**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