Larceny, The Guardians
Once, there was a maiden…
…who ate 236 leaves.
She had to, because otherwise she’d forget where she came from, and that would
make everyone very sad or, possibly very happy.
She found herself in a woods full of
monsters, impelled toward their cook pot. “Do you want to cook me?” she asked.
“Or do you think that’s where maidens belong?”
There was a crack in the cook pot’s
bottom that let in the sky.
She started to squirm through the crack,
but then, she saw that the clouds carried chains and the wind was their
manacles.
As the monsters pulled her back, she
called to the stones and she called the sky, but it was the night that came to
her aid; and, in the night, fire and pain. “Why should you help me?” she asked.
“To know the world is to serve it,” they
said.
Creation Smuggling Procedures
Cost: 5 motes, 1 Willpower
Duration: One day
Type: Simple
Minimum Larceny: 2
Minimum Essence: 1
Prerequisite Charms: None
The character calls the weave of
events to her. Thin tendrils of fate snake out from Creation to twine around
each of her fingers, fading into phosphorescent green visibility for the final
meter of their journey. If the character is in or ventures into the Wyld, she
becomes a small island of stability and Creation, her destiny snuck into the
abode of chance by craft, art and cunning. Neither the character nor anything
within 10 yards of her suffers the touch of the Wyld.
Sidereal Shell Games
Cost: 1 mote + 2 motes per die
or level successfully stolen, 1 Willpower
Duration: One scene
Type: Simple
Minimum Larceny: 3
Minimum Essence: 1
Prerequisite Charms: Creation
Smuggling Procedures
Again, the character summons the
weave of events, but now, she crosses her wrists and deftly switches threads
from one hand to the other as they materialize. If her player succeeds at a
Wits + Larceny roll, the Exalt steals a portion of her target’s destiny and can
borrow up to her Essence in bashing and lethal soak, in damage dice or in dice
form a specific pool (such as Dexterity + Melee). The target loses the use of
that soak or those dice for the remainder of the scene. The character gains it.
The Sidereal cannot borrow more soak or more dice than the target possesses.
This Charm is partially cumulative: The Sidereal can filch many different
things in one scene but cannot add to the same pool or soak twice. When a
Sidereal borrows dice for a pool, this is a dice bonus added by a Charm and
should be considered as such when determining the maximum effect of other
dice-bonus Charms.
Name Pilfering Practices
Cost: 5 motes
Duration: Indefinite
Type: Simple
Minimum Larceny: 3
Minimum Essence: 2
Prerequisite Charms: None
With a twist and a tug, the
Sidereal steals another being’s name. The Sidereal learns the victim’s true
name, and for the duration of the Charm, none save the Exalt can speak or think
it. Make a reflexive Dexterity + Larceny roll with difficulty equal to the
Sidereal’s Essence for Fair Folk to notice and substitute another name for
their own before the Sidereal completes the theft.
Dream-Confiscation Approach
Cost: 6 motes, 1 Willpower
Duration: Indefinite
Type: Simple
Minimum Larceny: 4
Minimum Essence: 2
Prerequisite Charms: Name
Pilfering Practices
Bumping casually into his target
or otherwise making physical contact, and after a successful Wits + Larceny
roll with difficulty equal to the target’s Essence, the character pockets his
victim’s dreams. Fair Folk suffer the character’s Essence in dice of aggravated
damage, ignoring armor, as the character dexterously unweaves some of the dream
Essence from their Wyld nature. They immediately become ravenous and slightly
mad, though sane enough to Dodge further attempts by the character to touch
them. Any other characters affected by this Charm become listless: Until the
Sidereal stops committing Essence to this Charm and thereby releases their
dreams, they cannot regain Willpower and do not regenerate Essence naturally.
Sidereal Exalted may always use their Temperance with this Charm.
Honorable Thief Spirit
Cost: 1 mote per target number
reduction
Duration: One scene
Type: Simple
Minimum Larceny: 3
Minimum Essence: 2
Prerequisite Charms: None
Glittering green sparks weave
about the character for a moment before settling into her hair and skin and
becoming all but invisible. To the eyes of any criminal, the character seems to
have the virtues and qualities that best qualify her for respect and
admiration. The Sidereal can reduce the target number of all peaceful or
defensive interactions with rogues, scum and knaves.
Conning Chaos Technique
Cost: 10 motes, 1 Willpower
Duration: Varies
Type: Simple
Minimum Larceny: 5
Minimum Essence: 4
Prerequisite Charms: Sidereal
Shell Games, Dream Confiscation Approach, Honorable Thief Spirit
This Charm uses a prayer strip
marked with the scripture of the Savory Maiden. The Sidereal holds it up before
him, whereupon it straightens and affixes itself to reality as if nailed to the
air, occasionally emitting an effulgence of green light. The Sidereal then
names his victim, who must be within 10 miles. For a moment, the victim sees
the prayer strip through the Exalt’s eyes, burning a brilliant green. Ancient
forces set in motion by the Charm wheel and deal with the Wyld, trading the
victim’s destiny to chaos in exchange for a portion of the chaos claimed into
Creation.
The Sidereal’s player rolls
Manipulation + Larceny. Each success represents one month of this curse, and in
each month, the Wyld’s efforts intensify ― they’re not organized,
conscious or directed, as a whole, but they’re, nevertheless, malevolent. The
Charm draws Fair Folk and Wyld-spawned monsters to the target, their schemes
and determination deadlier as time goes on. The victim suffers a derangement or
a taint as the order and laws that bind her deteriorate, though she may
overcome this for a scene with a successful Temperance roll. However, when the
curse expires, or when the Wyld has claimed its due, something in the chaos
understands that the Maidens have cheated it ― that it has given more
territory to order and reason than chaos has consumed. The Sidereal’s name is
marked. The more often he uses this Charm, the more likely he is to find
himself hunted by the very forces he invokes.
The player of a victim of this
Charm can make an extended Intelligence + Lore roll every month for her
character to understand the nature of the curse. With six successes, she
understands that the prayer strip was within 10 miles of her location at the
time the curse fell and that its destruction can free her. Twelve successes gives her its precise location.