COMPASION CHARMS
COMPASSION
Ox Body (Shepard Only)
Cost: N/A
Mins: Conviction 2, Resistance 2
Type: Permanent
Keywords: Permanent
Duration: Permanent
Prerequisite Charms: None
A Champion can except to get a lot of abuse. Her path is a path of hardship and woe. In order to survive one must toughen ones hide and allow the blessings of their patron to flow through them.
Ox Body grants the Champion extra health levels so that she may fight another day.
When a Priest takes this charm they gain three -1 levels.
Lullaby of Glories Past
Cost: 4m
Mins: Compassion 3 , Craft 3, Occult 3, Performance 2, Essence 2
Type: Simple
Keywords: Touch Combo-Ok
Duration: Five minutes per level “healed”
Prerequisite Charms: None
The life a Champion can be hard on his equipment. Swords can be broken, shields can crack, wagon wheels can fall off and many other hardships are in store for those chosen for such great destinies.
When a Champion activates this charm he can lull a least god into a deep sleep so that it can dream of a time when it was not damaged. The Champion channels his essence through this dream and causes the broken item to regenerate. Damage done to it is simply reversed with no tools or resources. The item “heals” at a rate of one level per 5 minutes of gentle singing. This charm does not work on magical materials. The amount is limited by the characters dice cap.
Dreamer of Little Dreams
Cost: 6m
Mins: Compassion 3 , Craft 3, Occult 3, Performance 3, Essence 3
Type: Simple
Keywords: Touch, Combo-Ok
Duration: Invested
Prerequisite Charms: None
As a champion sings his lullaby to an object he can change the dream that the least god dreams. Instead of dreaming of what it was before it was damage it dreams a dream of being a different type of item. Slowly that item becomes the subject of the least gods’ dreams. The object cannot be of larger or smaller mass that it originally was nor can it change the material it’s made of. The object cannot be bigger than the Champion can hold in her hand. This charm does not work on magical materials.
Teaching the Dull Minded Student
Cost: 4m
Mins: Compassion 3, Craft 3, Essence 2
Type: Reflexive
Keywords: Touch, Combo-Ok
Duration: Instant
Prerequisite Charms: None
Sometimes pain is the only way to teach someone that violence is not the way. If the Champion is attacked, she may reflexively activate this charm to teach this lesson. When this charm is activated the Champion can make a counterattack at her full dice pool. If she succeeds any damage done to she would have received is applied to her attacker instead. She empathically suffers the pain of the injuries she would have had but only until her next action.
Palate of the Gods Technique
Cost: 2m
Mins: Essence 1, Compassion 2, Awareness 3
Type: Simple
Keywords: none
Duration: 1 minute per point of essence
The Champion has exceptionally precise senses of taste and smell (as the latter enhances the former). With a faint sniff or a tentative taste, the Champion can figure out what ingredients compose a certain concoction, and in what proportions. She can also sniff out drugs or poisons that have been added to what she was about to wolf down, as well as detect airborne toxins by the way they make the air taste. This charm doesn’t tell a Champion what an ingredient is if she isn’t already familiar with it. (She would realize that what’s making her tea spicy isn’t the spice she thinks it is, for instance, but she wouldn’t know if it was type of spice if she’d never had that type of spice before.) Instead, the charm registers each component separately and provides an indication whether such components would be dangerous to consume. The Champion also remembers the taste and smell of various ingredients she experiences so she can recognize and identify them if she’s exposed to them again.
Unerring Ear of the Champion
Cost: 2m
Mins: Essence 1, Compassion 2, Performance 3
Type: Simple
Keywords: none
Duration: 1 minute per point of essence
Prerequisite Charm: Palate of the Gods Technique
The Champion can be a musician’s best friend or worst nightmare, as she has the innate ability to detect even the subtlest variation in musical pitch. Her sense is so refined that she could catch a single missed note in an otherwise flawless performance of a Rachmaninoff concerto. The lone flub in the middle of the performance rings as clearly in her ears as if someone started a shouting match with their wife during the best part of a play. The Champion’s sense of hearing is also refined enough to be able to identify with absolute certainty if a mortal he is listening too is telling the truth.
Perception Extension Focus
Cost: 2m
Mins: Essence 1, Compassion 2, Awareness 3
Type: Simple
Keywords: none
Duration: 1 minute per point of essence
Prerequisite Charm: Divine Senses of the Champion
A Champion’s Exalted Perception allows him to hear, see and smell things from much farther away than mortal senses do. With this charm, the Champion can not only perceive these sensations, but perceive them as if they were happening right in front of him. If he’s within the range at which the sound of someone’s voice can travel, he can not only hear that voice, but follow its conversation as clearly as if he were participating. If a sniper is crouched high up on a ridge line within his line of sight, the Champion can not only see him but also recognize him and count the notches on his rifle stock. If he’s wandering in the woods and the wind brings him the distant scent of someone’s camp fire, he can not only smell it but tell what kind of wood they’re burning, what brand of marshmallows they’re roasting and how long it’s been since they’ve had a good bath.
Blinding Visage of Beauty
Cost: 2m
Mins: Essence 1, Compassion 2, Presence 3
Type: Simple
Keywords: None
Duration: Scene
Prerequisite Charm: None
Mortal beauty can take one’s breath away, but divine beauty can do so much more. When a Champion grows angry at a extra—such as a cultist who just won’t leave him alone—his player can spend a point of Essence and sear his visage into the mortal’s retinas. Doing so blinds and disorients the mortal for the remainder of the scene. The victim meanders aimlessly, dazzled by the character’s divine radiance.
Advantageous Circumstance Positioning
Cost: 4m
Mins: Essence 2, Compassion 2, Awareness 2, Socialize 2
Type: Simple
Keywords: None
Duration: Special
Prerequisite Charm: None
With this charm, a Champion turns a group of people into his own living machine of controlled randomness. Taking only a moment to glance around the room at what the people around him are doing. Then the Champion decides what result he wants to achieve then her player rolls a Manipulation +
Awareness roll. Each success on this roll can add a extra step to the process. Then the Champion needs to only take the first small step toward achieving that end and the other effects begin to cascade into place. The effect can take no more than a scene to accomplish, and it can be no more than a personal, temporal gain for himself.
Using this charm doesn’t have to be that complicated. As long as the player and Storyteller can come up with a quick sequence of convenient, coincidental events that spring from the Champion’s first small action, that’s all that’s required. The important thing is to keep each of the events low key and not to hog too much of the spotlight in so doing.
This charm cannot be used to cause harm or anything more than a minor annoyance to those involved in the chain of events. The final outcome cannot grant anything more than a momentary minor advantage.
Possibility Accepting Posture
Cost: 4m
Mins: Essence 2, Compassion 3, Performance 3
Type: Simple
Keywords: Social, Compulsion
Duration: Instant
Prerequisite Charm: None
Sometimes, for a Champion to be able to help people—or convince them to stay out of harm’s way—those people have to accept ideas that would seem patently ridiculous if they weren’t true. The player of a Champion with this charm spends essence and compares his characters M.D.V. against the targets M.D.V.. If the champions M.D.V. is greater then something in the Champion’s bearing or expression convinces a single listener not to dismiss what he’s saying. Maybe it’s the fact that the Champion is taking his words so seriously, or maybe he just has an honest face. Maybe he came highly recommended by a respected colleague. Whatever the reason, the listener gives the Champion the benefit of the doubt in regards to what the Champion next tries to explain, despite what he might be otherwise inclined to believe.
Hardship Detecting MethodCost: 4m
Mins: Compassion 2, Essence 2, Awareness 3Type: SimpleKeywords: Combo-OkDuration: Permanent essence in minutes Prerequisite Charms: NoneTo be a Hero of Spirit is both a blessing and a curse. You are capable of healing so much pain, but in order to heal it you must feel it. When you expand your senses you can feel any hardship that is with in your radius. If you roll a perception plus the appropriate skill you can find the location of the hardship. The better the roll the more information can be divulged
Divine Senses of the Champion
Cost: 4m
Mins: Essence 2, Compassion 3, Awareness 3
Type: Simple
Keywords: None
Duration: 1 action per point of essence
Prerequisite Charm: Unerring Ear of The Champion
This charm not only magnifies a demigod’s mortal senses, but steps beyond them altogether. His eyes can now essence flows and the immaterial. He smells the faintest scent on the wind, hears the farthest cry or the lightest creak of a floor board. The only catch is that the Champion must be actively searching for each sensation—the default assumption is that his senses are those of a regular mortal. Attuning his brain for this higher awareness and overlaying it on his mortal consciousness is difficult but he can switch between the various sensations freely during that time.
Guiding the Lost Soul ManeuverCost: 6m
Mins: Valor 3, Essence 3, Occult 3Type: SimpleKeywords: Combo-Ok Duration: 1 Action per Point of CompassionPrerequisite Charms: None
The Hero of Spirit can sense the pain of the world on all levels. From the smallest whimper to the most distant cry the Hero of Spirit can hear them all. The loudest of them all are the undead. They cry out to her to end their existence in limbo even if they are not aware that they are doing so. She simply feels that it is her duty to assist these suffering souls and guide them to Lethe post haste. When undead are attacked while inside the radius of Hero of Spirits anima banner the attacker adds the Hero’s compassion rating in damage levels to the post soak damage. Any undead slain while in the radius of this charm and whose essence is less than the Champion’s are forced into Lethe.
Ambush Negating Reflex
Cost: 6m
Mins: Essence 3, Compassion 4, Awareness 3, Melee or Martial Arts 3
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charm: Perception Extension Focus
Whenever the Champion enters an area where an ambush is waiting, even if he has no reason to suspect he’s in danger, certain tiny clues set his subconscious on edge, preparing him for an attack. When the attacker finally springs the surprise assault, the Champion hears the tiniest rustle of fabric, sees the slightest flicker in his peripheral vision or feels the gentlest twitch of displaced air, and the clues he already noticed all add up. As a result when a ambush is sprung, the Champion can reflexively activate this charm. Upon activation the Champion gains an extra number of dice equal to his Exalted Perception on the standard (Wits + Awareness) roll to detect the ambush.
Song of the Celestial Siren
Cost: 6m
Mins: Essence 3, Conviction 4, Presence 4
Type: Simple
Keywords: Compulsion, Combo-Ok
Duration: Special
Prerequisite Charm: Lasting Impression of Beauty
Some Champions are so beautiful you can’t help but be drawn to them, and a Champion with this charm makes that compelling attraction inescapable. After sending a invitation of some sort (a certain look, a letter or note, etc.) the object of her desire makes all due haste to reach her. The Champion’s activates the charm and she must single out one recipient of the charm. The intended target must be able to understand that the message is intended for him, and he must have a reasonable idea of how to find her.
Extras have no almost no defense against this power. If the choose to resist they must spend an amount of willpower equal to the Champions essence. Non-extra's whose MDV + Essence is less than the Champion can resist by spending a willpower and those that have a greater MDV + Essence are unaffected.
Champions whose Exalted Appearance represents divine ugliness cannot use this charm. Also, it doesn’t work on beautiful Champions with more dots of Exalted Appearance than the one using the charm. This charm last's for one scene or until the target of the charm meets the Champion.
Gift of the Serpent
Cost: 6m
Mins: Essence 3, Compassion 4, Dodge 3, Resistance 2
Type: Reflexive
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charm: None
Not only is this charm a life-saving power, but it can also be an effective (if surreal) means of escape. If an enemy’s attack against the Champion inflicts enough damage to cause knockback, the Champion may spend a point of Essence and a point of Willpower to reflexively negate all damage from the attack. The attack still inflicts its knockback, though, seemingly knocking the Champion completely out of his skin. The empty husk collapses at the attacker’s feet, disintegrating over three ticks.
The Champion who was apparently knocked out of his skin lands perfectly unharmed however far away the knockback threw him, retaining all of his clothing and possessions and radiating a golden sheen until the shed skin disintegrates.
The Champion can use this charm only once per scene.
Lasting Impression of Beauty
Cost: 6m
Mins: Essence 3, Compassion 3, Presence 3
Type: Simple
Keywords: Compulsion
Duration: Special
Prerequisite Charm: Blinding Visage of Beauty
The Champion has an effect on a subject that’s slow to fade away. Thoughts of the Champion creep into the victim’s mind unbidden either to undermine his concentration or to uplift his spirit. A beautiful Champion can use her Exalted Appearance to make a character feel good about himself, granting him an extra Willpower point (which may exceed the character’s maximum) and an extra die on any Art, Athletics, Command, Craft or Integrity dice pools.
Extras have no almost no defense against this power. If the choose to resist they must spend an amount of willpower equal to the Champions essence. Others of lesser or equal MDV + Essence are affected, but those with a greater combined score are not so vulnerable. Those with a higher MDV + Essence victim may spend a point of Willpower to negate the effect. In so doing, he remains immune to the effect from the same Champion for the rest of the scene.
The charms effects last for 24 hours. The Champion can use the charm on only one person at a time, and the target must be able to see her in person.
Chameleon in the Garden Method
Cost: 6m
Mins: Essence 3, Compassion 3, Bureaucracy 2, Lore 2
Type: Simple
Keywords: Combo-Ok
Duration: Scene
Prerequisite Charm: None
Being thrust into a situation full of strangers who have bizarre customs and weird manners (such as a sorority house at the height of rush) can be disorienting, but the character with this charm handles herself with remarkable aplomb. By observing the behavior of the people around her and reacting preternaturally quickly to their reactions to her behavior, she can fake like she fits in just about anywhere, with any class of people. She still has to dress the part, and the language barrier might pose its own problems, but she won’t embarrass or draw attention to herself unless she goes out of her way to do so on purpose.
Smile of the Glorious Charmer
Cost: 6m, 1wp
Mins: Essence 4, Compassion 4, Presence 4
Type: Simple
Keywords: Social,
Duration: Scene
Prerequisite Charm: Chameleon in the Garden Method
With the sheer, raw charm this charm represents, the Champion can smother an upwelling of panic, suspicion or utter hatred directed at her for one scene. The player need only succeed on a Charisma + Presence+ Essence roll with difficulty of the subjects M.D.V.. If the roll is successful the suppressed emotion doesn’t go away. It merely remains beneath the surface for the rest of the scene. The target of this charm is not under any mental influence of the Champion. They simply have calm down enough to listen to what the Champion has to say. While under the effects of this charm the subject still might chose to do unfortunate things to the her but the decision to do so will be based on their Intimacies and Motivations and not from a place of emotion. If the Champion does anything to upset the subject again the effect dissipates prematurely.
Shepard Calms the Sheep Stance
Cost: 6m, 1wp
Mins: Essence 4, Compassion 4, Performance 4
Type: Simple
Keywords: Social,
Duration: Scene
Prerequisite charm: Smile of the Glorious Charmer
The demigod’s force of personality is such that he can quell the passion of a seething mob, whether he’s addressing a throng of rowdy political protesters, standing between an innocent and the lynch mob howling for her hide, or stalling the guard long enough for his partner to finish sacrificing the hostages. The Champion cools the crowd’s urge for instant action and buys himself enough time to try to talk some sense into everyone. Doing so requires a roll of Charisma + Performance + Essence versus the highest M.D.V. in the group. This roll is to simulate his heartfelt call for calm. His words convince three members of the mob per success on the roll.
This effect lasts for the scene, after which the mob either disperses or renews its shenanigans with its original vigor. If the character is attempting to halt the depredations of a mob that is being controlled or directed supernaturally, use of this charm constitutes an opposed roll against the other power’s activation roll. If the power has no activation roll per se, the Champion’s player rolls his (Charisma + Presence) against that of the character who incited the mob supernaturally. If the Champion with this charm gets an equal or greater number of successes, the charm does what it’s supposed to.
Creation Awareness Mantra
Cost: 8m, 1wp
Mins: Essence 4, Compassion 4, Survival 3, Awareness 4
Type: Simple
Keywords: None
Duration: Scene
Prerequisite charm: Ambush Negating Reflex
The demigod is so in tune with his surroundings, that he can detect even the most minute changes around him well before anyone else. If there is any change in the natural world around him he doubles his perception dice.He can feel the barometric pressure rise or drop (and describe it accurately), giving him an acute sense of what the weather is going to do in the next hour. He can feel the tiniest tectonic vibrations from deep within the earth, allowing him to accurately presage an earthquake. Changes in temperature are no mystery to him either. His awareness is so complete that should some unnatural factor change one of these elements, he’s the first to notice and can even track the disturbance back to its source. Also, if enemies are lying in ambush in the nearby area and are not concealed by supernatural means, it is impossible for their surprise attack to catch the Champion unaware. The Champion may join battle and react accordingly without his player having to roll to notice the hidden attack. If he reflexively spends extra a point of willpower, he may call out a warning for his cohorts to be ready and react accordingly as well. As an added benefit, the Champion is unfailingly aware of the passage of time. Without even thinking about it, he can accurately say how much time has passed from any reference point that he has personally experienced.
Wound Abating ProcedureCost: 2m per Hlth,
Mins: Compassion 4, Essence 4, Medicine 4Type: Simple Keywords: ShapingDuration: Instant Prerequisite Charms: Guiding the Lost Soul ManeuverWith this Charm, the Hero of Spirit can instantly staunch the bleeding of herself or someone else and also facilitate the healing of wounds. For every two motes spent, the Champion can convert one lethal wound level into a bashing level. Healing even one level of damage also automatically closes any bleeding wounds. This Charm can be used on another just as easily as the Exalt uses it on herself. The Hero of Spirit need only spend one Willpower point per application of this Charm.
Disease Intervention PracticeCost: 8m, 1wp
Mins: Compassion 5, Essence 5, Willpower 6Type: Simple Keywords: ObviousDuration: Special Prerequisite Charms: Wound Abating ProcedureDisease is a common cause of death for the folk of creation. Most people have several family members that have died because of one plague or another. Shamans can heal most of the mundane diseases but the magical ones are just simply out of their league. This charm works similar to the heal madness charm in that it forces the disease to manifest it self and then the spirit can be battled. Mechanically it forces the disease spirit to materialize and stay materialize as long as the exalted wills it. During that time the spirit can be attacked and probably killed by any one who would wish it so. The spirit does not simply dematerialize once it is defeated. It is dead and gone. Once the spirit is banished the disease is cured. The more the disease is spread the more powerful the spirit will be.
Madness Eviction TechniqueCost: 8m, 1wp,
Mins: Compassion 4, Essence 4, Willpower 4 Type: Simple Keywords: ObviousDuration: Special Prerequisite Charms: Hardship Detection MethodOur minds are fragile things. At young age the smallest bump can affect us for the rest of our lives. As we get older we can handle such minor events but we also can conceive larger horrors. These events can damage the mind beyond its ability to repair itself. A Hero of Spirit can use his empowered senses to feel the damage and then force it out into the open. He literally takes the affliction out of the head of the patient and forms into a creature that can be battle with and killed. Each affliction has a certain way that it can be battled and killed. He can assist in subduing the essence creature but only the patient can finish it. Once the formed affliction is killed the patient is cured. This charm forces the madness of the target into a spiritual form.
Creation Attunement Method
Cost: 8m, 1wp
Mins: Essence 4, Compassion 4, Awareness 5, Survival 4
Type: Simple
Keywords: None
Duration: Scene
Prerequisite charm: Creation Awareness Mantra
The Champion is so aware of his surroundings that his other senses (primarily those of hearing and smell) compensate for his eyes in identifying nearby objects outside his line of sight. The Champion could recognize the person sneaking up on him by that person’s telltale scent and mark exactly how far away that person is by the sound of his passing. With one quick glance around the room, the Champion could mark in his mind exactly where every wall and piece of furniture is within. Having done so, he could then navigate the room with his eyes closed, even slipping through a milling crowd of people without bumping into anyone or anything. To a certain extent, the character can perceive what’s going on around him in a 360-degree arc. Also, he suffers no penalties for fighting blind as long as he can hear or smell his opponents.
Untouchable Opponent Maneuver
Cost: 8m, 1wp
Mins: Essence 4, Compassion 4, Dodge 5,
Type: Simple
Keywords: Simple
Duration: 1 Action per Essence
Prerequisite Charms: Creation Awareness Mantra
The Champion might as well be a ghost for all her enemies can lay a hand or a weapon on her. The Champion doubles her Dodge DV. She also ignores an amount of DV penalties due to unstable terrain equal to her Exalted Dexterity dots. Only the normal bonus applies to the character’s Parry DV, though, and this charm’s bonus to Dodge DV doesn’t apply if the character is merely hiding behind cover or tucked in behind a rock like a lowly turtle. Only if the character is physically dodging the attacks that are coming her way does this charm help her out.
Champion of (Patron) Posture
Cost: 8m, 1wp
Mins: Essence 4, Compassion 4, Performance 5
Type: Simple
Keywords: Compulsion
Duration: Until sunset or sunrise
Prerequisite Charms: Song of the Celestial Siren
The character exudes such charm and élan that people just want to be around him. When the character engages this charm any mortal who looks in the character’s direction feels compelled to be in his company until the next sunrise. People flock around him like they where his cult. They are desperate to be near him and get his attention, and they’ll follow him from locale to locale for as long as he keeps leading them.
The Champion roll his Charisma + Performance and one person per point of permanent essence per success are motivated to join him. Mortals with a M.D.V. lesser than the Champions cannot resist this compulsion. Mortals that have a M.D.V. equal to more than the Champion need only spend a willpower to resist. Exalted and essence users whose M.D.V. is less than the Champions can resist by spending only one willpower and Exalted whose M.D.V. is higher are not affected at all. Successful resistance breaks the charm for the rest of its duration; a failure means the character cannot try to break away again for another hour. The maximum the character can have as many lingering groupies and hangers on that are under the equal to twice his Charisma and his Exalted Charisma dots normally grant him bonus successes on Charisma rolls.
Champions use this charm not only to gather up fellow revelers for long, roving parties, but also to surround themselves with unwitting human shields. For as long as the charm lasts, the compelled mortals will not abandon the Champion unless he chooses to end the effect early.
Enamouring Presence Form
Cost: 8m, 1wp
Mins: Essence 4
Type: Simple
Keywords: Compulsion
Duration: Scene
Prerequisite charm: Serpent’s Gaze
As with the prerequisite charm, Enamouring Presence Form draws a victim’s attention to the Champion and renders him unable to look away. The victim remains Inactive for combat purposes, staring helplessly at the hideous monster or unearthly beauty before him. Unlike Serpent’s Gaze, though, the Champion need not consciously maintain eye contact with her victim for the effect to endure. Once the victim has been transfixed by the Champion’s Exalted Appearance, he remains thus until either the end of the scene or until the Champion leaves his line of sight. The victim will follow the Champion with his eyes, even turn in place if she wanders around the immediate area, but he can’t do anything other than look at her. What’s more, the Champion can capture a number of victims with her appearance equal to her (Exalted Appearance + Essence) total. They all stop what they’re doing to stare at her in rapt fascination. When the effect ends, they remember nothing that happened after the first moment they saw the Champion. This charm lasts as long as the affected can see the Champion or until she cancels the charms or at the end of the scene.
Extras have no almost no defense against this power. If the choose to resist they must spend an amount of willpower equal to the Champions essence. Others of lesser or equal MDV + Essence are unable to look away on their own, but those with a greater combined score are not so vulnerable. After the Champion using the charm takes one full action, the higher MDV + Essence victim may spend a point of Willpower to negate the effect. In so doing, he remains immune to the effect from the same Champion for the rest of the scene..
Knowing Glance of Accuser
Cost: 8m, 1wp
Mins: Essence 4, Compassion 4, Presence 4, Socialize 4
Type: Simple
Keywords: Social
Duration: Scene
Prerequisite Charms: Hardship Detecting Method
Knowing that someone is keeping a damning secret can be quite an effective tool in getting him to do what you want. With this charm, however, that knowledge is not only a tool, but a powerful weapon. When the Champion is aware that another character is keeping a dangerous secret—whether he has uncovered it through investigation or has discovered its presence through the Stench of Guilt charm he need only make eye contact with the guilty party. The character with the secret suddenly realizes that someone else knows, and is so disturbed and worried that he cannot spend willpower for the scene.
The Champion can affect the same character thus only once per day, and the charm has no effect if the victim is not actually hiding the secret the Champion thinks he is.
Instantaneous Investigative Method
Cost: 8m, 1wp
Mins: Essence 4, Compassion 4, Investigation4, Awareness 3
Type: Supplemental
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Creation Awareness Mantra
The Champion can take an intuitive “read” of a crime scene and make a reasonably accurate assessment of what transpired there. By activating this charm and taking a single, sweeping glance around the scene of a crime, the Champion entitles his player to a reflexive (Wits + Investigation) roll. If the roll succeeds, the Champion can tell what crimes were committed at that scene (if it was more than one), how many perpetrators were involved, how long ago it happened, roughly the sequence of events that took place and what means the perpetrators employed to cover up evidence. The difficulty of the roll should reflect how long ago the crime occurred, how contaminated the crime scene has been since then and how thorough the criminals were in covering their tracks.
This charm doesn’t reveal specific, plot-sensitive information that isn’t readily apparent (such as who the perpetrators actually are), but it should provide enough clues in a single glance for the character to develop solid leads that further the story.
Perfect Impostor Practice
Cost: 8m, 1wp
Mins: Essence 4, Larceny 4, Presence 2, Performance 2
Type: Simple
Keywords: Social
Duration: Scene
Prerequisite charm: Chameleon in the Garden Method
Impersonating someone in order to infiltrate his home or workplace or to get dangerously close to someone he cares about is more difficult the less well the impersonator knows his subject. The best makeup and disguise means nothing if the impostor can’t react to life’s little surprises exactly as the subject of his mimicry would react. With this charm, however, the Champion can discern with preternatural quickness how the people who think he’s someone else expect that someone else to react. Their minute changes of expression or body language give their expectations away, allowing the impostor to react accordingly.
On a successful Wits + Presence + Essence in successes roll vs. the opponents M.D.V. + essence, the impostor’s player roleplays , the Storyteller simply informs him of what the unsuspecting characters’ expectations are, and the player chooses his impostor’s reactions accordingly. The charm grants the number in dice equal to the amount of net success on the activation roll to all social actions that involve the impostor trying to convince some one he is who he says he is. This charm does not provide a supernatural disguise that would fool someone with the Unfailing Recognition charm, but even if such a Champion can see through the impostor’s disguise, his recognition alone would not be enough to convince anyone else. The impostor retains the wherewithal to stand up to any impromptu interrogation and maintain his charade in everyone else’s eyes, thus making the only other Champion who knows the impostor’s true identity look like a horse’s ass or a liar.
Whirlwind Shield of the Gods
Cost: 10m, 1wp
Mins: Essence 5, Compasion 5, Melee3, Archery 3
Type: Simple
Keywords: Obvious
Duration: Scene
Prerequisite charm: Creation Awareness Mantra
Normally, no mortal or Champion can parry thrown attacks without a stunt, nor can one parry bullets at all. When a Champion has this charm, however, he becomes the whirlwind for which it is named and can defend himself better than mortals or even his Champion peers. Upon activating the charm, the Champion can apply his full Parry DV to attacks made with thrown items (javelins, chakrams, sling stones, etc.) or with bows or crossbows. He can knock the projectiles aside or snag them out of the air armed or unarmed, almost without thinking about it.
Curse of the Unyielding HeartCost: 10m, 1wp
Mins: Compassion 5, Essence 5, Willpower 7Type: Simple Keywords: Emotions, Duration: Scene Prerequisite Charms: Disease Intervention Practice, Madness Eviction TechniqueToo much of a good thing can be bad for you. Empathy is one of those good things. If you don’t have it you are a cold sociopath but if you have too much you can be overwhelmed. Those cursed with this charm experience powerful, clear and uncontrolled empathy so intense that they get lost in a sea of emotions and memories.
This charm strips the emotional walls of one or more extras and forces them to feel the raw unfiltered pain of those around them. They become completely incapacitated by the flood of emotion and are considered inactive for mechanics purposes. The Hero can affect one target per point of compassion whom has a MDV less than the Hero’s Compassion. Those who MDV is higher than the Hero’s Compassion can spend a willpower point to ignore the effects.
Mirror of the Soul TacticCost: 10m, 1wp,
Mins: Compassion 5, Essence 5, Dodge 5, Type: Simple Keywords: Obvious Duration: 1 ActionPrerequisite Charms: Curse of the Unyielding HeartViolence solves nothing. Every one suffers when a hand is raised in anger. When opponents try to attack an exalted when this charm is active their souls are overwhelmed with the horror and pain of the act they were about to commit. If the attacker is weak of mind they doubt everything about being a soldier and find the weapon in their hand to be sickening and drop it there feet. How the weak-minded effected by this charm deal with their self-revulsion is up to the individual.
Those who would attack the chosen one are so affected by this charm that it is easy for to step out of the way of the blow. If the champion gains more successess on a compassion roll than the attack has essence the attack is dodged.
Pefected Mirror of the Soul TacticCost: 5m
Mins: Compassion 5, Essence 5, Dodge 5 Type: Reflexive Keywords: Obvious Duration: Instant
Prerequisite Charms: Mirror of the Soul Tactic
This attack is similar to Mirror of the Soul Tactic in that it dodges a attack. This greater version of the charm is a perfect dodge and subjected to the rules and restrictions of perfect actions.