Perception Charms

 

Sense-Sharpening Change

Cost: 1 mote per die

Duration: One scene

Type: Simple

Minimum Perception: 2

Minimum Essence: 1

Prerequisite Charms: None

Using this Charm, the Lunar can heighten all of his senses far beyond those of normal humans. His ears grow to better hear sound, his nostrils flare to enhance his ability to smell, and his eyes grow and dilate to enhance his sight ― he can even taste individual ingredients in a meal and feel the slightest wind on his skin. For the duration of the Charm, the Lunar’s player adds bonus dice equal to the amount of Essence spent to Perception rolls. He may not increase the character’s pool by more dice through this Charm than the Lunar has dots of Perception. This enhancement, though powered by Essence, does not grant the Lunar supernatural powers ― it merely enhances his mortal senses.

 

Heightened (Sense) Method

Cost: 5 motes

Duration: 10 turns

Type: Simple

Minimum Perception: 3

Minimum Essence: 1

Prerequisite Charms: Sense-Sharpening Change

This Charm is actually three different Charms, one each for sight, for scent and taste and for hearing and touch. Through it, the Lunar can hone his sense far beyond those of most animals. When making a Perception test with the heightened sense, the Lunar’s Perception dice are automatically successes, and the Lunar’s player need only roll the character’s Ability dice (usually Awareness or Survival). Charms that reduce successes in Perception tests affect these automatic successes normally. The Charm must be purchased separately for each of the three sense groups and only provides a bonus when used in conjunction with that sense group. A Lunar may use a maximum of two Heightened (Sense) Charms at any time. If he wishes to enhance a third, he must cease using the Charm on one of the already-heightened sense. Heightened (Sense) Method Charms may not be used at the same time as the Sense-Sharpening Change or any other Charm that boosts the Lunar’s Perception, though they may be used in conjunction with sense-enhancing Charms that do not directly enhance the Perception Trait, such as Night Is Day.

 

Sense-Borrowing Method

Cost: 5 motes

Duration: Sustained

Type: Simple

Minimum Perception: 3

Minimum Essence: 2

Prerequisite Charms: Sense-Sharpening Change, Pack-Forming Presence

Using this Charm, a Lunar can attach his perceptions to the senses of another human or an animal. The Lunar must touch the target when activating the Charm, but once it is functioning, the subject may travel up to a mile from the Lunar per point of the Exalt’s permanent Essence and still serve as a source of sensory information. If the subject is willing, no roll is required to activate the Charm. Otherwise, the Lunar’s player must make a Wits + Awareness roll, with a difficulty equal to the target’s Essence. Animals of the Lunar’s totem species are automatically willing, while other animals are not unless charmed or befriended. To succeed, the Lunar’s player must roll a number of successes equal to or exceeding the target’s Essence. Otherwise, the Charm fails, and if the target is an Exalt or other supernatural creature, he knows the Lunar attempted to use a Charm on him. Mortals and mortal beasts cannot detect the Charm.

While the Charm is active, the Lunar senses everything his subject does. For all intents and purposes, the subject becomes the Lunar’s eyes and ears. The Lunar has some semblance of his own sense, but borrowed senses dominate his perceptions. Any actions taken by the Lunar while the Sense-Borrowing Method is being used ― including reflexive actions ― are at +2 difficulty. As a consequence, most Lunar simply meditate while using the Charm. If either the Lunar or his subject sustain an injury (at least on health level of damage), the Charm ends. This Charm gives the Lunar no control over the creature, he simply shares its senses.

 

Ever-Wary Fox Technique

Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Perception: 2

Minimum Essence: 1

Prerequisite Charms: Sense-Sharpening Change

Lunars are very aware of their environments and, thus, very difficult to ambush. When the character is attacked from surprise, the Lunar may choose to activate this Charm automatically if the character has sufficient Essence to power it. When it does activate, the Lunar’s player’s reflexive Perception + Awareness roll to avoid being ambushed gains a number of bonus dice equal to the Lunar’s Perception.

 

Observed Prey Instinct

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Perception: 3

Minimum Essence: 1

Prerequisite Charms: Ever-Wary Fox Technique

This reflexive Charm allows a Lunar to know if he is being watched, either by normal sense or magic. It activates automatically if the Lunar comes under sustained observation ― a casual glance or a flirtatious look are not enough to trigger it. The Charm guides his perceptions to gather further information, allowing a reflexive Perception + Awareness roll. The number of successes determines the information gathered. A single success merely confirms that the Lunar is being observed, while additional successes will pinpoint the number and direction of observers (one per success). A Lunar observed by magical means will know the viewpoint from which he is being watched but not the actual location of the observer.

 

Weather-Scenting Method

Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Wits: 2

Minimum Essence: 1

Prerequisite Charms: Ever-Wary Fox Technique

Lunars with this Charm can track and predict the weather, using Essence to build on and extend their natural perceptions. The number of successes from a Wits + Survival roll determines the scope of information a Lunar can divine. Each success garners him either knowledge of conditions within a 10-mile radius or for the next day (cumulative). A Lunar may purchase information on both area and time, but he must do so in as even a manner as possible. For example, a Lunar who gets 4 successes cannot purchase information on a 40-mile radius or about a 10-mile radius for 4 days in advance, but rather learns about a 20-mile radius for two days in advance. If there are an odd number of successes, the Lunar’s player may choose which aspect has the additional die. The Weather-Scenting Method may not be used to predict future conditions under the influence of magic, though it may be used to gather information on the prevailing conditions when the Charm is activated.

 

Unerring Earth Direction Sense

Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Wits: 2

Minimum Essence: 1

Prerequisite Charms: Ever-Wary Fox Technique

After activating this Charm, the Lunar instinctively knows the direction of the Imperial Mountain. This works irrespective of the Lunar’s situation ― it is as effective inside a building or underground as it is in plains or forest ― and works as well in darkness as in daylight. If the Lunar simply desires to know the direction of the Imperial Mountain, no roll is required. However, he may also use this Charm to identify his location; though this requires a Wits + Awareness roll, the number of successes indicating the precision of the information. One success gives him little more than what he already knows, three successes allows him to narrow his location down to the county or district, and five or more let him know precisely where he stands.

 

Moonsilver-Scenting Sense

Cost: 3 motes

Duration: One hour

Type: Simple

Minimum Perception: 3

Minimum Essence: 3

Prerequisite Charms: Unerring Earth Direction Sense

The Moonsilver-Scenting Sense hones the Lunar’s olfactory nerves, allowing her to scent deposits of moonsilver in the surrounding lands or moonsilver weapons not attuned to a Lunar. The Lunar’s player must make a Wits + Awareness roll, the number of successes determining what ― if anything ― the character learns of the moonsilver deposits and unattuned items in the region. One success allows the Lunar to ascertain whether there is any moonsilver within a number of miles equal to the Lunar’s Perception + Essence. Three successes also provide a direction and approximate distance. Five or more successes allow the Lunar to judge the quality and condition (e.g., concealed by Dragon-Blooded machinations) of the deposits or items. The Lunar’s player may make one roll for every 10 minutes that the Charm is active.

 

Wyld-Sensing Instincts

Cost: 3 motes

Duration: Instant

Type: Simple

Minimum Perception: 3

Minimum Essence: 1

Prerequisite Charms: Ever-Wary Fox Technique

Having existed on the edge of the world, Lunar Exalted are ever watchful for the warping effects of the Wyld. Though their nature and their tattoos protect them from its deforming effects, their associates and non-Lunar kin are less fortunate, and their gear is often vulnerable as well. Provided the Lunar has sufficient motes available, Wyld-Sensing Instincts activates reflexively to alert the Lunar to these malign changes. Immediately after it does, the Lunar’s player may make a (non-reflexive) Perception + Survival roll. The number of successes indicates the amount of time the Lunar has to act before changes occur. One success gives the Lunar a few turns to escape the transformations, while three successes indicates he has several minutes to reach safety. Five or more successes indicate that, while approaching dangerous levels, the chaos is not yet sufficient to warp items, and he has as much as 30 minutes to seek refuge ― or to otherwise protect ― his associates.

 

Resisting The Lure Of Madness

Cost: 3 motes, 1 Willpower

Duration: One lunar month

Type: Simple

Minimum Perception: 3

Minimum Essence: 2

Prerequisite Charms: Wyld-Sensing Instincts

A character who activates this Charm is immune to Wyld addiction while the Charm’s effects persist. Characters addicted to the Wyld do not have to worry about addictive behavior or relapse while the Charm’s effects continue, and those not addicted will not become so while under the magic’s sway.

 

Wyld Object Appraisal Method

Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Perception: 3

Minimum Essence: 2

Prerequisite Charms: Wyld-Sensing Instincts

Although all Exalted can attempt to discern if something is safe to remove from the Wyld and will retain its form if removed, this ability is far from certain. With the use of this Charm, a Lunar can absolutely tell what the original form of a creation of the Wyld was, whether it will be safe to remove it from the Wyld and whether or not it will retain its present form when removed. The Lunar can usually inspect only a single item through the use of this Charm, although a number of similar small items could be checked at the same time.

 

Harmony With Reality Technique

Cost: 10 motes + plus 1 additional mote per pound of material, 1 Willpower

Duration: Instant

Type: Simple

Minimum Intelligence: 4

Minimum Essence: 3

Prerequisite Charms: Wyld Object Appraisal Method, Wondrous Lunar Transformation

A Lunar skilled in the ways of the Wyld can force his will upon it, causing it to accede to his whims. While he cannot create exactly what is desire, as a Solar can, he can force the things he discovers to retain their form and function when returned to Creation, no matter how improbable or weird; in essence, he forces that part of the Wyld to become part of Creation. This Charm cannot affect more than 50 pounds per point of the character’s permanent Essence.

 

Ritual Of Lunar Stability

Cost: 10 motes, 1 Willpower

Duration: A number of lunar months equal to permanent Essence

Type: Simple

Minimum Intelligence: 5

Minimum Essence: 4

Prerequisite Charms: Harmony With Reality Technique

There are many places on the edges of Creation that are kept safe only through the use of ancient rituals, secret pacts or powerful sorceries. While this Charm cannot replace these powers, it can provide sanctuary from the effects of the Wyld for a time. The use of this Charm requires that the Lunar first pace out the area she wishes to protect, encircling it with her scent and presence; this area can be no larger than a number of square miles equal to her permanent Essence. Once this is done, she uses the Charm, and her player rolls Wits + Lore. For every successes scored, the level of the Wyld in the area protected is reduced by one (so if she scored six successes, she would reduce an area of Deep Wyld down in intensity to be equivalent to Bordermarches). This effect lasts a number of weeks equal to her permanent Essence.

 

Fish-Eye Technique

Cost: 2 motes

Duration: One scene

Type: Simple

Minimum Manipulation: 3

Minimum Essence: 2

Prerequisite Charms: Heightened Sight Method

By means of this Charm, a Lunar modifies the shape of his face and the nature of his eyes. He gains 360-degree vision and, as a result, is aware of actions all around him and does not suffer penalties for being caught unawares by visible attacks. However, comprehending such a vista forces the Lunar to focus on the “big picture” rather than the details and, as a result, increases by 1 the difficulty of any Perception rolls involving spotting details.

 

Night Is Day

Cost: 1 mote

Duration: One scene

Type: Simple

Minimum Perception: 3

Minimum Essence: 1

Prerequisite Charms: Heightened Sight Method

Using this Charm, a Lunar alters his eyes to allow him to see perfectly in low-light conditions. As such, he treats nighttime conditions as daylight, though his partially colorblind in normally lit conditions (+1 difficulty to Perception rolls) for the duration of the Charm. Night Is Day does not allow the Lunar to see in absolute darkness ― there must be some light, even if just a twinkle, for the Lunar’s eyes to exploit. The Charm manifests by giving the Lunar flashing, cat-like eyes while it is active.

 

Perceiving The Hidden World

Cost: 3 motes

Duration: One scene

Type: Simple

Minimum Manipulation: 3

Minimum Essence: 2

Prerequisite Charms: Night Is Day

Some animals can see light incomprehensible to humans, most often the spectral glows of heat and cold. Using this Charm, a Lunar can do likewise, allowing him to perceive radiated heat and other forms of light normally beyond his experience. This allows him to see in perfect darkness, though his ability to distinguish detail is greatly impaired (+2 difficulty to all Perception rolls involving discerning fine detail).

 

Comprehending Ears Meditation

Cost: 4 motes

Duration: One scene

Type: Simple

Minimum Wits: 2

Minimum Essence: 1

Prerequisite Charms: Heightened Hearing and Touch Method

This Charm allows a Lunar to understand ― in general terms if not the exact meaning of words ― any language spoken in his presence. The Lunar’s player must roll Wits + Linguistics, with the number of successes indicating the level of comprehension. Five or more successes allow the Lunar to discern nuances in what has been said, be they insults or flattery. The Comprehending Ears Meditation does not allow the Lunar to speak in a foreign tongue. Comprehending Ears Meditation does not allow the Lunar to understand nonverbal communication.

 

Calls Of The Human Prey

Cost: 6 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Wits: 3

Minimum Essence: 2

Prerequisite Charms: Comprehending Ears Meditation

By activating this Charm, a Lunar can attempt to both understand and speak any language or dialect known by people he has consumed. The Lunar’s player makes a Wits + Linguistics roll when the Lunar activates the Charm. The difficulty is 5 – (the number of people who spoke the language the Lunar has eaten the heart’s blood of). The number of successes on the roll determines the Lunar’s level of comprehension of fluency. One success indicates linguistic abilities comparable with a young child, while three successes grant the skills of a poet. Calls of the Human Prey does not allow the Lunar to read or write the language, nor does it make her a perfect mimic. If the Lunar has eaten only a few victims fluent in a single language, his voice may possess a distinct accent that damages his ability to socialize with those who dislike his dialect.

 

Feral Ears Metamorphosis

Cost: 2 motes

Duration: One scene

Type: Simple

Minimum Wits: 2

Minimum Essence: 2

Prerequisite Charms: Comprehending Ears Meditation

This Charm allows a Lunar to understand and communicate with ― in general if not in precise terms ― any animals in his presence. It functions as per the Comprehending Ears Meditation, save with regard to its subjects. The Lunar’s player makes a Wits + Linguistics roll when the Lunar activates the Charm, with a difficulty of 5- (the number of beasts of that species the Lunar has eaten the heart’s blood of). The Lunar need get only one success in most cases, as natural animals are not generally articulate. However, if the animal is a complex thinker normally unable to communicate, then more successes may be relevant. A Lunar using this Charm can automatically understand the language of his totem animal form (no roll needed).

 

Rabbit Ear Method

Cost: 3 motes

Duration: One scene

Type: Simple

Minimum Perception: 3

Minimum Essence: 2

Prerequisite Charms: Heightened Hearing and Touch Method

Using this Charm ― which, in any form, causes his ears to enlarge and resemble those of a rabbit or stiff-eared dog ― a Lunar can use his enhanced hearing to keep track of others in his immediate vicinity without needing to have them in sight. He is dimly aware of the others’ presence and may reach out with his senses to pinpoint them and provide extra information. Doing so requires a Perception + Awareness roll, difficulty 1 in wilderness conditions, 2 in the streets of a town and 3 inside a structure. One success indicates that the Lunar is aware of those around him, but only in a general sense, while three successes provide him with an approximate direction and range to each. Five or more successes allow the Lunar to pinpoint the others and also provide information on their activities, equipment carried and movement. The Lunar may use this Charm to track a number of others (equal to his Essence x 5) and may perceive them out to (his Perception x 100) yards. Unless concealed by Charms, those closest to the Lunar are revealed first, and those furthest from him last. A Storyteller may, at his discretion, identify more distant targets first if they are somehow “broadcasting” their presence by making lots of noise.

 

Seeing Without Looking

Cost: 4 motes

Duration: One scene

Type: Simple

Minimum Perception: 4

Minimum Essence: 2

Prerequisite Charms: Rabbit Ear Method

By focusing his hearing, a Lunar can build a mental picture of the surrounding area. Unlike the Rabbit Ear Method, which only tracks individuals, Seeing Without Looking also allows the Lunar to build up an idea of the objects and materials that make up the environs by analyzing subtle alterations in the sound of echoes.

Analyzing the sounds he hears takes the Lunar five turns, during which time he may move about at a walking pace but cannot take any other actions. If he does, the Charm fails. After five turns have elapsed, the Exalt’s player makes a Perception + Awareness roll. The number of successes on this roll determines the quality of the Lunar’s mental picture and the range to which the sense applies.

One success indicates that the Lunar has a general picture of the surroundings, including the position of people, beasts and major obstacles. However, he knows little about their composition and size and cannot tell the difference between two small objects placed close together. Three successes let the Lunar refine his search, allowing him to identify the materials and giving him a finer “resolution” in his mind. Five or more successes allow the Lunar to identify hidden people and items in the vicinity, even if Charms were used as part of the concealment process. The Lunar’s mental picture extends a number of yards equal to (the number of successes on the Perception roll x 5). Provided he maintains the Charm and carries out no actions other than walking, the mental image remains current. However, as soon as he carries out a dice action or ceases to spend Essence, the picture “locks” though the Lunar may still act on the details for the remainder of the scene. Thus, a Lunar who wishes to fight blind will need to use this Charm to build up a picture of his surroundings and Rabbit Ear Method to sense his foes. However, such a Lunar might be deceived by sliding walls, silently opening pits or other changes that make the static picture of his environment obsolete.

 

Blood-Kin Sense

Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Perception: 3

Minimum Essence: 2

Prerequisite Charms: Heightened Smell and Taste Method

Using this Charm, a Lunar can immediately sense the blood ties between other individuals. A Lunar’s player may make a Perception + Awareness roll when the character targets the Blood-Kin Sense on an individual. If the player gets at least one success, the Lunar knows if the person is related to someone else the Lunar is familiar with, while three successes give some indication of the relationship. Give or more successes allow the Lunar to sense firm details of the subjects lineage, including a capsule history of the being’s ancestor’s physical abilities for a number of generations back equal to the Lunar’s Essence. The Blood-Kin Sense assumes the Lunar is using scent to study his subject. If the Lunar tastes the target’s blood, his player gains three bonus dice for the roll.

 

Blood On The Wind

Cost: 5 motes

Duration: One day

Type: Simple

Minimum Perception: 3

Minimum Essence: 2

Prerequisite Charms: Heightened Smell and Taste Method

By means of the Charm, a Lunar can track an opponent (or opponents) through almost any terrain. To the Lunar, the trail is as clear on solid stone as it is in the woodlands or on soft ground. When making a tracking roll (Perception + Survival) for the Lunar, her player need roll only a single success for the character to follow any mundane prey. Furthermore, if the Lunar is in beastman form when using this Charm, he is considered to be a supernatural tracker, can automatically track any mortal target and has a number of automatic successes in the tracking contest against other supernatural trackers equal to his Essence.

 

Emotion-Revealing Scent

Cost: 2 motes

Duration: Instant

Type: Simple

Minimum Perception: 3

Minimum Essence: 2

Prerequisite Charms: Heightened Smell and Taste Method

Using this Charm, a Lunar can sense the emotional state of her subject, even if there are no outward signs. Even if the target appears perfectly calm, his body scent will betray him, allowing the Lunar to clearly scent strong emotions such as fear, anger, hate and love. Doing this does not require a dice roll, though it does count as a dice action. The Charm does not, however, automatically divine the cause of this emotion or its focus. To divine a deeper understanding of the target, the Lunar’s player must roll Perception + Investigation, the number of successes indicating the degree of information gathered. One success merely confirms the initial impression, while three successes denote the source, target or object causing the emotions. Five or more successes allow the Lunar to deduce the reason for the emotion.

 

Truth-Scenting Method

Cost: 3 motes

Duration: One scene

Type: Simple

Minimum Perception: 4

Minimum Essence: 2

Prerequisite Charms: Emotion-Revealing Scent

By observing subtle physical and chemical responses in his subject, a Lunar can determine whether a person in his presence is speaking the truth. The Lunar may target the Charm at an individual ― in which case, it works automatically ― or he may use it more generally on a body of people. In this latter case, the Lunar’s player must roll Perception + Investigation, the number of successes being the number of people the Exalt can successfully observe. The Truth-Scenting Method does not detect evasions or statements that twist the truth without actually being falsehoods. Furthermore, some “truths” are subjective, and it is the target’s view, not that of the perceiving Lunar, which determines truth.

For Example: If a subject says, “I saw him do it,” when he saw no such thing, the Lunar can detect the lie. However, the Charm will not detect a lie if the subject states, “No, Janek didn’t pay me anything” (because Marcos did), as it is an evasion, not an outright lie.

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