Awareness, The Crow

 

Once, there was a maiden…

…who was born, and told her Mom, “I know how I’m gonna die.”

“It’s gonna hurt bad,

and I ain’t coming back.”

“…I could avoid it, but I won’t.”

“Cause one day, death’d come to me and say, ‘Baby, don’t you know?”

“There’s always an ending.”

 

Prior Warning

Cost: 6 motes

Duration: Five hours

Type: Simple

Minimum Awareness: 2

Minimum Essence: 1

Prerequisite Charms: None

Once a Sidereal commits Essence to this Charm, her perceptions constantly probe into the immediate future for anything that could do her harm. When the character is in danger, her player makes a reflexive Wits + Awareness roll. If she succeeds, the character has a feeling of ill ease that informs her of impending danger. The character gets a warning period of two minutes per success rolled. This Charm only allows the Sidereal to spot obvious harm: Slow-acting poison concealed in her ale would not set off the alarm, as the effect is too far in the future. However, it might be triggered just before the effects kick in, giving the character time to deduce the cause and seek a cure.

 

Expected Pain

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Awareness: 3

Minimum Essence: 2

Prerequisite Charms: Prior Warning

The character has a general idea of the bad things that will happen to him in the course of his life. When an unpleasant moment impends, this awareness crystallizes. This Charm activates automatically when something unexpectedly dangerous or awful is about to happen, and the character learns its general nature (“attack,” “poison,” “betrayal,” “loss of loved one,” “humiliation”). The character has one turn’s warning in which to turn his fate aside. Ambushes against the character automatically fail, but the character does not automatically detect his attacker.

 

Supernal Awareness

Cost: 4 motes

Duration: One scene

Type: Simple

Minimum Awareness: 3

Minimum Essence: 3

Prerequisite Charms: Expected Pain

The character can see the web of fate around her as it cascades into the unavoidable reality of the present. With this Charm, she can focus enough attention upon the influx of destiny to watch continuously, out to a distance of (her Essence x 100) yards, for specific disturbances in that web. She can either keep track of people within that region, monitor spirits within that region or watch for some specific phenomenon such as combat, the use of Essence or the mention of her name. She senses only vague details ― specifically, she can identify the location and power level of what she sees and recognize specific effects or people she is familiar with, but she cannot follow the course of events. For example, when monitoring Essence use, she might recognize the invocation of the Expected Pain Charm, which she knows well. Unless she has seen it often, however, the Ten Ox Meditation would register only as an Essence 3 Charm. In neither case would she know the specific effects of the Charm, such as what object a Solar used Ten Ox Meditation to destroy. The effects of this Charm are cumulative: If a Sidereal uses it five times in a scene, she can monitor five different things.

Supernal Awareness does not rely on any of the character’s senses. Normal Stealth and Charms that make the character physically invisible or silent have no effect.

 

Wise Choice

Cost: 6 motes

Duration: Instant

Type: Simple

Minimum Awareness: 2

Minimum Essence: 1

Prerequisite Charms: None

Life is full of choices. This Charm gives a Sidereal the edge on mere mortals by allowing him to make the best choice when confronted with many options. However, this Charm allows only a brief peek into the future, not an extended glimpse into all the consequences of the decision. The ideal short-term outcome is guaranteed but long-term gains are not.

 

Inevitable Pursuit

Cost: 8 motes, 1 Willpower

Duration: One day

Type: Simple

Minimum Awareness: 5

Minimum Essence: 2

Prerequisite Charms: None

No one can hide from their past. It unwinds inevitably, event cascading into event, rolling from the then into the now and finally into an inescapable collection of destinies. Characters with this Charm can track others not by the physical marks they leave on the world, but by the impressions their passage leaves on the destinies of everything around them. In a relatively uninhabited region, the character can follow a trail as old as one day per point of her permanent Essence. In a more populous region, where many people leave their marks on fate ― and, more importantly, where those marks interact with and, more importantly, where those marks interact with one another in a progressively unruly and chaotic fashion ― this Charm is less effective. In such places, the character is limited to following trails no older than one hour per point of her permanent Essence.

This ability can be foiled by the use of the Traceless Passage Charm and similar Charms. If the target uses such a Charm, resolve the matter with a standard opposed tracking contest.

 

Conclusive Wisdom

Cost: 20 motes, 1 Willpower, 1 health level

Duration: Instant

Type: Simple

Minimum Awareness: 5

Minimum Essence: 4

Prerequisite Charms: Supernal Awareness, Wise Choice, Inevitable

This Charm uses a prayer strip marked with the scripture of the Maiden and the Scythe. The character holds it up before her target. It fixes itself in the air and begins to blossom with pungent violet flowers, who petals dry, fall off and turn to dust in the course of seconds, each replaced as it dies with another flower’s blooming.

The target of this Charm finds himself caught in a vision of his own ending: transported to a likely end for his life, a few hours, minutes or turns before its conclusion comes. Roll his permanent Willpower against a difficulty of 3. Success indicates that the Charm fazes him but has no other effect. Failure indicates that he returns from the vision deeply shaken. Reduce his temporary Willpower to 1. His Personal Essence pool is instantly lost; reduce his temporary Essence by the amount of his Personal Essence, to a minimum of 0. He cannot recover Willpower or personal Essence for the remainder of the scene.

If the victim is a Storyteller character, the rules above suffice. Otherwise, the Storyteller should play the vision out. This occurs at a convenient time: immediately, as the next scene, or at the end of the session, depending on the play group’s style. The Storyteller devises an interesting and ideally appropriate scenario for the target’s most likely ending. As events progress, the target can alter the scenario in one small way for each point of permanent Essence he possesses. Motes, Willpower, experience points and health levels spent or recovered in the vision do not affect the character’s actual totals.

If, through interesting roleplay, lock or martial cleverness, the target manages to survive his impending doom, he suffers no permanent ill effects. Further, when he finishes processing the vision, a few scenes later, he generally recovers his full temporary Willpower.

If the target dies in the vision but his player made his permanent Willpower roll, above, the character suffers no permanent ill effects save disquiet.

If the target dies in the vision and failed his permanent Willpower roll, his player must roll the character’s permanent Essence and permanent Willpower. (He cannot spend Willpower on these rolls.) Failure on either roll means losing one dot of the appropriate Trait, to a minimum of 1. No matter what he rolls, he cannot recover his Personal Essence for the remainder of the story. He only has access to Peripheral Essence.

This Charm has no effect on Abyssal Exalted or the dead. It specifically affects Second and Third Circle demons, despite their normal immunity to Willpower loss from Sidereal Charms.

Hosted by www.Geocities.ws

1