CHARITE (Small-Large Inevitable [Mirror World/Nether World])
CLAN AFFINITIES
Defenses: Will
Skills: Concentration (Sta), Investigation (Int), Endurance (Sta), Persuasion (Cha), Presence (Cha), Recall (Int)
Proficiencies: Philosophy, Artistry, Perform
RACIAL QUALITIES [7]
Far Sight: You gain Senses: Dimensional 2 (the Celestial Planes) allowing you to extend your senses into other Celestial Planes, but your eyes appear cloudy white while using Far Sight due to your inner eyelid closing [1]
See into the Past: You can see into the past of a creature you can see (Senses [Postcognition], Limited [Visions of a creature you can see], Check Required 1 [Easy, DC 10, no need for check if using a medium]) [1]
Know Charity: You can share the knowledge you have gained after using your See into the Past ability, allowing you to temporarily enhance a trait (Enhanced Trait 2 [2pp], Affect Others, Limited [The Target of your See into the Past ability must have done something Good], Limited [Mental Traits Only], Medium [you must have used your See into the Past ability]) [1]
Reward the Charitable: You can heal damage and fatigue conditions on a target who has committed a good act who can see you by making a Court Attack. The target resists with Will defense (Healing 1, Energizing, Ranged: Court, Limited [Must have done something Good], Limited [Must be conscious], Sense Dependent [Visual, Must see you to be affected]) [1]
Hand of Destiny: You can affect the luck of others around you (Luck Control 1, Luck 1, Activation: Move [a brief daily ritual or routine) [1]
Destined Potential: 2 Power Points to spend on additional Powers, including mutations, which always affect your appearance and should have the Noticeable Flaw [2]
Longevity: Once you reach maturity you age at a slower rate, and have a longer lifespan. In addition, you gain Resistance against Aging effects [1/2]
Healthy: You almost never get sick. In addition, you gain Resistance against Disease effects [1/2]
Guided by Destiny: Choose a Destiny Complication, your abilities are strongly dictated by whether you decide to embrace it or oppose it [2]
Birth Marked: You have script like birthmarks, a nimbus, or a halo (or any combination of all three) that appear and glow the same color as your aura when emotional, stressed, or facing your destiny. You can make an Easy Composure check (DC 10) to lower the brightness per degree of success [0]
Charite Nature: You must take an additional hubris at 1st level. The Power Point awarded by this hubris is already spent on racial abilities (Hubris) [-1]
Racial Edges [-2]
- Quirk (Infatuation): Once per day this quirk can be activated as if you had either the Merciful, Trusting, Star Crossed or Reverse Star Crossed Hubris [-1]
- Quirk (Destiny): Once per day this quirk can be used to activate one of your complications, without granting you Destiny, if you fail to interact with or have a negative interaction with your Complication you lose your See into the Past and Hand of Destiny abilities until the next time you face that Complication [-1]
CULTURAL QUALITIES [3]
Languages: Common, Grigorian or Inevitable [0]
Skills: 2 Heritage Ranks each to any 2 Affinity Skills available to this Clan [2]
Proficiencies: 2 Heritage Ranks each to any 2 Affinity Proficiencies available to this Clan [1]
CLAN DESCRIPTION
Description: Charites average between three and eight feet tall with slight to brawny builds, and skin and hair shades much like humans, though paler shades are common in both, some might even have shades of pink, purple, blue, or green instead, and eye colors of violet, blue, gray, green, brown, or Amber typically, that become cloudy white when using their Far Sight. Charites also have either script like birthmarks, a nimbus, or a halo that appears and glows the same color as their aura when emotional, stressed, or facing their destiny. Occasionally some Charites may have an otherworldly beauty and grace about them. Charites tend to have various features depending on their Destined Potential. Facial and body hair can average from sparse to thick.