Difference between revisions of "BogModAlternateSidereals/Larceny"

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It is easier to count the stars in the night sky then get the truth out of the Maiden of Secrets when it is not time.  So too can Sidereals ensure no one gets the truth out of them.  No one will be able to tell if the the Sidereal is telling a lie when she uses this charm with a statement.  If another charm would counter this charms effects add the Sidereals Essence + House of Secrets to the roll.
 
It is easier to count the stars in the night sky then get the truth out of the Maiden of Secrets when it is not time.  So too can Sidereals ensure no one gets the truth out of them.  No one will be able to tell if the the Sidereal is telling a lie when she uses this charm with a statement.  If another charm would counter this charms effects add the Sidereals Essence + House of Secrets to the roll.
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<b>Heart-Bound Secrets</b><br>
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<b>Cost:</b> -; <b>Mins:</b> Larceny 3, Essence 3, House of Secrets 1; <b>Type:</b> Permanent<br>
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<b>Keywords:</b> None<br>
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<b>Duration:</b> Permanent<br>
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<b>Prerequisite Charms:</b> Infallible Misdirection Phrase
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It is easy to reveal things but not so easy to unreveal them.  Thus it falls first to make sure things are never learned before their time.  The Viziers internalize this simple logic in all they do.  The difficulty to learn things about a Sidereal who knows this charm is increased by 2 as a permanent effect.  The Sidereal's player can choose to not have it apply to things if they so wish to avoid turning into more of a complete enigma than they allready are.  This charm increases the difficulty of remembering things about the Sidereal as well making Arcane Fate even more potent should they have an interest to do so. 
 
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<b>Words Without Words Deception</b><br>
 
<b>Words Without Words Deception</b><br>
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<b>Prerequisite Charms:</b> Any Larcey Excellency, Stolen Wine Technique
 
<b>Prerequisite Charms:</b> Any Larcey Excellency, Stolen Wine Technique
  
Heaven's finest agents are not so crass as to just pick someone's pocket like a common street urchin.  Instead they bend things with essence so that their target just drops the item to the ground and wanders off forgetting about it.  The Sidereal rolls Manipulation + Larceny + House of Secrets as their dice pool.  Should their roll exceed the targets DMDV they will drop one item they are not currently using and not remember dropping it until their attention is brought to it either by someone pointing it out or they try to use the item they dropped.
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Heaven's finest agents are not so crass as to just pick someone's pocket like a common street urchin.  Instead they bend things with essence so that their target just drops the item to the ground and wanders off forgetting about it.  The Sidereal rolls Manipulation + Larceny + House of Secrets as their dice pool.  Should their roll exceed the targets DMDV they will drop one item they are not currently using of the Sidereals choice and not remember dropping it until their attention is brought to it either by someone pointing it out or they try to use the item they dropped.
 
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<b>Smuggler's Gift Technique</b><br>
 
<b>Smuggler's Gift Technique</b><br>
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The gift of foresight lets the Viziers hide goods where none would look.  This charm supplements an action to hide objects on their person or in other objects.  Anyone without supernatural senses or an Awareness or Perception rating greater then the Sidereal's Larceny doesn't find the hidden object.  This charm can even be used by a Sidereal to hide someone but anything larger then a person can not be used by this charm and the thing hidden can not move under its own power.
 
The gift of foresight lets the Viziers hide goods where none would look.  This charm supplements an action to hide objects on their person or in other objects.  Anyone without supernatural senses or an Awareness or Perception rating greater then the Sidereal's Larceny doesn't find the hidden object.  This charm can even be used by a Sidereal to hide someone but anything larger then a person can not be used by this charm and the thing hidden can not move under its own power.
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<b>Trails Like Starlight</b><br>
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<b>Cost:</b> 3m; <b>Mins:</b> Larceny 2, Essence 2, House of Secrets 1; <b>Type:</b> Reflexive<br>
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<b>Keywords:</b> College<br>
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<b>Duration:</b> One scene<br>
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<b>Prerequisite Charms:</b> Any Larceny Excellency
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In the Primordial War certain matters were important to conceal.  The nature of an ambush or evidence of where an army camped.  Turning to the Chosen of Secrets things continued to be hidden from the Primordials and their Demons who found no clues better help them fight the Exalted.  In the First Age it was important to hide the secrets of the Solars...and their own plots against them. 
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While this charm is active the character will leave no evidence of their identity at a location making mundance investigation attempts fail.  The exceptions are of course any clues they wish to leave such as a calling card though doing so does not compromise this charm in any way.  Furthermore this charm can be used to wipe away evidence of others from a scene baring any evidence a Sidereal wishes to be left.  They may for example remove evidence showing that a murdered victim had a lady of the evening with him but leave all the evidence of the murderer untouched.  Furthermore while this charm is active the character is proof against all mundance tracking attempts.
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If a charm would contest this the Sidereal adds their House of Secrets rating in successes to the contested roll-off.
 
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<b>Ear-to-the-Safe Technique</b><br>
 
<b>Ear-to-the-Safe Technique</b><br>
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When the wrongs things threaten to become well known the Chosen of the Maiden of Secrets remove such knowledge from the unworthy minds.  The Sidereal rolls (Charisma or Manipulation + Larceny).  If they beat the target's MDV the Sidereal can name a fact and make them forget it, the information lost to them.  The Sidereal must know the exact fact he wishes to remove can not not make broad generalizations like 'the password to the doomsday device' if the Sidereal doesn't know what that password is.  This charm can not be used to remove dots in an ability or make a character forget charms or other powers.  This is not a charm for wiping minds into clean slates but select surgical elimination of certain facts.
 
When the wrongs things threaten to become well known the Chosen of the Maiden of Secrets remove such knowledge from the unworthy minds.  The Sidereal rolls (Charisma or Manipulation + Larceny).  If they beat the target's MDV the Sidereal can name a fact and make them forget it, the information lost to them.  The Sidereal must know the exact fact he wishes to remove can not not make broad generalizations like 'the password to the doomsday device' if the Sidereal doesn't know what that password is.  This charm can not be used to remove dots in an ability or make a character forget charms or other powers.  This is not a charm for wiping minds into clean slates but select surgical elimination of certain facts.
 
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<b>Secret Makeup Method</b><br>
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<b>Cost:</b> -; <b>Mins:</b> Larceny 2, Essence 2; <b>Type:</b> Permanent<br>
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<b>Keywords:</b> None<br>
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<b>Duration:</b> Permanent<br>
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<b>Prerequisite Charms:</b> None
  
Pickpocket(1b)Any Ex(2b)
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Sidereals are masters of not appearing to be who you think they areEven if denied materials they can work cunning diguises.  A Sidereal with this charm does not suffer a penalty for lacking materials and they can make disguise rolls so long as they have time.
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<b>Divergent Thread Doors</b><br>
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<b>Cost:</b> 2m; <b>Mins:</b> Larceny 3, Essence 2; <b>Type:</b> Reflexive<br>
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<b>Keywords:</b> Combo-OK<br>
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<b>Duration:</b> Instant<br>
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<b>Prerequisite Charms:</b> None
  
College, target drops something and forgets about it or sid can plant stuff on target by leaving something to be noticed and picked up(3b, builds off 1b)Mind reader charm(4b, builds off 1b and 2b). Gear hiding charm(5b, builds off 2b)
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People are not aware of how in flux things are.  How events can go two different ways and it not until you take action that they must be set in stone.  So it is with the Sidereals when others would keep them from their investigations.  This charm is activated before trying to open a door or chest or something.  Activating it before hand means that it has conveniently been left unlocked.  Alternatively at Essence 3 a Sidereal can spend these motes and a willpower point after trying to open something that is locked and find a spare set of keys conveniently nearby.
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<b>Gambler's Den Method</b><br>
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<b>Cost:</b> 4m; <b>Mins:</b> Larceny 4, Essence 3; <b>Type:</b> Simple<br>
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<b>Keywords:</b> None<br>
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<b>Duration:</b> One scene<br>
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<b>Prerequisite Charms:</b> Any Larceny Excellency
  
Stealing memories(6b, builds off 4b)
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Sidereals come from many corners of Creation and as Chosen of the Maidens they have more important things to do instead of wasting their time with gambling.  Yet some do not give up their past so willingly and some have found use of games of chance.  With their control of destiny they can dominate any game of chance.  Any chance elements to the the Sidereal can control.  What the dice produce, what the next card turned over is, how a coin toss ends up and they can be as blatent or subtle with this as they want to be.  At Essence 4 this charm does not automatically register to charms such as All Encompassing Sorcerer's Sight.
  
Stuff someone into Elsewhere, College.(7b, builds off 6b)
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== Comments ==
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Disguise charms.(1c)  Fateful Ex(2c)
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[[BogModAlternateSidereals]]
 
 
Disguises self as another exalt type or being.(3c, builds off 1c and 2c)
 
 
 
== Comments ==
 

Latest revision as of 22:12, 24 January 2011

Larceny is the Gaurdians


Infallible Misdirection Phrase
Cost: 2m; Mins: Larceny 2, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

It is easier to count the stars in the night sky then get the truth out of the Maiden of Secrets when it is not time. So too can Sidereals ensure no one gets the truth out of them. No one will be able to tell if the the Sidereal is telling a lie when she uses this charm with a statement. If another charm would counter this charms effects add the Sidereals Essence + House of Secrets to the roll.


Heart-Bound Secrets
Cost: -; Mins: Larceny 3, Essence 3, House of Secrets 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Infallible Misdirection Phrase

It is easy to reveal things but not so easy to unreveal them. Thus it falls first to make sure things are never learned before their time. The Viziers internalize this simple logic in all they do. The difficulty to learn things about a Sidereal who knows this charm is increased by 2 as a permanent effect. The Sidereal's player can choose to not have it apply to things if they so wish to avoid turning into more of a complete enigma than they allready are. This charm increases the difficulty of remembering things about the Sidereal as well making Arcane Fate even more potent should they have an interest to do so.


Words Without Words Deception
Cost: 5m, 1wp; Mins: Larceny 4, Essence 4, House of Secrets 2; Type: Simple
Keywords: College, Combo-OK
Duration: Instant
Prerequisite Charms: Any Larceny Excellency, Infallible Misdirection Phrase

The best way to tell a lie is to let someone else decide what you meant regardless of what you said or didn't say. When this Sidereal uses this charm her body language and expressions say so much more then her words do. She must either make a statement that is technically true but doesn't answer the question or say nothing at all. Then the Vizier rolls Manipulation + Larceny + House of Secrets. Those with their MDV lower then the successes rolled come to a conclusion that the Sidereal wants them to come to about the thing they were talking about. This is a form of Undodgeable Unnatural Mental Influence.


Stolen Wine Technique
Cost: 2m; Mins: Larceny 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The Chosen of the Maiden's must often liberate from improper use the tools which will lead to bad destinies. This charm supplements an attempt at pickpocketing. The attempt succeeds without the target noticing but any supernatural senses will let them notice.


Auspicious Loss Technique
Cost: 6m; Mins: Larceny 4, Essence 3, House of Secrets 2; Type: Simple
Keywords: College, Combo-OK
Duration: Instant
Prerequisite Charms: Any Larcey Excellency, Stolen Wine Technique

Heaven's finest agents are not so crass as to just pick someone's pocket like a common street urchin. Instead they bend things with essence so that their target just drops the item to the ground and wanders off forgetting about it. The Sidereal rolls Manipulation + Larceny + House of Secrets as their dice pool. Should their roll exceed the targets DMDV they will drop one item they are not currently using of the Sidereals choice and not remember dropping it until their attention is brought to it either by someone pointing it out or they try to use the item they dropped.


Smuggler's Gift Technique
Cost: 2m; Mins: Larceny 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Larceny Excellency

The gift of foresight lets the Viziers hide goods where none would look. This charm supplements an action to hide objects on their person or in other objects. Anyone without supernatural senses or an Awareness or Perception rating greater then the Sidereal's Larceny doesn't find the hidden object. This charm can even be used by a Sidereal to hide someone but anything larger then a person can not be used by this charm and the thing hidden can not move under its own power.


Trails Like Starlight
Cost: 3m; Mins: Larceny 2, Essence 2, House of Secrets 1; Type: Reflexive
Keywords: College
Duration: One scene
Prerequisite Charms: Any Larceny Excellency

In the Primordial War certain matters were important to conceal. The nature of an ambush or evidence of where an army camped. Turning to the Chosen of Secrets things continued to be hidden from the Primordials and their Demons who found no clues better help them fight the Exalted. In the First Age it was important to hide the secrets of the Solars...and their own plots against them.

While this charm is active the character will leave no evidence of their identity at a location making mundance investigation attempts fail. The exceptions are of course any clues they wish to leave such as a calling card though doing so does not compromise this charm in any way. Furthermore this charm can be used to wipe away evidence of others from a scene baring any evidence a Sidereal wishes to be left. They may for example remove evidence showing that a murdered victim had a lady of the evening with him but leave all the evidence of the murderer untouched. Furthermore while this charm is active the character is proof against all mundance tracking attempts.

If a charm would contest this the Sidereal adds their House of Secrets rating in successes to the contested roll-off.


Ear-to-the-Safe Technique
Cost: 6m, 1wp; Mins: Larceny 4, Essence 3; Type: Simple
Keywords: Combo-OK, Illusion, Social
Duration: One scene
Prerequisite Charms: Any Larceny Excellency, Stolen Wine Technique

Charged with making sure things are not revealed when they should not be and gathering wisdom for the Exalted host the Viziers know how to listen for the thoughts of others and from them get their secrets. The Sidereal rolls (Manipulation + Larceny) against a difficulty of the targets DMDV. If she beats the number she can listen in on the targets surface thoughts for the rest of the scene. This effect can be resisted by spending one Willpower point as the target feels an odd sense of unease and acts on that feeling. Even resisted the charm makes it hard to find the source of the intrusion and must spend an additional 3 points of Willpower to know who used the charm. This charm can only be used against a target once a day no matter how many different people use the charm.


Theft of Thought Hands
Cost: 8m, 1wp; Mins: Larceny 5, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Ear-to-the-Safe Technique

When the wrongs things threaten to become well known the Chosen of the Maiden of Secrets remove such knowledge from the unworthy minds. The Sidereal rolls (Charisma or Manipulation + Larceny). If they beat the target's MDV the Sidereal can name a fact and make them forget it, the information lost to them. The Sidereal must know the exact fact he wishes to remove can not not make broad generalizations like 'the password to the doomsday device' if the Sidereal doesn't know what that password is. This charm can not be used to remove dots in an ability or make a character forget charms or other powers. This is not a charm for wiping minds into clean slates but select surgical elimination of certain facts.


Secret Makeup Method
Cost: -; Mins: Larceny 2, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

Sidereals are masters of not appearing to be who you think they are. Even if denied materials they can work cunning diguises. A Sidereal with this charm does not suffer a penalty for lacking materials and they can make disguise rolls so long as they have time.


Divergent Thread Doors
Cost: 2m; Mins: Larceny 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

People are not aware of how in flux things are. How events can go two different ways and it not until you take action that they must be set in stone. So it is with the Sidereals when others would keep them from their investigations. This charm is activated before trying to open a door or chest or something. Activating it before hand means that it has conveniently been left unlocked. Alternatively at Essence 3 a Sidereal can spend these motes and a willpower point after trying to open something that is locked and find a spare set of keys conveniently nearby.


Gambler's Den Method
Cost: 4m; Mins: Larceny 4, Essence 3; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Any Larceny Excellency

Sidereals come from many corners of Creation and as Chosen of the Maidens they have more important things to do instead of wasting their time with gambling. Yet some do not give up their past so willingly and some have found use of games of chance. With their control of destiny they can dominate any game of chance. Any chance elements to the the Sidereal can control. What the dice produce, what the next card turned over is, how a coin toss ends up and they can be as blatent or subtle with this as they want to be. At Essence 4 this charm does not automatically register to charms such as All Encompassing Sorcerer's Sight.

Comments

BogModAlternateSidereals