Investigation Charms

 

Indisputable Physical Analysis Technique

Cost: 1 mote per two dice

Duration: Instant

Type: Supplemental

Minimum Investigation: 2

Minimum Essence: 1

Prerequisite Charms: None

The magistrate or investigator with this Charm learns the myriad ways of the criminal; his eye is better able to connect seemingly disparate clues, and his intuition greatly improves. The character can improve his Investigation dice pool by two dice for every mote of Essence spent. The character cannot do more than double his Investigation Trait with this Charm, and he must pay the full motes of Essence even if he needs to raise a Trait by only one die.

 

Scent-Of-Crime Method

Cost: 2 motes

Duration: One scene

Type: Simple

Minimum Investigation: 3

Minimum Essence: 1

Prerequisite Charms: None

A good investigator quickly learns to discern the nervous habits, tics and mannerisms of people suffering under a load of guilt. Since most guilt is associated with a crime, the character becomes better able to discover a criminal among a group of people. After spending Essence, the character’s player should make a Manipulation + Investigation roll. A success here will point the investigator to the character within eyesight currently suffering from the greatest load of guilt. This is purely subject, of course, and mostly left in the hands of the Storyteller. Additionally, characters who commit heinous crimes without a shred of conscience might feel no guilt whatsoever from the acts they perform, making this Charm useless in finding them.

 

Falsehood Unearthing Attitude

Cost: 5 motes + 1 Willpower

Duration: One scene

Type: Simple

Minimum Investigation: 3

Minimum Essence: 2

Prerequisite Charms: Scent-of-Crime Method

The Exalted’s ability to sense dishonesty finally reaches supernatural levels when he learns this Charm. With it, he can ferret out false statements in conversation, helping him find the truth of a situation. This Charm does not detect evasions or half-truths; it only points out statements that the speaker knows to be false. The Exalted must pick a target and spend the Essence and Willpower necessary to activate this Charm; for the rest of the scene, falsehoods spoken by that target will trigger a tingling sensation on the back of the character’s neck. If the target is aware of the scrutiny he is under, he may conceal lies by spending 1 point of Willpower per statement. This Charm has no effect if the target’s permanent Essence is equal to or higher than the Essence of the Exalt using this Charm.

 

Bloodhound’s Nose Technique

Cost: 6 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Investigation: 4

Minimum Essence: 2

Prerequisite Charms: Indisputable Physical Analysis Technique, Scent-of-Crime Method

The Exalted spends around 10 minutes walking around the scene of a crime (or any event he wishes to investigate); his player must then make an ordinary Investigation roll for the Dynast to find ordinary pieces of evidence (footprints, stray hairs, blood, etc.). This Charm uses a touch of sympathetic magic to trace that evidence back to its creator. Roll Intelligence + Investigation after spending the necessary Essence to activate the Charm. With one success, the character receives an impulse ― a mild tugging ― that pulls him in the direction of the culprit. With three or more successes, the character receives that impulse along with a fleeting glimpse of the culprit as he appeared at the time of the crime.

 

Revelation Of Associates Hunch

Cost: 4 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Investigation: 4

Minimum Essence: 2

Prerequisite Charms: Indisputable Physical Analysis Method

By simply meeting a person and coming within a few yards of him, the Exalted can sense the identities of his closest associates. Typically, these will be the character’s family members, business associates and members of any sworn brotherhoods the Exalt belongs to, but they can also be characters delineated by certain Backgrounds. Roll Perception + Investigation; every success gives the name and one-sentence description of two of the target’s compatriots or servants. Even if the roll fails, the Dragon-Blood will still learn information about one of the target’s associates. Associates are revealed in roughly the following order: family members, members of sworn brotherhoods, allies, mentors, connections, henchmen; the Storyteller can change that order as he sees fit.

 

Homeward Trail Discovery Method

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Investigation: 5

Minimum Essence: 3

Prerequisite Charms: Revelation of Associates Hunch

By simply meeting a person and coming within a few yards of him, the Exalted can determine the place that the person calls home. Usually, this is the character’s primary residence, but in the case of the Dragon-Blooded, who might have several residences, it is the place that the subject truly considers to be his home. If the subject has any dots in the Manse Background, the Charm is almost certain to point directly at his Manse of primary residence. If the subject or one of his allies is a sorcerer, his home may be warded against such divinations. In that case, this Charm will point to another of the character’s residences. The Charm will only identify a building, not a particular apartment or room within that building ― and in the case of longtime travelers or the impoverished, the Charm will simply indicate that the subject has no true home.

 

Atsiluth’s Bounty

Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Investigation: 2

Minimum Essence: 1

Prerequisite Charms: None

Those who live in Atsiluth Eternal dwell in luxury such as even the Forest Witches cannot imagine. With a moment’s study of the Essence flows around her, a character can bring forth unbounded wealth. Invoking this Charm within Atsiluth Eternal, a character can conjure any mundane object or structure, as well as any artifact or Manse up to level 5.

However, the artifacts and Hearthstones this Charm creates only affect the “material” reality of Atsiluth Eternal. They can improve the user’s perceptions but cannot otherwise divine information or directly affect the minds of others. They cannot act at range without some physical effect that conveys their power to the target. Outside of Atsiluth Eternal, they do not function at all. The Sea of Mind chooses where the summoned thing appears — the character cannot summon a Manse into the air above an enemy, although she can expect a summoned weapon to appear in her hand.

 

Vision Outside Time

Cost: 2 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Investigation: 4

Minimum Essence: 3

Prerequisite Charms: Atsiluth’s Bounty, Falsehood Unearthing Attitude

The Exalt sprinkles a few drops of blood upon the dust of Atsiluth Eternal and calls forth her vision soul: an image of herself drawn from a dream of future days. Such images are vicious, twisted and perverted liars, desiring primarily to torment those who call them forth with false hopes and false despairs. A wise Witch can, nevertheless, finagle hints from them about the future, the present and the past. The player makes a Manipulation + Investigation roll. If the Storyteller wishes to play out the conversation, then each success represents an opportunity to force out such a truth. The Exalt can spend one of these successes at any time to determine the vision soul’s motivation behind a given statement — for example, to tease the Exalt with obfuscation, to encourage unwarranted despair or to save face after being tricked into making some admission. Otherwise, the difficulty of the roll is 3, and success tells the character one thing she should watch for, one thing she should fear and one thing she should desire.

 

Tampering Detection Technique

Cost: 2 motes

Duration: Instant

Type: Simple

Minimum Investigation: 3

Minimum Essence: 2

Prerequisite Charms: Indisputable Physical Analysis Technique

A character using this Charm can instantly tell if an object has been tampered with and how the tampering was done. If a lock has been picked, forced or opened with any form of magic or if a document has been altered in any way or if a signature or seal has been forged, this Charm will reveal both the changes and the method by which they were accomplished. Each use of this Charm reveals all changes to a single object that have been made in the last year. This Charm does not reveal who made the changes and only gives general information about when the tampering was performed, but it will identify everything from a crude lock-picking to a use of the Solar Charm Lock-Opening Touch.

 

Clear Water Prana

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Investigation: 5

Minimum Essence: 3

Prerequisite Charms: Tampering Detection Technique

When a character examines a room or a similar-sized location to determine what occurred there, one of the greatest risks is overlooking details that have been deliberately concealed or clues that have been hidden. This Charm enables the character to find everything that was deliberately hidden or concealed in a space no larger than five yards on a side. When the character uses this Charm, a tide of Essence sweeps through the area and glows briefly when it encounters anything that has been deliberately hidden. If the character is searching several small rooms or one large room, she must use this Charm multiple times to cover the entire area. Also, there is no guarantee that something that has been hidden in the room has anything to do with the events in which the character is interested. If the character uses this Charm in a room where a murder was committed, she might just as easily turn up the small cache of opium the victim had stashed under the floorboards. Also, while the Charm automatically detects items hidden by mundane means, to detect items hidden using Charms or sorcery, the character’s player must make a successful resisted Perception + permanent Essence roll against the Essence of the individual who used the Charms or sorcery. It cannot discover matters concealed by Celestial Circle Sorcery or some equivalent or greater power.

 

Eye Of The Enlightened Reader

Cost: 3 motes

Duration: Instant

Type: Simple

Minimum Investigation: 4

Minimum Essence: 2

Prerequisite Charms: Indisputable Physical Analysis Technique

This Charm does not help the character find the sources he is looking for, but it does provide equally important information about those sources that are useless to the character. The character need only touch a book, scroll or other manuscript, concentrate on the information he seeks and then use this Charm. In an instant, the character will know if the document he is holding actually contains the desired information. Of course, specifying a particularly broad category of information, such as “The Realm,” can provide general information that more specific requests can miss. However, such generalities may be useless. In contrast, asking if a book contains a biography of some particular person will instantly reveal if the book contains such information, but it does nothing to let the character know that this same book also contains useful anecdotes about the same person buried in the biographies of several other famous figures.

 

Information Carrying Tide

Cost: 4 motes

Duration: Instant

Type: Supplemental

Minimum Investigation: 5

Minimum Essence: 3

Prerequisite Charms: Eye of the Enlightened Reader

When confronted with a great library or some other large collection of books and/or other records, the primary challenge is winnowing through the information to find the few grains of wheat amidst the vast amounts of chaff. When a character uses this Charm, an invisible tide of Essence flows outward and causes the most relevant and useful materials within the collection to glow softly. This Charm reduces any difficulty penalties to Investigation rolls made because the Exalt is looking through large numbers of books or other written records that are poorly organized. This Charm reduces these penalties by the character’s permanent Essence but cannot lower the difficulty of a roll below 1. It merely makes looking for information among a pile of random tomes no more difficult that seeking it among the best organized and cataloged library in the Realm. However, if the desired information cannot be found in the library the character is looking in, this Charm will not suddenly cause it to be present. Instead, the character will merely be certain that this information cannot be found in the collection of manuscripts.

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