CallMeCanon/Kitsune/Charms
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Kitsune Magic
As with the Charms of Spirits, Fair Folk, or the Exalted, Kitsune Magic springs forth from their supernatural essence, and for the most part comes naturally and instinctively and does not require training. The one major exception to this rule is Shape Charms. A Kitsune is born into a single Tribe, and that Tribe's Element comes naturally to her: its Charms are Favored and can be mastered without training. Charms of any other Element, however, are Unfavored, must be learned from a teacher, and cost 1.5x motes to cast (rounded up).
Excellencies
Kitsune use the same Excellencies as Exalted do, but instead of being based on Abilities or Attributes, they are based on Virtues, and can be used on rolls using an Ability linked to the Virtue in question. For example, First Valor Excellency would cost 1m/2dice, up to (Essence + Valor) times for a single roll, and be usable for any Archery, Athletics, Martial Arts, Melee, Thrown, or War roll. Because Kitsune Excellencies are so much more versatile, they only get their Primary Virtue's Excellencies for free; First at Essence 1, Second at Essence 2, Third at Essence 3.
Mischievous (Virtue) Trick
The Kitsune takes an action that would require a roll, and chooses a target. The Kitsune must voluntarily fail the roll in question, and instead rolls Essence+(Virtue) at a difficulty of the target's Essence. On a success, the target believes that the Kitsune succeeded at the action. This is an Illusion effect. If threshold successes exceed the Difficulty of the action in question, this illusion counts as Unnatural Mental Influence.