CONVICTION CHARMS

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Ox Body (Herold 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 Missionary takes this charm they gain three 0 levels.

 

Undeniable Purpose Method

Cost: 1m per two die of damage

Mins: Conviction 3 , Craft 3, Occult 3, Essence 2

Type: Simple

Keywords: Touch Combo-Ok

Duration: Instant

Prerequisite Charms: None

There are times when diplomacy fails. When words do not cut to the heart of the matter and only after blood is spilt can a Champion be heard. This charm focuses the will of the least god inside an item and uses that empowered self resolve to cause a non-magical item to do more damage than it normally would. Add two die of damage that an item normally causes per point of essence spent. The amount is limited by the characters dice cap.


Destinies Righteous Charge

Cost: 6m

Mins: Conviction 3 , Craft 3, Essence 3

Type: Reflexive

Keywords: Touch, Obvious, Combo-Ok

Duration: 1 action per Temperance

Prerequisite Charms: Inner Strength Technique

A least god tends to do very little and have very small dreams. A champion with this charm grants the least god with dreams of glory. The tiny surges with purpose and drive so much that at times it’s battle cries can be heard those near by.


This charm converts the damage dice of an object, up to the Champions essence, into successes for one action per point of temperance


Champions Retribution

Cost: 4m

Mins: Conviction 3, Craft 3, Essence 2

Type: Reflexive

Keywords: Touch, Combo-Ok

Duration: Instant

Prerequisite Charms: None

Those who dare attack a Champion risk not only his wrath but having their own wrath returned to them.


This charm is a counter attack that can do more damage than normal. If the champion chooses to she may take dice from her attack pool and add it to her damage pool. If her counterattack strikes she adds the extra dice to the damage.


Blinding Visage of Horror

Cost:  2m

Mins: Essence 1, Conviction 2, Presence 2

Type: Simple

Keywords: None

Duration: Instant

Prerequisite Charms: None

Mortal ugliness can take one’s breath away, but ugliness 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 sear his visage into the mortal’s retinas. Doing so blinds and disorients the mortal for the remainder of the scene. The victim staggers around in a blind panic unable to get the awful visage out of his head.

 

Undeniable Freedom Maneuver

Cost:  4m

Mins: Essence 2, Conviction 3, Larceny 3

Type: Simple

Keywords: None

Duration: Instant

Prerequisite Charms: None

The Champion can somehow slip out of the tightest bonds, the most cunning snares and even her opponents’ very fingers. Whether she’s tied up and left to stew in her own juices or she’s wrapped in a clinch with a snarling berserker, she rarely remains bound for long. When someone attacks her character with a successful clinch, the Champion’s player not only adds her Exalted Dexterity automatic successes to her contested (Dexterity + Brawl) to escape, but she also adds an additional automatic success for every dot of Essence her character has. Should the Champion victim’s player succeed on this resistance roll, the Champion slips free of her opponent’s grasping limbs and well out of his reach.


Also, should a character be physically restrained—tied up, handcuffed, strapped down, whatever—she can slip her bonds with a Celestial grace that is nothing short of baffling. The player need only spend a point of Essence, and her character’s handcuffs come undone, her straight jacket’s buckles come loose, or her ropes slough off like a snake’s dried-out skin. The Champion can’t escape thus in view of witnesses, however, unless said witnesses are members of her own heroic Band or are Fatebound to her. Remote witnesses watching via camera transmission don’t hinder the effect, but even close scrutiny of such footage doesn’t reveal how the Champion escaped her bonds. She just did.

 

Honest Face Facade

Cost:  4m

Mins: Essence 2, Conviction 3, Presence 3

Type: Simple

Keywords: Social, Combo-Ok

Duration: Special

Prerequisite Charms: None

When she’s trying to convince someone of something, the Champion puts her hand to her heart, puts her hand on a stack of scripture, holds up her right hand with her pinkie and thumb crossed in the palm, or performs some other gesture of sincerity. (Her player also spends a point of Essence.) When she does so, her would-be mark accepts that the Champion is telling the truth about the subject at hand, no questions asked, for the rest of the story.


The player rolls his Manipulation + Presence versus the targets M.D.V.. If the target is a extra or a mortal whose M.D.V. is not high enough to beat the champions roll they whole heartily believe the Champions statement. Only solid, incontrovertible proof showing that what the Champion said was undeniably false will convince the mark he’s been fooled. Even then, whoever is showing him the proof will have to convince him that the proof is genuine and not some clever forgery.

A Champion with this charm doesn’t have to lie when she uses it. She can also use it to convince a recalcitrant skeptic of the actual truth. If the Champion does so, no mortal force can convince that person that the Champion was lying (not even professionally faked “proof” to the contrary).

 

Order Restoring StyleCost: 6m

Mins: Valor 3, Essence 3, Integrity 3Type: SimpleKeywords: Combo-OkDuration: 1 Action per Point of ConvictionPrerequisite Charms: None

The Champion will not tolerate spirits shirking their duties just because no one is looking. Some one has to put a stop this behavior immediately and that some one is she. If the spirit in question refuses to listen to reason the Champion must make it listen.

When a Spirits are attacked while inside the radius of Hero of Valor’s anima banner the attacker adds the Hero’s conviction in damage levels to the post soak damage.

 

Steeling the Mind’s Eye ApproachCost: 6m,

Mins: Essence 3, Conviction 3, Integrity 3Type: Reflexive Keywords: Combo-Ok Duration: 1 ActionPrerequisite Charms: NoneNo one can sway a Hero of Faith from his beliefs. He is the rock that others cling to in the storm. When she uses this charm she may add her conviction directly to her M.D.V.

 

Burning Words of the Guilty

Cost:  6m

Mins: Essence 3, Conviction 4, Presence 3

Type: Simple

Keywords: Compulsion

Duration: 1 social action

Prerequisite Charms: Honest Face Facade

This charm represents a gift for making people speak their minds. Champions who have it normally corner a person who has information they want, strike up a conversation, direct that conversation toward the information in question, then pry it loose when it’s top of mind. Others confront victims who are surrounded by family, friends or coworkers, in order to make those victims admit damning information when it will do the most harm.


The Champion’s player must activate the charm and then succeed on a Manipulation + Presence roll with a difficulty equal to the targets M.D.V.. In addition the information must have legitimately come up in conversation. The Champion cannot simply shout “Liar!” then use Blurt It Out to force a random confession from a guilty person. (The declamatory French comes only after the Champion uses Blurt It Out effectively. The player whose character is subjected to this charm still has a chance to keep his characters honor by spending a point of Willpower to avert the slip of the tongue to resist the effects.

 

Indomitable Tower of Self TacticCost: 5m,

Mins: Essence 4, Conviction 4, Integrity 3Type: Simple Keywords: Instant Duration: InstantPrerequisite Charms: Steel of the Mind’s Eye ApproachIn a world of uncertainties belief in ones self is sometimes all you have. Self-confidence can be that minute push needed to succeed. When this charm is active the exalt gains one auto-success to any mental non-combat action test that results at least one natural success.

 

Searing Face of the Champion (Hideous)

Cost:  6m

Mins: Essence 3, Conviction 4, Presence 3

Type: Simple

Keywords: Compulsion

Duration: Special

Prerequisite Charms: Blinding Visage of Horror

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 hideous Champion inflicts quite the opposite effect. The fear she instills robs her victim of a Willpower point that he cannot regain until the effect wears off. The Champion also unsettles him so deeply that he loses one die from all Academics, Awareness, Control, Politics or Presence 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.

 

Draw the Minds Eye Stance

Cost:  6m

Mins: Essence 3, Conviction 4, Performance 4

Type: Simple

Keywords: Compulsion

Duration: Special

Prerequisite Charms: Blinding Visage of Horror

Whether he’s the handsome prince or the horrible beast, the Champion commands the attention of everyone in the room. This charm is best used when making an important entrance, but it can also serve as a wonderful broad-spectrum distraction. The character walks into a room, the player activates the charm and all eyes in the room (as well as spirits, demons, etc.) turn the character’s way. For every permanent point of Essence point the character can hold everyone’s attention for a number of minutes equal to his Exalted Appearance dots. The onlookers can carry on with what they’re doing and keep talking among themselves, but their attention remains fixed on the Champion.


Characters with a essence rating can resist this charm. They may spend a point of Willpower to direct their attention elsewhere. Should the Champion continue the effect over subsequent sets of minutes, the resisting party must spend matching amounts of Willpower to keep from being distracted.

 

Dreadful Mien Approach

Cost:  6m

Mins: Essence 3, Conviction 4, Presence 4

Type: Simple

Keywords: Compulsion, Combo-Ok

Duration:  Special

Prerequisite Charms: Searing Face of the Champion (Hideous)

Some Champions are so hideous that seeing them spurs the primitive centers of the human brain toward reckless flight. Most humans can clamp down on this instinctive response and remain in such Champions’ presence, but this charm overrides that social nicety. When the Champion’s player activates this charm the character directs his unholy monstrances at a single unlucky victim in his presence. Overwhelmed, the victim runs for his life and hides somewhere until the next sunrise. People affected by this charm run away with self-preservation in mind, though, so they won’t sprint blindly into traffic or try to swim across a shark tank to safety.


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..

Champions whose Exalted Appearance represents divine beauty cannot use this charm. Also, it doesn’t work on hideous Champions with more dots of Exalted Appearance than the one using the charm.

 

Mantra of the JuggernautCost: 8m, 1 wp

Mins: Essence 4, Conviction 4, Survival 4, Resistance 3Type: Supplemental Keywords: ObviousDuration: Scene Prerequisite Charms: Order Restoring StyleFrozen Tundra, Blistering Deserts, Hurricanes, Tornadoes. These things are mere distractions for the Champion. Nothing can deter her from her goal. Whether she is leading a caravan out of certain doom or simply forcing her battered body to continue walking thru a desolate tundra she will not be swayed by these meager attempts to stop her from her goal.

This charm allows the exalted one to add double her conviction in dice to any resisting hardship test that is in-line with her motivation.

 

Healers Horrible PracticeCost: 1/3/5,

Mins: Essence 4, Conviction 4, Medicine 4 Type: Simple Keywords: Obvious Duration: 1minute per bashing, 2 minutes per lethal, 3 minutes per aggravated Prerequisite Charms: Mantra of the JuggernautThere comes a time when a healer must make a horrible choice. There times when there is so many wounded or sick that she must decide whom she will use her healing skills on and who will not. A Champion has the power to make that choice and at times even goes one step further. When this charm is activated the character can inflict one health level of damage on one living being that he is touching with one hand and transfer that health level to another being that he is touching with another the other hand. This charm can be used to heal bashing, lethal or aggravated. The cost depends on the level of damage. Bashing requires 1 mote per level transferred to be spent. To heal lethal damage the character must spend 3 motes per level transferred. If aggravated needs to be healed the charm requires 5 motes and 1 will power per level transferred.

The “donator” of the health must be completely immobile and either of animal intelligence or totally unconscious. The practice is painful for both parties.

 

Divine Mandate Posture

Cost:  8m, 1wp

Mins: Essence 4, Conviction 4, Presence 5

Type: Reflexive

Keywords: Social, Compulsion, Combo-Basic

Duration: 1 action

Prerequisite Charms: Burning Words of the Guilty

Sometimes, the direct method is more effective than the cleverest of intricate schemes. With this charm, a Champion barks out a command at a mortal extra that the they must obey. All other characters must win a contested Manipulation + Presence  roll and add a number of success equal to their essence to the result. If they fail they must preform the action with in the parameters presented below or spend a willpower point. If they succeed they can resist the compulsion of that particular activation. The charm can be activated one per point of Essence per scene.


By successfully activating this charm the the victim can perform in a single action. “Freeze!” is acceptable, as is, “Don’t shoot!” or, “Shoot him!” Ordering someone to go home and shoot his wife won’t work because doing so would take longer than a single action.


A victim of this charm can interpret the command loosely to make it not directly suicidal, but not if all he’s trying to do is keep out of trouble. For example, if a victim draws a gun and the Champion commands him to shoot himself, the victim can shoot himself in the hand or the foot rather than blowing his own brains out. Same thing goes if a Champion uses this charm at a seedy pool hall to command a smarmy drug dealer to pick a fight with a burly ex-con at the next table. The dealer might reasonably believe that the ex-con could kill him, but he still can’t weasel out of the command. He doesn’t have to walk up and take a swing at the guy, but he still has to do something, such as singing out a racial slur or throwing a beer bottle at the guy’s girlfriend. The dealer can cheese it immediately, but he’s still got to pick the fight first.

 

Blessing of Importance

Cost:  8m, 1wp

Mins: Essence 4, Temperance 4, Presence 3, Performance 4

Type: Simple

Keywords: Social,

Duration:  Scene

Prerequisite Charms: Dreadful Mien Approach

The Champion is especially good at winning people over by making them feel special and wanted. By activating this charm and either sticking up for a person, calling out to him in a crowd or just giving him a secret smile, The subject gains confidence in his ability to express himself and win people over to his point of view. Through this charm the Champion replenishes the person a certain number Willpower points to be used in social combat. The Champion need not necessarily believe that the person is important or special herself.


This charm works very well on mortals by granting them one willpower per point of Exalted Charisma. The charm is less effective on essence users, who are usually wise to their charismatic peers’ ways. For Champion recipients, the charm refills only one point of Willpower.

The willpower granted by this charm can be only used in social combat, used only once per day and the recipient can be effected by only one champion a day. At the end of the scene the moment is over and the subject of the charm reverts back to the willpower he had before the charm was activated.

 

Curse of Inescapable Vision

Cost:  8m, 1wp

Mins: Essence 4, Conviction 4, Presence 5, Occult 2

Type: Simple, Obvious

Keywords: Illusion

Duration: Special

Prerequisite Charms: Searing Face of the Champion (Hideous)

This charm torments a victim with an endless parade of the Champion’s face, passing the victim by on all sides and driving him ever deeper into frustrated despair. By activating this charm the Champion burns a mental vision of himself so deeply into the victim’s mind that everyone the victim sees thereafter who’s of the same sex as the Champion seems to be wearing the Champion’s face. This effect is especially jarring because other features such as height, weight, hairstyle, skin tone and whatnot don’t change from what’s natural for the person the victim is actually seeing. Only the Champion’s face stands out, sized and colored as appropriate for the person on hand, yet still undeniably the Champion’s own.

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.


Shaking off this disorienting hallucination costs the victim a point of Willpower, but that doesn’t end the effect. An hour later, the effect creeps back up on the victim until every person of the appropriate gender has the Champion’s face again. Even worse, a character cannot regain spent Willpower points while he’s languishing under this effect. The only hope for a mortal victim is that the Champion will track him down and decide to end the effect. The demigod can do the same for Champion victims as well, but in the children of the Gods, the effect will wear off on its own after the victim has spent 24 hours with no points of Willpower.

 

Focus of the Predator

Cost:  8m, 1wp

Mins: Essence 4

Type: Simple

Keywords: None

Duration: Scene

Prerequisite Charms: None

The Champion is a hunter par excellence. With a successful Perception + Survival roll (subtract his essence from the difficulty), he can track his prey by scent alone or by almost-invisible physical signs. With this charm, the hunter can follow his prey across any sort of terrain as long as the prey continues to flee and does not take significant pains to mask its scent or minimize the disturbance its passing causes. (The former entails such extremes as swimming a mile upstream in a rushing river or taking refuge inside a functioning hog-rendering plant. The latter includes little short of levitating or flying.) Picking up a lost trail with this charm requires a new (Perception + Survival) roll.

 

Unimpeachable Reference

Cost:  10m, 1wp

Mins: Essence 5

Type: Simple

Keywords: Social

Duration: Until Used

Prerequisite Charms:  Blessing of Importance

With this charm, the demigod can actually lend someone else a portion of his credibility and authority. When the player spends a point of Essence and the character either vouches for or lends a recognizable token to someone to act on his behalf, he confers on that person the effects of the Benefit of the Doubt charm. This halo of credibility affects even those people who do not know the demigod personally. It is still up to the character who receives the effect to convince the person he’s speaking to that he’s on the level, but this charm makes getting over the initial hurdle of suspicion and disbelief much easier.

 

Uplifting Words Inflection

Cost:  10m, 1wp

Mins: Essence 5

Type: Simple

Keywords: Social,

Duration:  Scene

Prerequisite Charms:  Blessing of Importance

A heroic Champion with Exalted Charisma can help restore a mortal’s sense of self worth and empowerment just by paying a bit of attention to him and making him feel special. The charismatic Champion can even replenish a measure of the same for one of his fellow Champions. A Champion’s attention makes a person feel even more important, though, especially when the Champion goes out of his way to treat the person like a true friend. When the Champion does so the subject gains the self confidence that he would gain from Blessing of Importance but now with much more vigor and power. To a mortal the Champion completely refills the mortals spent Willpower points and when he does so to a essence user the charm only refills a number of willpower points equal to the champions Exalted Charisma.


The willpower granted by this charm can be only used only once per day and the recipient can be effected by only one Champion a day. At the end of the scene the moment is over but the subject of the charm does not reverts back to the willpower he had before the charm was activated. He loses all but one of the replenished willpower that was granted by the charm. That extra point of willpower is considered a normally regained point and can be used for anything willpower normally is used for.

Celestial Hunter

Cost:  10m, 1wp

Mins: Essence 5

Type: Simple

Keywords: None

Duration: Special

Prerequisite Charms: Focus of the Predator

Where Predatory Focus makes a heroic Champion an exceptionally skilled hunter, this charm makes the demigod Champion the unstoppable pursuer that prey animals have nightmares about. If he can find a location where he is absolutely certain his prey has been within the last 24 hours and succeeds on a Perception + Survival roll (subtract his essence from the difficulty) he can follow that prey’s trail unerringly no matter where the prey goes in or out of creation. If the prey takes flight—either because it’s a bird or because it’s a man with a plane ticket—he can track it through the air. If it swims away in a raging river, he can follow it through the water. If it gets into a car and drives uptown through rush hour traffic, he can retrace its path. Usually, the hardest part of the hunt lies in knowing where to start; after that, it’s just a matter of catching up. The one hitch to using this charm is that unless the Champion has the next charm, Telescopic Senses, he must be able to travel within 100 yards of the prey’s path of escape. If the prey flies higher, swims deeper or burrows farther than 100 yards from the nearest path the Champion can take to follow, the Champion loses the trail.

 

Fated Recognition

Cost:  10m, 1wp

Mins: Essence 5, Conviction 5, Presence 4, Awareness 4, Occult 3

Type: Simple

Keywords: Touch

Duration: Special

Prerequisite Charms: Celestial Hunter

If, when a Champion encounters a character to whom she is wants to keep track of, she has to touch the person some how, then she makes a concerted effort to try to remember that character’s looks and mannerisms and then she activates the charm to lock that image in the Champion’s mind.

After that, she retains the ability to recognize him despite all obfuscation for the rest of the story as if they two were bound. Thereafter, the Champion loses any supernatural ability she had to recognize that character. (She doesn’t forget what the character looks like, mind you. It’s just that the charm no longer applies to that person.)


The timing of when the Champion recognizes a person is entirely up to the Storyteller as dictated by the needs of the story. If the private investigator who’s been dogging the Champion’s heels tries to slink up to the character in disguise at a crowded charity fund-raiser, the Champion might see the gumshoe coming a mile away (even despite the fake beard, the fat suit, the spray-on tan and the sex change). If a Champion of Loki who’s a rival to a player’s Champion of Anubis arrives in disguise to deliver a cryptic warning, the Champion of Anubis might not recognize her old foe until the trickster disappears with a wink behind the elevator’s closing doors.


Finally, as a side effect of this charm, a Champion can always recognize when someone who is not in disguise is biologically related to a person she knows well (regardless of whether that person is Fatebound to her). She cannot intuitively grasp what that relationship is, but she knows it’s there—even if the person in question doesn’t.

 

Eternal Vigilance Stance

Cost:  10m, 1wp

Mins: Essence 5, Conviction 5, Melee or Martial Arts 5

Type: Simple

Keywords: None

Duration: Scene

Prerequisite Charms: Celestial Hunter

Similar to the Environmental Awareness charm, a Champion with this charm is never taken by surprise by unexpected attacks. He joins battle as soon as the attack occurs, and he applies his full DV to his own defense. It doesn’t matter whether the attackers use supernatural means of concealment or not. They simply cannot catch him off guard. Unfortunately, this charm doesn’t help the Champion’s comrades. The Champion reacts as the surprise occurs, but he does so practically subconsciously and not in time to warn anyone else. What’s more, this charm works even if the Champion is asleep, though to a lesser extent. If the Champion is sleeping and someone tries to spring an unexpected attack, the player rolls the Champion’s full dice pool to notice the attack as he would if the character were awake (awake and didn’t have this charm, that is). If the roll succeeds, the character wakes just in time to react to the attack, though still not in time to warn anyone else.

 

Silver Tongue of the Demi-God

Cost:  10m, 1wp

Mins: Essence 5, Conviction 5, Performance 5

Type: Simple

Keywords: Social, Obvious

Duration: Scene

Prerequisite charm: Divine Mandate Posture

The demigod can convince a group of people to perform one particular action that they would not otherwise be inclined to perform. The champion effects all those that can hear him and he is able to see. As with the prerequisite charm extras have no way of resisting and characters with a Essence rating can resist on a Manipulation  + Performance roll and add their essence in success to the result or by spending a willpower point. The charm can be focused on one character as the prerequisite charm but because of the increase power the targeted character must spend 3 willpower to resist.


That is, the Champion can issue an overt order (per the eponymous prerequisite charm) to a group of people, who must be able to hear him clearly without him using any means of amplifying his voice. The order must be simple, and it must be something the listeners can carry out in one action while they are within the Champion’s presence. The order can be something instant like, “Everybody get outside!” or, “Arrest that man!” It can also be something sneaky like, “Buy my book,” or, “Give me money.” The affected characters will do their best to preform the action for one scene. The same restrictions that apply to how loosely a victim can interpret the Overt Order charm apply to this charm. This charm can be used once per scene. Those that are affected by the charm are immune to any other effects for one day.

 

Eyes of the Cobra Method

Cost:  10m, 1wp

Mins: Essence 5, Conviction 5, Presence 4, Occult 3

Type: Simple

Keywords: Social, Obvious

Duration: Scene

Prerequisite charm: Divine Mandate Posture

With a moment of eye contact the Champion instantly plunges a mortal into a hypnotic trance. Attempting to hypnotize a fellow Champion of lesser or equal (Willpower + Essence) requires not only the activation expenditure but a (Manipulation + Command + Essence in successes) roll contested against the victim’s (Willpower + Integrity + Essence successes). Champions cannot instantly hypnotize fellow exalted of higher (Willpower + Essence).


Should he successfully hypnotize a victim, the Champion can implant one hidden command that the victim must obey at the time of the Champion’s choosing. The command must be something that the victim can accomplish in one scene, and the trigger condition that compels him to attempt it must occur within a number of months equal to the Champion’s Essence. The Champion can give as specific an order as he pleases, and a mortal cannot interpret it in any way other than the spirit in which it was intended. A fellow Champion can interpret it loosely to his own advantage, as per Overt Order, but doing so costs him a point of Willpower.


The victim remains unaware of the ticking time bomb in his subconscious, but he does have a chance to resist it when the trigger condition occurs. At the moment when he has been commanded to perform the action in question, the victim’s player may make a (Wits + Integrity) roll. (This roll cannot be modified by a Champion’s Champion Wits or Integrity.) If the roll garners more successes than the hypnotist Champion has dots of Essence, the compulsion is broken. If the last minute resistance roll fails, the victim must attempt to do as he was commanded. Whether he succeeds or fails, the compulsion ends after he makes the attempt, and he has no memory of what could possibly have convinced him to do as he did.

 

Call to Action PerformanceCost: 10m, 1wp,

Mins: Essence 5, Conviction 5, Presence or Performance 4Type: Simple Keywords: Compulsion Duration: 1 action per point of essence Prerequisite Charms: Healers Horrible Practice, Indomitable Tower of Self TacticSometimes a statement just rings true. The words simply penetrate through the confusing muck of humanities babble and strike your heart with deadly accuracy. A Hero of Faith can sense when there needs be words of truth said. They intuitively know the right thing to say at the right time and with their creation give power they can make those words strike even harder.

The use of this charm convinces all extras with in earshot her that the course of action she declares is the right one and must be done immediately. The player rolls their characters manipulation or charisma plus their performance or presence and adds their conviction in auto successes to that roll. All extra’s that hears the characters speech and has a lower MDV than the player has successes are compelled to perform whatever task the exalted has called for.

If the call to act is against their motivation, conflicts with a intimacy or places them in direct mortal danger the target(s) are not affect by the charm. If there are no conflicts but the target is truly opposed to the call to action then they may spend a willpower point to be immune that charm from that particular Hero. If there are no conflicts and there is no strong reason not to follow then the target will answer the call with passion and purpose.

 

Celestial Eviction StanceCost: 10m, 1wp,

Mins: Essence 5, Conviction 5, Melee or Martial Arts 5Type: Simple Keywords: Obvious Duration: One ActionPrerequisite Charms: Call to Action PerformanceLife is full of choices. There are moments when we have too many choices and then there are moments when we have none. During the times of no choice we simply follow the path that fate forces on and hope that it all ends up all right.

The Champion will not be guided by fate. She chooses what path she walks even if that path is not an option presented to her. Her will alone forces fate to reweave it self and make that which was not an option become the best option.

This charm is a near perfect defense against physical attacks. When facing mortals the charm automatically succeeds. When battling essence users the Champion rolls her conviction versus the opponent’s essence. If she has more successes than the attacker has essence all of the rolled success from the attack are cancelled out by simply not acknowledging that it even happened.


Perfected Celestial Eviction Stance

Cost: 5m

Mins: Essence 5, Conviction 5, Melee or Martial Arts 5

Type: ReflexiveKeywords: Como-OKDuration: InstantPrerequisite Charms: Celestial Eviction Stance

 This attack is similar to Celestial Eviction Stance in that it prevents a attack from happening. This greater version of the charm is a perfect cancellation of the attack and subjected to the rules and restrictions of perfect actions with the exception that this defense cannot defend against perfect attacks or area attacks.