**Corrupt Essence**
(Temperance 6, Essence 6)
Cost: 5m, Type: Simple, Duration: One scene
This power allows the Horror to alter another being's use of
Essence. The Horror and the target both make Essence rolls. If the
Horror gets more successses, the target cannot use any Charm which
requires any ranked trait less than the Horror's net successes: if the
Horror rolls 8 successes and the target rolls 5, all Charms and
Sorcery with Ability, Virtue, Attribute, or Essence requirements of 1,
2, or 3 fail to work. Though normally this power works only through
line of sight, the power can work against a Horror Marked character
who is several hundred miles away.
Every Charm in a Combo works entirely unless every element has been nullified.
**Cursed Luck**
(Temperance 7, Essence 8)
Cost: 10m + 1 Willpower, Type: Simple, Duration: One Turn
Many of the Horrors can bring bad luck to opponents. Use of this power
reduces the results of at least one die a target rolls for all actions
to 1. The Horror makes a Wits+Occult Test against the target's
Essence; the success level of the test determines how many of the
target's dice that he rolled for a particular action have their
results reduced to 1. Note that Cursed Luck automatically reduces the
highest numbers that the target character rolls. For example, if a
character rolls a 2 and a 6, the Cursed Luck power reduces the 6 to a
1. If the success level achieved by the Horror allows it to reduce
more dice than the target character has rolled, the power affects all
the target's dice and adds additional virtual 1s, increasing the
severity of the botch. Cursed Luck only affects the results of one
test.
**Damage Shift**
(Conviction 6, Essence 6)
Cost: 10 motes + 1 Willpower, Duration: Five Turns, Type: Reflexive
This power allows a Horror to shift damage it has taken onto a target
character. The Horror may not use Damage Shift before its initiative.
The Horror may use Damage Shift whenever it has already lost Health
Levels by making an Essence+Occult Test against the target's
Essence. A successful result shifts all damage the Horror has just
taken to the target character. Each use of Damage Shift lasts for five
Combat Rounds; the Horror may transfer the damage it takes in each round to the
target on or after its initiative. Damage Shift works by line of sight, meaning that the Horror
must be able to see its chosen target when it initiates Damage Shift. This Charm does nothing but
move damage and its effects to somebody else: it moves the in-game
damage, not just the mechanical health levels. For example, this
Charm is useless against paralysis from a Tangler, but works against
paralysis from "agonizing wounds."
**Skin Shift**
(Valor 6, Essence 6)
Cost: 5 motes/round, Duration: one to three rounds, Type: Simple
This gruesome ability allows the Horror to mutilate a target's
body. The Horror makes a Wits+Occult against a difficulty of the
target's Essence; each success is an automatic level of unsoakable
aggravated damage: his skin tears loose from muscles and ligaments,
twisting and rotating about his body. During the first round in which
the Horror uses this power, Skin Shift incapacitates the target with
pain: a Perfect wound penalty. In each round after the first, the
target takes damage again, but overcomes the pain and can act with
only normal wound penalties. The damage does not heal naturally:
magical healing, or significant surgery such as modern skin grafts,
will be necessary. Targets with perfect resistance to wound penalties
(from, for example, Bloodthirsty Sword-Dancer Spirit) are not paralyzed.
**Terror**
(Compassion 6, Essence 6)
Cost: 10m + 1 health level, Type: Reflexive, Duration: One Scene
Description: Terror allows Horrors to instill intense fear into their
targets. The Horror using its Terror ability makes a Wits+Occult test
and compares the result to the Essence of all characters within 50
yards of the Horror. If the test is successful against any character,
that character is immediately frozen with fear and unable to act. All
frozen characters can do is make Willpower Tests each round, with a
difficulty of 1 plus the Horror's extra successes. Starting on the
round in which a character makes his Willpower test, he can act
again. However, even unfrozen characters still have a penalty to all
actions to attack the Horror or interact with it directly. They lose
a number of dice equal to the Horror's Compassion.
... --2003/11/26 19:13 EST
Ah, I finally figured out why Skin Shift feels so scary. There are only two defenses: having lots of health levels, and having high essence. You can't dodge, parry, or normally soak it (Adamant skin works, but only because it's a perfect defense). The horror has the opportunity to spend willpower and so can pretty easily be rolling 16+ dice for about 4 levels/turn. Are there other means of avoiding any of this damage, such as ducking out of LoS or other charms or effects? And is it actually necessary for skin-shift damage to be even nastier than agg, as not normally healable agg?--zebediah