Larceny Charms

 

Observer Awareness Method

Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Larceny: 2

Minimum Essence: 1

Prerequisite Charms: None

This simple Charm allows a Dragon-Blood to know if he is being observed. It was developed in the days before the Realm proper, when it was conceivable that one of the noble Terrestrial Exalted could act in a criminal capacity. In these dangerous days, the Charm sees use among those Exalted who might act as spies or who wish to speak to a confidante unobserved. Simply spend the necessary Essence and roll Perception + Larceny; a single success tells the Exalted whether he is being observed. Each additional success points out the location of an observer, starting with the closest.

 

Trackless Walk Style

Cost: 2 motes

Duration: One scene

Type: Simple

Minimum Larceny: 3

Minimum Essence: 2

Prerequisite Charms: Observer Awareness Method

The greatest spies and thieves of the Realm know that the best way to avoid detection in their efforts is to leave as little evidence as possible of their passing. However, those spies and thieves know full well that the most talented magistrates and house investigators can learn a great deal from a trace as innocuous as a single hair. By activating this Charm as he enters a location, a Dragon-Blood prevents himself from leaving inadvertent evidence. This Charm does not prevent the character from being observed; it merely prevents him from leaving behind clues to his identity, such as footprints. Also, this Charm does not prevent the character from deliberately leaving behind evidence of his presence (if, for instance, he is a romantic master thief and always leaves a rose at the scene of a crime, this Charm does not prevent him from doing so). Characters using this Charm cannot be tracked except by supernatural means, but the Charm’s short duration means that it is an expensive way to conceal ones passage for a long time.

 

Ears Of The Snowy Owl

Cost: 1 mote

Duration: One minute

Type: Simple

Minimum Larceny: 4

Minimum Essence: 2

Prerequisite Charms: Observer Awareness Method

This Charm, quite useful when sneaking about in places and one shouldn’t be, allows a character to hear conversations and movement in other rooms as clearly as if the walls between him and those spaces weren’t there. By spending the necessary Essence in conjunction with a listen-oriented Perception roll, the player can eliminate any penalties to that roll that might come as a function of obstacles between his character and the thing he’s listening to. The Charm does not eliminate penalties due to distance, just physical obstructions.

 

Window-In-The-Door Technique

Cost: 2 motes

Duration: One turn

Type: Simple

Minimum Larceny: 5

Minimum Essence: 2

Prerequisite Charms: Ears of the Snowy Owl

Many a time has come when a mortal thief or spy has wished for the ability to see what lies beyond a doorway or inside a chest without risking the opening of a latch or lock. Spies among the Terrestrial Exalted do not merely wish for this ability; this Charm allows them to do precisely that. The character simply spends the necessary Essence, and an area roughly two feet square before his eyes becomes transparent.  That area doesn’t move ― once the character has used this Charm, the area that was in front of him when he spent the Essence remains transparent to him for a full turn. The Dragon-Blood can only see through about a three-inch thickness of stone ― perhaps twice that of wood and half that much iron or jade. The material is only transparent to the Exalted using this Charm; others cannot see through it. Walls, doors and containers can be enchanted to prevent this kind of voyeurism.

 

Resetting Tumblers Technique

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Larceny: 3

Minimum Essence: 2

Prerequisite Charms: None

With this ability, the Exalted can immediately discard a failed break-in attempt or other Larceny action and try at once to remedy the situation. A player may spend the required Essence and then immediately reroll the dice pool for the most recent Larceny action his character performed; this must take place right after the roll is made and before the Storyteller describes its success or failure. The exalted must accept the result of the second dice roll, even if it is worse than the first one. Additionally, if the Larceny action and this Charm are part of a Combo, then using the Charm forces the Exalted to re-spend all of the necessary Essence to activate the other Charms in the Combo, even if he does not need to reroll or reactivate them.

 

Artful Sprinting Theft

Cost: 1 mote

Duration: One turn

Type: Supplemental

Minimum Larceny: 3

Minimum Essence: 2

Prerequisite Charms: Resetting Tumblers Technique

The occasional orphaned Dragon-Blood on the streets of the hinterland cities such as Nexus might grow up to learn this Charm; ordinarily, noble Terrestrials of the Realm will have nothing to do with it, save possibly for its application to later Charms. Ordinarily, even the simplest Larceny actions ― pocket-picking and bag-snatching ― require the character to slow down slightly, using only half of his maximum movement (which would be his Dexterity + 12 yards) on the turn he uses the Larceny. With this Charm, the character may use his full dice pool on a simple Larceny action (one that would ordinarily take just one turn) while running flat-out. The action can take place at the beginning, middle or end of this movement.

 

Space-Crossing Theft Technique

Cost: 5 motes

Duration: Instant

Type: Simple

Minimum Larceny: 5

Minimum Essence: 3

Prerequisite Charms: Window-in-the-Door Technique, Artful Sprinting Theft

With this Charm, the Exalted can cause an object to disappear from its current location and reappear in his hands without crossing the intervening space. The character must be able to see the object clearly ― if it is within a locked chest, he must use Window-In-The-Door Technique to see it before he can use Space-Crossing Theft Technique to grab it. However, if he can see it, he only need to expend the Essence and off it goes, as long as it weighs less than about 15 pounds (the Storyteller’s judgment is final as to what can be taken and what can’t). This Charm does not work on items held by a sentient being (a mortal, Exalted or spirit), but it will work on items they are merely wearing: the Exalted could snatch a sheathed sword but not a sword in a foe’s hand.

 

Naked Thief Style

Cost: 2 motes, 1 Willpower

Duration: One scene

Type: Supplemental

Minimum Larceny: 4

Minimum Essence: 2

Prerequisite Charms: Resetting Tumblers Technique

Sometimes, the most useful time to be able to pick a lock or open a barred door is when no one is expecting the character to be able to do so. This Charm allows characters to pick locks, untie bonds, unbar doors and lock or unlock all manner of non-magical locks without any sort of tools or equipment. Regardless of whether the character would need a set of fine steel lock picks to finagle a sturdy lock, a paper thin saw to cut through the bar on a door or simply a pry bar to jimmy open a window, this Charm allows the character to attempt the feat without any tools by creating temporary tools made from solidified Essence. While this Charm does not otherwise aid the character when opening a lock, it can be successfully used in Combos with Charms that do. The character must use this Charm once per lock or other obstacle — for example, if a door has both a bar and a lock, the character would need to use this Charm twice.

 

Instant Disguise Prana

Cost: 4 motes

Duration: One scene

Type: Supplemental

Minimum Larceny: 4

Minimum Essence: 2

Prerequisite Charms: Naked Thief Style

In emergencies, even the most skilled thieves and spies lack the time to adequately prepare a disguise. While this Charm does not allow the character to disguise herself more thoroughly than normal, it does allow her to disguise herself as well as if she had a full set of disguise makeup and to do so inhumanly rapidly. In a single minute and without any equipment, a character can use this Charm to disguise herself as well as if she had no shortage of time or equipment. The character can change her hair color and the shape of her nose and make other similar changes, but she cannot exceed the limits of ordinary disguises — she cannot make herself noticeably shorter or thinner or perform other normally impossible changes. Also, the disguise produced by this Charm is no better than any other created by the character. It can simply be accomplished faster and without penalties for lack of equipment.

Although the Charm requires only a minute to perform, the effects last for one full scene. This Charm in no way alters a character’s clothing or accoutrements.

 

New Voice Technique

Cost: 2 motes

Duration: One scene

Type: Simple

Minimum Larceny: 3

Minimum Essence: 2

Prerequisite Charms: None

This Charm allows the character to perfectly imitate someone else’s voice for an entire scene. In addition, also allows the character to imitate the sound of any animal, spirit or other creature, as well as any other noise that the character can perceive. The character must have heard the voice or sound she is attempting to duplicate at least once, and she must correctly remember the sound she is attempting to duplicate. To do so, the player must make a successful Perception + Larceny roll for her character. The difficulty of the roll varies depending upon how familiar the character is with a sound and how complex the sound is.

Remembering the sound of a friend’s voice is difficulty 1, while remembering the voice of a three-mouthed god that speaks in music and that the character only heard once is difficulty 5. Also, regardless of what the original sound did, the character cannot use this Charm to do damage or to duplicate any magics associated with the target’s voice. Each different sound that the character duplicates requires a new casting of this Charm. This Charm will fool both a character’s closest associates and animals trained to respond only to the target’s voice.

 

Precise Ink Technique

Cost: 3 motes

Duration: One task

Type: Simple

Minimum Larceny: 3

Minimum Essence: 2

Prerequisite Charms: None

Forgers and spies everywhere favor this Charm. A character using this Charm can duplicate anyone’s writing and even her writing style. The only limit on this Charm is that either the character must have a sample of what he wants to duplicate in front of him or he must examine the document carefully and his player make a successful Perception + Larceny roll for the Dragon-Blood to correctly recall the details that he needs to duplicate. The character can forge anything from a brief signature to a multi-page letter. In addition, this Charm allows the character to use ordinary forging tools to perfectly duplicate any mundane stamp or seal used to prove a document’s authenticity. This Charm does not translate languages, and the character must have seen an actual sample of the person’s writing that he is attempting to duplicate. However, it allows the character to create a perfect duplicate of someone’s writing that is impossible to differentiate from the original by mundane means. If someone examines the forgery using Charms, the difficulty of any roll to determine the authenticity of the item is increased by the character’s permanent Essence.

 

Waters Of Honesty Method

Cost: 4 motes, 1 Willpower

Duration: One Scene

Type: Simple

Minimum Larceny: 2

Minimum Essence: 1

Prerequisite Charms: None

This Charm allows the character to determine if anyone is cheating at a game that she is observing. The character can only observe one game at a time, but the Charm allows her to learn both who is cheating and how the cheating is being accomplished. This Charm works on any game or contest, from footraces or duels to games involving dice or cards.

 

Perfect Gambling Prana

Cost: 4 motes

Duration: Instant

Type: Simple

Minimum Larceny: 3

Minimum Essence: 2

Prerequisite Charms: Waters of Honesty Method

This Charm allows the character to control a single event during any game of chance. The character can control the outcome of a single throw of dice or the draw of a card. To use this Charm, the character must be the one throwing the dice or the recipient of the drawn card — the character cannot influence someone else’s dice rolls or the cards that someone else is dealt. Each new roll or draw demands a different use of this Charm. Frequent use of this Charm will exhaust the character’s Essence pool quite rapidly. This Charm is illegal in the Realm, and offenders will be imprisoned or executed, depending upon their status.

 

Flood Of Victory Prana

Cost: 5 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Larceny: 5

Minimum Essence: 3

Prerequisite Charms: Perfect Gambling Prana

A gambler using this Charm automatically wins whatever game she is playing. Regardless of whether the character is playing craps, cards, roulette or any other game of chance, she will win. The only exception is if another character uses the same Charm on the game. In such a case, the character with the highest permanent Essence wins. The only limit on this Charm is that it cannot be safely used in casinos run by gods or Exalts, since they almost always have ways to determine if someone is using this or some similar Charm to cheat. In general, using Charms to cheat at a casino run by a powerful god is a quick way to attain a messy death, and it is illegal in the Realm, as well as very poor social form.

Hosted by www.Geocities.ws

1