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
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.