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==Charms==
 
==Charms==
  
*First Dodge Excellency (Dodge): +2 dice (Up to a rating of Ability + Specialty) per mote spent
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*Charm1 (Ability): Effect and cost (please group charms by ability, even as you spend XP)
*Safety Among Enemies  (Dodge): If Dodge DV (Modified or not) is equal to half the attacker's dice pool, spend 3m, 1wp to redirect it to another nearby enemy.
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*Charm2 (Ability): Effect and cost
*Elemental Bolt Attack (Lore):  1m per 2L damage, limited to spending only up to (Stamina) Motes.  Launches an elemental bolt from the hand--in Zerah's case, a highly pressurized burst of water, which forces a successfuly struck target to add 3 ticks until their next action.  Attack pool is equal to (Dexterity + Athletics) with an accuracy bonus equal to (Essence). Range is equal to (Essence x20)
 
*First Martial Arts Excellency (Martial Arts): +2 Dice (Up to a rating of ability + Specialty) per mote spent
 
*Currents Sweep To Sea (Terrestrial Hero): 1m, on a successful attack, target takes no damage, but is required to check against Knockdown, with Zerah's Martial Arts acting as an external penalty.  If this is followed-up with a Clinch, an additional (Martial Arts) Dice are added to the attempt.
 
*Pounding Surf Style (Terrestrial Hero): 1m, ignores 1 point of soak for an attack supplemented with this Charm.  This effect accumulates each time successful attacks are landed.  At Essence 3 or higher, a point of willpower can be spent to ignore an equal amount of Hardness for the attack.
 
*Flow From The Rocks (Terrestrial Hero): 2m, If successful in controlling a clinch, this Charm may be used to reduce the soak of the victim by the successes the clinch makes over their opposed roll.  While this waives the right to break or hold the clinch, the effect accumulates each consecutive action this is reactivated, and other fighters are free to exploit the weakened defenses.
 
  
 
==Essence==
 
==Essence==

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