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Character:Second Thoughts
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=Backgrounds= ==Each Background== *Backing, Bureau of Secrets, 5 *Backing, Bureau of Journeys, 5 *Connections, Bronze Faction, 4 *Manse 1: Air, Jewel of the Flying Heart - +1 to DV (+1 to melee if set in edged weapon) *Manse 2: Water, Mind Clearing Gem **This sea-blue topaz dodecahedron helps its bearer to resist all attempts to dominate or influence his mind. Bearers gain +1 to both their Dodge and Parry MDVs. In addition, if touched to someone who is under any form of unnatural mental influence, the stone gives the target a chance to break free. If the target’s player wins or ties an opposed Willpower roll against the controller, the stone instantly frees her from this mental influence. *Celestial Manse 5: Scrying **The bearer of this black stone can see visions of other times and places in its fl at, highly polished sur-face—visions of the past, the present or the potential future. They either illuminate some aspect of what will happen or lend some understanding of the situation that the Exalt does not yet have. While every vision is a literal view of some real or potential event, the visions come without context or explanation: The bearer’s player must roll (Intelligence + Investigation) to decipher the visions; Excellencies can apply. As with the gem of omens, more successes indicate more exten-sive and precise knowledge—but the scrying stone can also provide information such as a view of an enemy’s face or a chance to watch a long-dead sorcerer cast a spell. (Such potent and precise information would require at least five successes, though.) *Salary 2 *Artifact 2: Discrete Essence Armor, Starmetal *Artifact 4: Fate's Rebuke, Goremaul, looking like a staff - twisting Starmetal core, worked blue jade. Speed 5, Acc +2, Dam +19B/4, Def +1, rate 2, attune 5 **Upon hitting and inflicting at least 1 pt of damage, make a reflexive Manip+Essence roll vs. either Spell Circle +2 or Required Essence +2 difficulty; if succeeds, spell or charm is disrupted.
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