Awareness Charms

 

Sensory Acuity Prana

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Awareness: 2

Minimum Essence: 1

Prerequisite Charms: None

Though the use of this Charm, the character extends his perception, heightening all five senses. The character can see farther and in less light, hear softer sounds and distinguish between them more easily and differentiate various tastes, textures and scents quite easily — he could be a master chef or perfumer. The basic mechanical effect is to increase the character’s Awareness by a number of dice equal to his Essence, though there are obviously many other situations where these senses might come into play — it’s up to the Storyteller to make a character’s extended perceptions a reality by increasing the amount of information available to the player. Characters using this Charm are not any more or less vulnerable to sensory overload than normal mortals — the extended perceptions include the ability to manage the sensations more effectively.

 

Keen (Sense) Technique

Cost: 3 motes

Duration: One scene

Type: Simple

Minimum Awareness: 3

Minimum Essence: 2

Prerequisite Charms: Sensory Acuity Prana

The character channels Essence into one of his senses, heightening his perceptions to an immense degree. When he purchases this Charm, the character must choose which sense it affects. Characters may purchase this Charm more than once in order to gain the ability to heighten different senses. However, a character may not have more than one sense heightened at any given time. Generally, this Charm does not add dice to a character’s pools, but instead,

changes what actions she can undertake at a given difficulty.

For example, recognizing someone by her scent is normally difficulty 2 or 3, but a character with Keen Smell and Taste Technique could do it without a roll. The effects of various Keen (Sense) Techniques are listed below

SightThe character’s visual acuity is heightened to several times that of a normal mortal. He can pick out tiny details at 100 yards, quickly count masses of troops and so on. In fog, dusk and other poor visual conditions, he can see as well as a normal person in good visual conditions.

Hearing and Touch The character’s hearing and sense of touch are tremendously increased. The character can easily judge the quality of fabric and metals with casual inspection, hear animals burrowing beneath the ground, listen in clearly on conversations through thick doors and perform other, similar feats.

Smell and Taste The character can detect poisons by taste and smell and recognize individuals by their scents (even if they are no longer present). The character may track by scent but is not good at it — add a +2 bonus to all Survival rolls involving tracking or hunting for food.

This Charm is incompatible with Sensory Acuity Prana, above. The character can either extend all her senses or one of them.

 

Unsurpassed (Sense) Discipline

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Awareness: 5

Minimum Essence: 2

Prerequisite Charms: Keen (Sense) Technique

The character channels Essence to hone one of her senses As with Keen (Sense) Technique, above, the character must choose a sense to be enhanced when she purchases this Charm. The Charm may be purchased multiple times to cover multiple senses, but the character may not invoke Unsurpassed (Sense) Discipline and Keen  (Sense) Technique at the same time, and only one sense at a time can be enhanced via the Unsurpassed (Sense) Discipline Charm. A character can only purchase the Unsurpassed (Sense) Discipline Charm for a sense for which she has already purchased the Keen (Sense) Technique Charm. Also, as with Keen (Sense) Technique, this Charm is incompatible with Sensory Acuity Prana.

SightThe character gains eyes equal to those of the greatest raptors. In good light, the character can see a fieldmouse a mile away, pick a face out of a crowded street with a casual glance and detect the tiniest details and imperfections without effort. In the dark or in poor visual conditions such as smoke, haze and mist, her senses are diminished, and she sees only as well as an individual using Keen Sight Technique does in normal conditions.

Hearing and Touch — The character can listen in on a whispered conversation a mile away in still air or 100 yards away indoors, in windy conditions or in noisy situations such as a bazaar or coliseum. The character can read by passing her fingers over a page and feeling the ink beneath her fingertips.

Smell and Taste The character can track by scent almost as well as a bloodhound, adding his Perception as automatic successes to all Survival rolls involving tracking or hunting for food. She can distinguish poisons at a distance by scent alone and can tell how much and how recently something was poisoned with but a harmless touch of the tongue. She can read an individual or animal’s actual mood by scent.

 

Surprise Anticipation Method

Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Awareness: 3

Minimum Essence: 2

Prerequisite Charms: Sensory Acuity Prana

The character develops a preternatural sense for hazard. Whenever she is about to be placed in immediate danger, her Surprise Anticipation Method activates. There is no roll — the character simply becomes aware of immanent danger. This effect costs a mote of Essence and makes it almost impossible to ambush the character. Storytellers should keep in mind that Surprise Anticipation Method is an asset, not a liability. Don’t use it as an excuse to drain the character’s Essence.

Storytellers should also keep in mind that Surprise Anticipation Method operates by increasing the character’s awareness, not by precognition or mind reading. It alerts characters to anything they would perceive as dangerous if they saw it and gave it a quick glance. A character with Surprise Anticipation Method can occasionally guess wrong about an individual’s intentions, particularly when on edge. While the character will detect invisible individuals from subtle environmental clues, she can fall into carefully concealed pits, and she can be taken by surprise by the unexpected treachery of a trusted friend. She is not prescient so much as nearly impossible to catch flat-footed.

Characters may place other Charms in a Combo with Surprise Anticipation Method. When Surprise Anticipation Method activates, the character has the option of spending a point of temporary Willpower and activating the rest of the Charms. However, she must do this immediately upon the activation of Surprise Anticipation Method. Most Exalted Combo in defensive Charms since, while Surprise Anticipation Method is generally reliable, it is hardly infallible. It only takes one accidentally murdered loved one or terrible diplomatic incident to make an Exalted into a broken or hunted creature.

 

Piercing The Night’s Veil Practice

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Awareness: 3

Minimum Essence: 2

Prerequisite Charms: Sensory Acuity Prana

This Charm allows the user to see in darkness as if she were in broad daylight. The Exalted needs no light source of any kind, so long as this Charm is in effect; whether down in the deepest cave or under a new moon on a cloudy night, she will she with normal clarity and detail. Charms used to increase her vision will work just like they normally do; if she uses the Hundred Leagues Sight Procedure after activating this Charm, she will be able to flawlessly focus on a target dozens of leagues away, as if in daylight. As with the Sensory Acuity Prana, the Exalted is not more or less susceptible to bright lights or sudden flashes. If she enters a torch-lit tent, she will see normally, and if suddenly startled by the flare of an anima banner, she will be blinded no longer than someone using his ordinary senses would.

 

Vision Of The Murky Depths Method

Cost: 3 motes

Duration: One scene

Type: Simple

Minimum Awareness: 4

Minimum Essence: 2

Prerequisite Charms: Keen Sight Technique

The Exalted shifts his vision so that he can see in water as if in air. For the duration of the Charm, he can adjust his vision to see in water, in air or to see through them both. While shifted to see in either water or air, he sees normally. When looking through both (as when peering over the railing of a vessel to see if there is anything in the waters below or when looking up onto the deck of a ship from below the water’s surface to locate a guard), he sees without the distortions and shifting that normally occurs, but his vision is halved. It takes one turn to change sight over from water to air or from either to seeing in both.

 

Hundred Leagues Sight Procedure

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Awareness: 5

Minimum Essence: 2

Prerequisite Charms: Unsurpassed Sight Discipline

Whereas, before, the Exalted could extend his vision out to a mile or more using the Unsurpassed Sight Discipline, with this Charm, he can see further than even the sharpest-eyed mospid. The user of this Charm can clearly focus and notice details out to a range equal to his Essence x 20) miles. Anything within that range can be seen just as if it were close to hand ― even the furthest objects will appear as if they were no more than 100 yards or so away. This ability is rarely of use on land, where terrain ensures that the Exalted will never actually be able to see that fair, but at see, the information gleaned may prove vital.

 

Owl-Eye Technique

Cost: 5 motes

Duration: One day

Type: Simple

Minimum Awareness: 4

Minimum Essence: 2

Prerequisite Charms: Sensory Acuity Prana

A character who uses this Charm can see in absolute darkness without penalty. For the next full day, the character can see equally well on a bright sunny day, on a clear night under the full moon or in a totally lightless cell 10 yards underground. The only sign that a character is using this Charm is that her eyes become somewhat luminescent in dime light, flashing Solar gold from certain angles. This Charm does not allow the character to see more easily through fog or smoke, nor does it help her detect spirits or anyone who has been rendered invisible.

 

Barrier-Bypassing Senses

Cost: 6 motes

Duration: One scene

Type: Simple

Minimum Awareness: 5

Minimum Essence: 3

Prerequisite Charms: Unsurpassed (Sense) Discipline

The character can transcend physical limits and extend her sense past a single barrier. The character can see, hear, touch, smell or taste anything that is on the other side of a barrier that is no thicker than the character’s Essence in yards. The character can observe events on the other side of a closed door, hear a conversation inside a locked stone cell or feel a powerful artifact locked inside a safe. The character cannot actually interact with the object, simply gain sensory impressions.

 

Eyes Of The Unconquered Sun

Cost: 12 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Awareness: 6

Minimum Essence: 6

Prerequisite Charms: Unsurpassed Sight Discipline

This potent Charm allows the character to pierce all forms of deception and disguise. Everyone using magical or mundane disguises is seen in their true form, even a Lunar Exalted whose Tell has not yet been spotted or an Immaculate using Shrouding the Body and Mind. Everyone who is hiding is revealed to the character’s gaze, regardless of whether they are using ordinary Stealth or potent invisibility magics, including mind-altering effects such as Mental Invisibility Technique. Everyone and everything that was deliberately disguised or hidden can be clearly seen. No known magic can deceive the power of this Charm ― Eye of the Unconquered Sun is a perfect defense against invisibility and concealment. When a character uses this Charm, his Caste Mark glows as if the Exalt’s anima banner were at the 12-15 mote level if it does not already, shattering all illusion and invisibility Charms and making mundane stealth impossible.

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