By Jake Broadrick (jbroadrick@po-1.clinton.k12.ia.us)
Quintessence cost: 3
Description: This power summons a Quintessence charged flaming column to descend from the heavens and strike a 10 foot diameter circle for forces based aggravated damage. (Roll Arete for damage Don't forget that add on success!!! Vulgar as hell.)
Quintessence cost: 5
Description: Ever want to have some of that premium the Technocracy so frequently flaunts?? Does your countermagick not cut it sometimes?? Well say no more, because for at the expense of 5 points of Quintessence you can (kind of) have some too...
System: This power summons a energy field about 1 inch of of the caster's skin. Any magick that hits this field automatically loses 2 of its successes and then the mage can still use his countermagick. For every spell targeted against the field while it is up the talisman gains one point of quintessence. Lasts for one scene. Coincidental or vulgar, ST's descretion)
Quintessence cost: 4
Description: Tired of getting beaten up by the Nephandi around the block?? Want some help without bulky Kevlar vests?? Well this is about as good as it gets...
System: This power allows the user to roll 6 additional soak dice versus any type of physical attack. This includes gunshots, falling anvils, meteors, clubs, knives, I think you get the point. Lasts for one scene. Coincidental or vulgar, ST's descretion)
Quintessence cost: 3
Description: Seeing as how this Talisman was once possessed by a cabal of vampire hunters, it only seems fitting that it have the power to shed light, real light, Sunlight, and lots of it.
System: This power sheds a huge globe of sunlight for a number of rounds equal to the number of successes obtained on a Arete roll. This causes 3 aggravated wounds against vampires and blinds everyone looking directly at it.