Stealth, The Mask

 

Once, there were…

…shadows in the window.

…footsteps at the gates of life.

…whispering at the door:

“Should I live or die? Am I living or dead?”

“To know the world is to choose it,” says the Void.

 

Soft Presence Practice

Cost: 1 mote per target number reduction

Duration: One scene

Type: Simple

Minimum Stealth: 1

Minimum Essence: 1

Prerequisite Charms: None

The natural residents of Creation deform the flow of others’ fates, marking it with the signs of their presence. Using this Charm the character reduces this deformation, stepping lightly through the world the Maidens weave. For one scene, she reduces the target number of all roll to remain undetected.

 

Walking Outside Fate

Cost: 5 motes, 1 Willpower

Duration: Indefinite

Type: Simple

Minimum Stealth: 5

Minimum Essence: 3

Prerequisite Charms: Soft Presence Practice

Quiet as the Void, the Sidereal steps entirely out of the weave of fate. Only those with Essence greater than her own can sense her directly. The touch of chance allows others a reflexive Perception + Awareness roll for others to feel a presence nearby. Even if they succeed, those who cannot sense her directly have a +2 difficulty penalty on attempts to attack her or affect her with Charms. Only supernatural trackers can engage in tracking contests with the character. The Exalt returns instantly to the weave if her anima banner makes Stealth Charms fail.

For the duration of this Charm, the Sidereal is treated as a creature outside of fate. Learning this Charm requires the Maiden of Secrets’ approval.

 

Subordinate Inspiration Technique

Cost: 1 mote

Duration: One minute

Type: Simple

Minimum Stealth: 5

Minimum Essence: 3

Prerequisite Charms: Walking Outside Fate

The character can only use this Charm while Walking Outside Fate. Any spirit or Sidereal present hears the character’s words as his own thoughts. A target can dismiss them as irrelevant internal monologue, but his player must make a Perception + Awareness roll at difficulty equal to the Sidereal’s Essence to realize that the thoughts are not his own.

 

Blinding The Boar

Cost: 5 motes, 1 Willpower

Duration: Five turns

Type: Simple

Minimum Stealth: 2

Minimum Essence: 2

Prerequisite Charms: None

Casting forth shadows of a thousand possible futures, the Sidereal conceals the truths of her existence from another. Although the character remains apparent to every sense, focusing on her to determine her exact location, her body language, what she is saying or any other detail becomes near-impossible. The player makes a Manipulation + Stealth roll. Add her successes to the difficulty of all attempts the target makes to attack, dodge or otherwise influence the Sidereal for the Charm’s duration. If the player receives even one success, the target cannot understand the Sidereal’s words. Sidereal Exalted may always use their Valor with this Charm.

 

Ceasing To Exist Approach

Cost: 5 motes, 3 Willpower, 1 health level

Duration: Indefinite

Type: Simple

Minimum Stealth: 5

Minimum Essence: 3

Prerequisite Charms: Subordinate Inspiration Technique, Blinding the Boar

This Charm uses a prayer strip marked with the scripture of Absence. The character places it upon her chest. Flashing with dark green light, it sinks inside and wraps around her heart. In that instant, the Sidereal vanishes from the weave of fate and reappears elsewhere, woven seamlessly into a new life. No effect that targets the Sidereal based on her identity rather than her physical location functions. For the time being, although others remember her, the Sidereal simply does not exist.

The character creates a new identity and appearance for herself as any sort of non-Primordial creature, including mortals, Exalted, spirits and the dead. She cannot, however, become someone who already exists.

The character chooses up to 15 dots of Backgrounds appropriate to her new life; Background dots above 3 cost double. She travels instantly to a location chosen by the Maiden of Secrets to fit her new identity. She instantly develops appropriate social relationships, seamlessly integrating into the life of any appropriate entities save creatures of the Wyld, beings outside the pattern of fate and spirits on or above the level of the Maidens. Thus, if the character chose to assume the identity of an Abyssal Exalted, the dead of her “native” shadowland would recognize and remember her as such, but the Deathlord that was her ostensible superior would not.

The character does not gain new Abilities. When possible, others perceive her Charms and anima as effects suitable to her new self. When magic or ignorance betrays the character, she automatically receives a perfect success on social rolls to explain the matter away. Others have no difficulty perceiving or remembering the Sidereal’s temporary identity, unless the temporary identity is itself a Sidereal. However, the character’s tendency to fade from view prevents her from spending more than one season a year as another person.

If the Sidereal dismisses this Charm or uses more than 10 motes of Peripheral Essence, the Charm ends. Its effects linger on for five days, after which the Sidereal snaps back to her old identity and its appropriate location.

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