Larceny Charms

 

Theft Of Face

Cost: 5 motes

Duration: One hour

Type: Simple

Minimum Larceny: 3

Minimum Essence: 2

Prerequisite Charms: None

By stealing a victim's Essence, a character with this Charm can also steal her visage. The player of the Abyssal makes an Intelligence + Larceny roll after her character consumes 1 or more motes of Essence from her target by means of blood drinking or magic. The difficulty is 6 minus the total number of motes taken. If a character drains a victim entirely of blood or consumes all her flesh, the difficulty is automatically 1. Successes on this roll count as a mundane impersonation, except that the Abyssal's features actually shift to resemble the victim's. Players of characters attempting to pierce the ruse may roll Perception + Awareness against a difficulty of the deathknight's successes. Note that the Exalt only takes on the appearance of his target — the Charm does not bestow knowledge of mannerisms. Characters who know the target personally can quickly recognize the Exalt as an imposter simply by interacting with him. This Charm can only be used to impersonate humans.

 

Theft Of Mien

Cost: 6 motes, 1 Willpower

Duration: One hour

Type: Simple

Minimum Larceny: 4

Minimum Essence: 2

Prerequisite Charms: Theft of Face

This Charm duplicates the effects of Theft of Face with one exception: The Exalt also steals intuitive knowledge of her victim's mannerisms and habits. Consequently, the ruse is much more effective and can easily fool casual associates of the target. Close family members can still recognize that something is wrong, however, regardless of whether they actually suspect an imposter or attribute the odd behavior to illness.

 

Flawless Doppelganger Disguise

Cost: 15 motes, 1 Willpower, 1 experience point

Duration: Until released

Type: Simple

Minimum Larceny: 5

Minimum Essence: 3

Prerequisite Charms: Theft of Mien

With this Charm, an Abyssal may consume the flesh and spirit of a victim to steal her very identity. The character must completely drain her victim of blood and spend one hour digesting and studying the stolen Essence. At the conclusion of her meditation, the Exalt shifts into the perfect likeness of her victim. This is not an illusion, however, but a startling transformation. Every mark and scar is duplicated, every tic and mannerism compensated for.

If questioned, the Exalt can even draw on the stolen memories of her prey with an Intelligence + Larceny roll at a difficulty assigned by the Storyteller. No amount of physical scrutiny can discern that the Abyssal is not whom she pretends to be, although any display of an Abyssal anima banner may spoil the effect. This Charm only permits impersonation of human victims who are the same gender as the Exalt. Although she may disguise herself as an Exalted victim and even duplicate elemental aspect markings or Lunar scarring, the character cannot emulate the powers or anima of her stolen visage. Once the character voluntarily ends this Charm, she loses all memories and shifts back to her true form. Death also ends the ruse. Characters can only assume a given guise once before the memories are digested.

 

Solar Impersonation Style

Cost: 15 motes, 1 Willpower

Duration: One day

Type: Simple

Minimum Larceny: 5

Minimum Essence: 4

Prerequisite Charms: Flawless Doppelganger Disguise

By channeling the nascent spark of Solar Essence trapped within her, an Abyssal with this Charm can shift her anima to resemble that of a Chosen of the Unconquered Sun. While this Charm is in effect, the deathknights anima banner and Caste Mark manifests exactly as a Solar of the appropriate type (Dusk become Dawn, Midnight becomes Zenith, etc.). This Charm only affects the anima banner, however. The Exalt retains the anima power appropriate to his true Caste. Any Zenith Caste Solar with a Permanent Essence higher than the Abyssal's can see through the disguise. Only Abyssal Exalted can learn this Charm, although it is rumored that some Solars of the Night Caste may have developed a similar technique for impersonating deathknights.

 

Cunning Criminal Style

Cost: 10 motes

Duration: One day

Type: Simple

Minimum Larceny: 3

Minimum Essence: 2

Prerequisite Charms: None

Many criminals live short bloody lives and die just as bleakly. Accordingly, an Abyssal who taps into the web of shared regrets and suffering of the criminal dead has a wealth of information at his disposal. He can intuitively pick out criminal establishments from honest businesses and discern those who actively desire to sell or buy illegal merchandise. Just as easily, the Abyssal can spot the lines of power in the local crime scene and track them back to the true crime-lords of the area. While this Charm remains active, the character is at home in any criminal subculture. Cunning Criminal Style cannot discern informers or undercover agents from ordinary criminals unless there are sufficient clues present to draw such a conclusion.

 

Evidence-Erasing Method

Cost: 1 mote

Duration: One scene

Type: Simple

Minimum Larceny: 4

Minimum Essence: 2

Prerequisite Charms: Cunning Criminal Style

With this Charm active, an Abyssal leaves no more evidence of her passing than a ghost. She can be spotted just as easily as before, but she does not drop unintentional clues or leave physical evidence such as footprints, hair, etc. Obviously, if an Abyssal wants to leave clues, she may do so, since the Charm only protects against unintentional evidence. Only supernatural tracking can find a character shrouded with this Charm.

 

Lock-Weathering Touch

Cost: 5 motes

Duration: Instant

Type: Simple

Minimum Larceny: 3

Minimum Essence: 2

Prerequisite Charms: Cunning Criminal Style

With this Charm, an Exalt can instantly bypass any mundane lock with a gentle touch. The lock rusts away inside with a wisp of acrid smoke, causing the mechanism to fall open. This Charm must be used separately on each lock and may affect locked manacles as easily as the bolts of doors and safes.

 

Artful Conjuration Trick

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Larceny: 4

Minimum Essence: 2

Prerequisite Charms: Evidence-Erasing Method, Lock-Weathering Touch

Through the use of this Charm, an Abyssal becomes preternaturally deft at sleight of hand and may perform amazing feats of conjuration and legerdemain without requiring a roll. For outright impossible stunts, such as actually summoning a coin from a belt pouch without reaching for it, the Storyteller may require a Dexterity + Larceny roll. This Charm is intended for trickery and bedazzlement, not combat. Instantly palming a handful of shuriken is permissible, but the character cannot actually create something from nothing, nor steal possessions from an opponent. The Storyteller retains final say on what can and cannot be done with this Charm.

 

Striking Snake Grab

Cost: 4 motes

Duration: Instant

Type: Simple

Minimum Larceny: 5

Minimum Essence: 3

Prerequisite Charms: Artful Conjuration Trick

The Abyssal extends his hand in a lightning-fast clutching gesture, reaching out with his Essence to steal an object in his direct line of sight. The targeted object flickers and vanishes, rematerializing from Elsewhere in the character's grasp. This Charm can only grab objects small enough to comfortably hold with one hand and may not take possessions out of a sentient being's grasp. Possessions on a person's body can be swiped but not if they are securely fastened. A money pouch could be grabbed but not the belt it was affixed to, for example. Ultimately, the Storyteller retains final say on what can or cannot be taken with this Charm.

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