 1 : Frightening BOO! Engage in a Social Challenge with a target. If you win, the target is -2 on all Physical, Mental and Social Traits for the purposes of Challenges for the remainder of a scene or an hour, whichever is shorter. The same user may not stack this effect multiple times on the same target. Multiple users may stack this effect multiple times on the same target
Lvl 2: Hideous Laughter - You can bring a target's emotions to a fever pitch, accentuating their drives and quelling their inhibitions. Engage your opponent in a Social challenge, If you succeed, the target loses a Willpower Trait. This power cannot be used outside of the Room you occupy, and you must be able to see the target. Costs 1 glamour.
Lvl 3: Rending Flesh- Spend a single glamour when you touch a wounded person. A up to two existing bashing become lethal, two lethal become two ag. Touching unmarred flesh produces two bashing, but frankly, you could just have spent your effort punching someone for that effect. Does not work multiple times per strike. This effectively makes a character's strikes one wound category more deadly on any victim that is already wounded, e.g. they gain a bashing from the punch you are now throwing and turn a previous punch into a stab.
Lvl 4: Banshee's Wail- Your Voice is a dread and terrible thing. Engage in a Social Challenge with your target. If you succeed, the target is paralyzed and can not move for a short scene, or 15 minutes, whichever is shorter. Taking a level of damage terminates this effect instantaneously.
Lvl 5: Flight of the Wicked - Everyone in sight of character must make a Courage test, the difficulty of the character's level in the power, or flee. Victims may spend willpower for a retest.
Art of Fate
lvl 1 Misstep - Spend empathy; social challenge. Opponent is at -2 to next action.
lvl 2 Fortune's Bold Favor - Spend empathy. Target is +2 to next action. The target must be within same room-sized space as the user. Can push someone past trait max
lvl 3 Delphic Inspiration - Spend 1 empathy and 1 glamour get a <fate> discipline-level retest on next challenge. Doesnt work on Extended
lvl 4 The Lady's Grace - Spend 1 empathy and 1 Willpower gain a <fate> discipline retest for the next round. Doesnt work on Extended
lvl 5 Strands Rewoven - Spend 1 willpower. The extended static action difficulty is reduced by one category. Can only be used once per extended action. Can be combined with Science Ability. Can be used once per month without penalty
Art of Artifice
lvl 1 MacGyver - May repair an object with a touch. Complex or magical items require A) All the pieces to be present and B) A Simple test
lvl 2 Gremlinize - Static mental challenge, look at any device. If the challenge is successful the item ceases to function for as long as the caster's gaze is maintained. This works on anything more complex than the wheel.
lvl 3 Shoemaker's Bright Hammer - Gain an additional discipline retest on extended crafting challenge, doesn't stack with other discipline retests.
lvl 4 Eye of Balor - Spend willpower You target an object and engage in a Static Mental Challenge against the item's Traits. If you win, it is destroyed. Normal objects have 5 traits, +5 for non-combustible items like swords or bricks, additional +5 if the item is magical.
lvl 5 Wings of Wax - Spend willpower and create in 30 minutes (without a scrounge test needed for materials) any object the crafter can normally craft. The item lasts a number of days per level of power.
Art of Vainglory
Lvl 1 Token of Favor -At the cost of a glamor you can hand someone a token that will make them find their way back to you sometime in the next week
lvl 2 Splendor of Arcadia - Discipline level retest on all social challenges- also you are so eloquent you can be understood by animals. Mirror of Animalism 3
lvl 3 Fanfare - costs 1 glamour - Take a soliloquy select one person in the room, she gets another challenge to shake off any social or mental disciplines currently affecting them.
lvl 4 Geas of the Red Queen - Spend a Glamour and a Willpower then Order someone to do something, The Command must be direct and contain no conjunctions (If you don’t know what a conjunction is then don’t take this power)The target gets one hour to complete the task or they lose 2 willpower and take 3 unsoakable ag. Any new Geas will override the current geas.
lvl 5 Echoes of the LLano -History abounds with stories of the power of the voice to influence and lull its listener’s hearts and souls. The Siren’s call has lead many an individual to his ultimate demise, despite his unwillingness to heed its song. The performer of Echoes of LLano spends a Willpower and then makes some sort of performance, preferably playing a musical instrument or singing. For the duration of the performance, the caster cannot make any other actions but is allowed their full move during the performance. All those within line of hearing or sight may still act as they please but can only move towards the caster. No other movement is allowed be it flight, teleportation or any other form of travel, all must go towards the caster, using the only type of movement allowed by this power, walking or crawling. If you are flying you must land. A willpower may be spent by the targets to make a social challenge to resist its effects. Mortals cannot resist the beckoning of the Changelings performance Targets can make a self-control check at a difficulty of the caster’s performance skill to stand still. This power in no way protects the caster from harm, targets can still fight, talk, use powers, or what have you as they see fit.
Art Of Scrying
Fleeting spring uses Awareness as a retest.
lvl 1: A Seat on the Couch- Make a static challenge against the target, if you succeed the target must tell you their current emotional state
lvl 2 : What are you? - Make a static challenge against the target, if you succeed the creature states their creature type clearly
lvl 3: Where are you? - Allows you to see through obfuscate like powers at a level equal to your rank in this power ( Auspex Mirror)
Lvl 4: Who are you? - Social v mentals costs 1 glamour. on a successful challenge, you get to know a contract or Supernatural power she has at 5 if he has no power at 5 you know he has no power at level 5.
Lvl 5 Mind Meld- Access the minds of your friends, They must be willing, You can now speak wordlessly in each others minds until one of you breaks the connection. You can link up to 5 people into one conversation You must know their exact location to initiate the power. This only works on creatures with at least 3 virtues.
Hands of Eostre
lvl 1 Spring Cleaning - The caster spends willpower and one glamor and touches the subject. The subject is cured of anyone poison, drug, Mental Flaw or mundane disease that the caster knows about for one night. 10 minutes for Malks.
Level 2 Clear as summer's day - Even flaws and disabilities that are incurable, permanent or otherwise untreatable are temporarily suppressed for one hour.
lvl 3 Graceful Hand of Renewal - Touch target wound and spend one glamour. The wound is downgraded one stage from ag to lethal or from lethal to bashing or bashing to heal.
Lvl 4 Grass Underfoot - Spend one willpower and 2 glamour. Grass and flowering plants spring up under the feet of the caster. All plants in the room bloom and grow as if they have had a season of growth. Everything in the room with the caster except the caster himself, friend or foe, for good or ill, is cleansed of toxins and diseases and regains one bashing health level. If they have no bashing a lethal is downgraded to bashing, if they have no lethal an ag is downgraded to lethal. This effect costs 2 glamour per round to maintain. Plants in the room that you have used this on bend towards you for an hour as though you are the nurturing sun.
Lvl 5 March of Passing Seasons -Spend willpower and touch a subject. Over the next ten minutes, the subject will heal all wounds and afflictions to their person. Will not heal the curse of caine, but allows people to buy off other flaws. Can also be used to allow a change of nature, place someone on a new path or morality without their humanity lowering to 1, or remove augmentations from a person.
following are contracts that are not aligned with any courting Days- \
Misc contracts------- The following contracts are not aligned with any of the courts. They are powered by other entities.
Art of Goblins Glee
lv 1 Grenadier: spend a temp will and a glamor. Create an explosive with a crafting difficulty up to the number of levels of this power. It takes ten minutes to make, requires no materials, is rendered inert after one hour if not used, and only one explosive can be active with this power at any given time.
lv 2 Duck and cover: Spend an athletics retest and all noncold iron damage you take from an explosion is ignored
lv 3 Splash damage: Explosives you use have a radius of Room
lv 4 Fastball special: You can hit a person with a thrown explosive and cause 3 damage.
lv 5 Instant messaging: An explosive you activate can go off at any point during the action you activated it instead of during the explosive action.
Demonic contract of Balor One-Eye
lv 1. Deny Weakness- The user can spend an intimidate retest to convert down one agg from cold iron to lethal from one attack
lv 2 Deny Wealth- The user can make a mentals vs mentals test against a person and if they succeed they can suppress the function of one piece of equipment for one scene or one hour. The user retests with intimidate and the victim can retest with willpower
lv 3 Deny Limitations- The user can spend a glamor and call the benefits of ambidextrous, well equipped, or color-coordinated for one scene or one hour
lv 4 Deny Life - The user can spend one glamor to convert up one level of damage from a weapon to agg for the scene.
lv 5 Deny Power - The user can make a mentals vs mentals test against a person and if they succeed they can destroy any one piece of equipment that person is wearing or they can suppress the benefits of an oath for one scene or one hour. The user retests with intimidate and the victim can retest with willpower