imageGilmayne, the Dancers at the Saigoth Gates

See RoGD I, pg. 79 for a full description;

(Obscurity 2/2) Gilmyne are often summoned to entertain or to sway emotions through their dances. A gilmyne is occasionally drawn from Malfeas without sorcery when someone tries to force open the legendary Saigoth Gates. However, no one has attempted such a feat since the fall of Clepsys during the Usurpation. If a gilmyne is forced to abstain from dancing for more than a day, its player rolls one die with a success inflicting one point of Limit.

Motivation: To dance in celebration of the Saigoth Gates.
Attributes: Strength 4, Dexterity 5, Stamina 2; Charisma 7, Manipulation 2, Composure 5; Perception 4, Intelligence 2, Wits 4
Virtues: Compassion 2, Conviction 5, Temperance 3, Valor 5
Abilities: Athletics 4, Awareness 2, Dodge 4, Integrity 2, Investigation 1, Lore 1 (The Saigoth Gates +3), Martial Arts 1 (Performing Kata +3), Occult 1, Performance 3 (Dance +3), Presence 3, Resistance 4, Socialize 1, Stealth 4, Survival 1

Backgrounds: Backing 1
Essence: 3
Essence Pool: 85
Willpower: 7

Charm Name Effect Cost Type Duration Page
Materialize Materializes 50m Simple Varies GE 142
Essence Bite 4L fire damamge with a touch 8m Simple Scene GE 168
Stoke the Flame Adds (Temperance) successes to performance checks to instill emotion. Affects one target. 3m Supp Scene GE 161
Hoodwink Count (motes spent) as successes on a social attack to trick. They can spend 1w to double MDV. Success inflicts -(Essence) to actions. x Refl (Essence) Actions GE 160
Mirror of the Infinite Wardrobe Appears as what each viewer expects to see. MDV > (Essence + Conviction) lets them spend 1 to see through, as does being told of the illusion. Otherwise Per + Occult (5) 10m, 1w Simple Indef GE 157
Principle of Motion Seven banked actions
Harrow the Mind Man + Pre with (Temperance) extra successes to convince someone a false thing is true. Disbelief requires 1w per action until 3 have been spent. 5m Supp Scene GE 160
Word of Power Efficacious dances that attack either the living or the dead. Man + Valor and deals 5L base. Can only be soaked naturally and each health level inflics a -1 penalty to all actions for (Essence x 3) ticks. 5m Refl Scene GE 170
First ExcellencyDodge, Martial Arts, Performance1m / dieSuppInstant
Second ExcellencyAthletics, Performance, Presence2m / successSuppInstant
Third ExcellencyPerformance, Resistance, Stealth3mSuppInstant

Physical Combat

Join Battle: 6
Soak: 4L/8B (Fiery Form, 3L/6B)
Health Levels: -0/-1/-1/-1/-1/-1/-2/-2/-2/-2/-4/Incap
Dodge DV: 6

Attack Speed Rate Accuracy Damage Range PDV
Touch 5 3 8 8L - 4
Words of Power 5 1 7 5L (natural only) * -

Social Combat

Mental Dodge DV: 4

Attack Speed Rate Cha Man PDV
Presence 4 2 7 2 4
Performance (+3 Dance) 6 1 10 5 2
Investigation 5 2 8 3 -

Other Notes: A gilmyne’s two efficacious dances each affect only one member of the demon’s audience. Hence, the dancer’s Stoke the Flame and Words of Power Charms affect only a single individual, to either invigorate or damage the target as appropriate. Beings with a Dodge MDV greater than the demon’s (Essence + Conviction) can pierce the gilmyne’s disguise just by spending one Willpower. If the illusion is pointed out to another, that person may spend a Willpower to see the thing for what it is. Otherwise, the demon’s Mirror of the Infinite Wardrobe requires either a Willpower point or successes on a (Perception + Occult) roll equal to the spirit’s Conviction (5) to overcome its unnatural mental influence.