Conviction Charms

 

Confusion

Cost: 6 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Conviction: 2

Minimum Essence: 1

Prerequisite Charms: None

Roll the spirit's Manipulation + Conviction with a difficulty equal to the target's Essence. Simple success or one extra success indicates that the target is mildly confused. He might confuse one direction along a path with another. Two or three extra successes indicate that the target is quite confused. He might believe that traveling after dark in the woods without a lantern is a perfectly reasonable thing to do. Four or more extra successes indicate that the target is completely addled and may well do something very dangerous. He could try to scale a cliff face in the dark or go to sleep in a bear's den. Fair Folk are immune to this power.

 

Memory Mirror

Cost: 6 motes, 1 Willpower

Duration: Instant

Type: Reflexive

Minimum Conviction: 2

Minimum Essence: 2

Prerequisite Charms: None

The spirit must touch its target in order to employ this Charm (normal Dexterity + Brawl or Martial Arts check). If successful, roll the spirit's Manipulation + Conviction with a difficulty equal to the target's Essence, The more successes, the more of the target's memories the spirit absorbs. This may temporarily befuddle the target, but Memory Mirror does not actually remove the target's memories, just duplicates them. With a simple success, the spirit obtains only the most basic details: profession, name and any major life events. Four or more extra successes indicate near-total memory absorption.

 

Memory Sponge

Cost: 12 mores, 1 Willpower

Duration: Instant

Type: Reflexive

Minimum Conviction: 4

Minimum Essence: 3

Prerequisite Charms: Memory Mirror

This Charm works like Memory Mirror, except that the memories are drained out of the target as they enter the spirit's mind. Roll the spirit's Manipulation + Conviction with a difficulty equal to the target's Essence. The more successes the spirit achieves, the fewer details the target remembers, until only the smallest details remain. Four or more extra successes indicate that the target suffers from near-total amnesia. The memories have actually been removed and cannot be recovered through association or prompting.

 

Memory Transference

Cost: 15 motes, 2 Willpower

Duration: Instant

Type: Reflexive

Minimum Conviction: 4

Minimum Essence: 4

Prerequisite Charms: Memory Sponge

This Charm allows a spirit to transfer memories between two subjects. The spirit must be able to touch both subjects at once, and if they are evading, the spirit must succeed on a Dexterity + Brawl or Martial Arts roll. This is not a reflexive attack, and if the spirit is attempting to touch both targets in the same turn it activates the Charm, split its dice pool at least three ways.

After the spirit touches the targets, roll its Manipulation + Conviction with a difficulty equal to the higher of the two target's Essences. The memories are moved from one subject to another, not copied. The spirit gets a vague idea of the shape of the memories — enough to identify blocks of them and figure out what should be moved. The spirit remembers only vague details afterward, not specifics.

The more successes on the roll, the more precisely the spirit can identify and choose what to move, and the more it can move. Simple success allows the movement of a few random memories, three successes allows large, important memories, and five or more extra successes allow the spirit to transfer an entire lifetime's worth of memories, or just a single dark and hidden secret- Note that the transfer is one way —• a spirit that wishes to swap two personalities between bodies has to roll five or more extra success on two uses of the

Charm.

 

Instill Obedience

Cost: 10 motes, I Willpower

Duration: One day

Type: Simple

Minimum Conviction: 3

Minimum Essence: 3

Prerequisite Charms: Stoke the Flame

The spirit channels Essence into the target to alter his emotional state, instilling within him a desire to obey the spirit. Roll the spirit's Charisma + Conviction with a difficulty equal to the target's Essence. Simple success merely makes the target slightly more likely to obey, while three successes forces him to obey completely unless such obedience would cause him physical harm. At five successes, the target does anything the spirit commands.

 

Geas

Cost: 1 mote per day (Min 15, Max 28), 2 Willpower

Duration: One to 28 days

Type: Simple

Minimum Conviction: 5

Minimum Essence: 4

Prerequisite Charms: Instill Obedience

This Charm allows a spirit to lay a Geas, or bond, upon a target. It requires eye contact and a successful Manipulation + Conviction check, with at least three successes.

The spirit may order the target to perform one task, which may include such broad orders as "serve me for one month." The spirit may not order the target to do something that would directly harm the target, but it may order him to attempt a difficult or dangerous goal as long as there is a reasonable chance of success (Storyteller's discretion). This Charm has a minimum cost of 15 motes, even if it is to last only one day. This Geas does not completely govern the target's actions; rather, it gives the target a compulsion to work toward the task he has been given. For each day that the target fails to work in good faith toward the task, he loses one temporary Willpower and takes one health level of aggravated damage. For each two days spent working in good faith toward the task, he regains one health level lost from for disobeying the Geas.

 

Lend Authority

Cost: 15 motes

Duration: 1 day x the spirit's Willpower

Type: Simple

Minimum Conviction: 3

Minimum Essence: 3

Prerequisite Charms: Instill Obedience

For each success on a Conviction + Presence check, the spirit may raise an individual's Presence by one dot. The spirit may not increase the target's Presence by more dots than the spirit's Essence, although it may increase it above 5. Only one use of this Charm may be active on an individual at any given time. The Presence lasts for one day for each dot of the spirit's Willpower.

 

Worldly Illusion

Cost: 20 motes, 1 Willpower

per person

Duration: Instant

Type: Reflexive

Minimum Conviction: 4

Minimum Essence: 3

Prerequisite Charms: Harrow the Mind

The target of this Charm finds herself in an illusory world of the spirit's design. The illusion is total and covers all senses — according to all of her senses, the target has been transported elsewhere. The illusion has a nearly instant duration but may appear to last for up to one day to the mind of the target.

This Charm requires the spirit to touch its target (a nonreflexive Dexterity + Brawl or Martial Arts roll if she's actively evading) or look in her eyes. The spirit may use this effect on multiple people at once, but all of them must find themselves in the same illusion, and the spirit must touch all of them at once.

Any damage the target takes within the hallucination is purely illusory. However, if the target dies within the illusion, then her player must succeed on a Stamina + Resistance roll or fall into a coma for one day per point of the spirit's Essence (or longer, at the Storyteller's discretion, if it suits the dramatic needs of the story),

 

Dreambane

Cost: 15 motes, 1 Willpower

Duration: One scene

Type: Reflexive

Minimum Conviction: 3

Minimum Essence: 6

Prerequisite Charms: Dreamscape

This Charm acts exactly as the Compassion Charm Dreamscape, except that the roll made is Manipulation + Conviction, and any harm done to the target within the dream has a chance of leaking through to the target's physical body (as either bashing or lethal damage, as appropriate).

If the target takes damage in the dream, her player must make a reflexive Wits roll to see how much slips through to harm the character's real body. For every success on the wits roll, one health level is subtracted from the damage that the character took in the hallucination before it is applied to her real body. The character can never take more damage to her real body from a single event in the hallucination than the Essence of the spirit that used Dreambane on her.

Each time damage gets through the soak roll, the target's player may make a Willpower roll. With three or more successes, the character wakes up. The player must also succeed a Willpower roll if the character takes enough damage to kill her in the dream before she wakes up. If the roll botches, the character dies (if mortal) or enters a coma for one week per point of the spirit's Essence (if Exalted).

If the roll fails, the character wakes up at Incapacitated and must heal normally. If the roll succeeds, she wakes up with only one additional health level of bashing damage. This Charm may only be used on one target at a time.

 

Soul Rapt

Cost: 10 motes, 2 Willpower

Duration: Indefinite

Type: Simple

Minimum Conviction: 5

Minimum Essence: 4

Prerequisite Charms: Possession

As the Possession spirit Charm, roll the spirit’s Manipulation + Conviction against the target’s Willpower in a resisted action. If the spirit gains more successes than the target has temporary Willpower, then the initial possession succeeds. As long as the spirit occupies the victim, temporary Willpower cannot be regained. The possessing spirit must relinquish control of the victim’s body at least once per week, though it isn’t necessary to abandon the victim. The spirit must make the attempt to regain control of the victim by repeating the initial possession roll. After each month of possession, the victim loses one point of Willpower permanently. If a spirit fails in its attempt to regain control of its victim, the spirit is expelled, and the victim cannot be possessed by that spirit again.

 

Worldly Illusion

Cost: 20 motes, 1 Willpower per person

Duration: Instant

Type: Reflexive

Minimum Conviction: 4

Minimum Essence: 3

Prerequisite Charms: Harrow the Mind

The target of this Charm finds herself in an illusory world of the spirit’s design. The illusion is total and covers all senses ― according to all of her senses, the target has been transported elsewhere. The illusion has a nearly instant duration but may appear to last for up to one day to the mind of the target.

This Charm requires the spirit to touch its target (a non-reflexive Dexterity + Brawl or Martial Arts roll if she’s actively evading) or to look in her eyes. The spirit may use this effect on multiple people at once, but all of them must find themselves in the same illusion, and the spirit must touch all of them at once.

Any damage the target takes within the hallucination is purely illusory. However, if the target dies within the illusion, then her player must succeed on a Stamina + Resistance roll or have the character fall into a coma for one day per point of the spirit’s Essence (or longer, at the Storyteller’s discretion, if it suits the dramatic needs of the story).

 

Binding

Cost: 3 motes

Duration: One scene

Type: Simple

Minimum Conviction: 3

Minimum Essence: 2

Prerequisite Charms: None

The spirit can physically or psychically bind a target. The binding may take the form of silken webs, vines, chains or whatever other form is appropriate to the spirit. Roll the spirit’s Dexterity + Conviction. The successes are the difficulty for the target to escape from the spirit’s binding using either Strength + Athletics (for a physical binding) or Willpower (for a psychic binding).

 

Call

Cost: 2 motes

Duration: Instant

Type: Simple

Minimum Conviction: 2

Minimum Essence: 2

Prerequisite Charms: None

The spirit may send out a call for the aid of like spirits. If other such spirits are within range (as determined by the Storyteller), they will arrive within (7 - Essence) turns.

 

Diagnostics

Cost: 2 motes

Duration: Instant

Type: Supplemental

Minimum Conviction: 2

Minimum Essence: 2

Prerequisite Charms: None

Spirits using this Charm may discern exactly what’s wrong with a malfunctioning machine, automaton or machine spirit. The spirit’s Essence is added to all Craft rolls to repair the machine.

 

Ossify Pattern

Cost: 10 motes, 1 Willpower

Duration: (Essence) scenes

Type: Supplemental

Minimum Conviction: 4

Minimum Essence: 4

Prerequisite Charms: None

This Charm saps the target’s dynamism, putting him out of harmony with the flow of Essence. The spirit must successfully touch the target for this Charm to work. Once the spirit makes contact, the target gains no Essence while under the effects of this Charm, and all Essence costs are doubled. This Charm works differently on Fair Folk (excepting the Mountain Folk), in which case it causes (spirit’s Essence rating) health levels of aggravated damage instead. Only crystal elementals and design weavers can use this Charm.

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