Compassion

 

Dreamspeak

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Compassion: 1

Minimum Essence: 2

Prerequisite Charms: None

This Charm allows a spirit to speak with the target in his dreams. The target must be asleep, and the spirit must know approximately where he is, although the spirit need not be present there. Roll the spirit's Intelligence + Compassion. The more successes the spirit gets, the more easily it converses with the dreamer. Four or more successes indicates that not only can the spirit appear in the dream, but it will seem to be of extreme significance to the dreamer.

 

Dreamscape

Cost: 10 motes, 1 Willpower

Duration: One scene

Type; Simple

Minimum Compassion: 1

Minimum Essence: 4

Prerequisite Charms: Dreamspeak

This Charm allows a spirit to govern the dream of a sleeping mortal. It may shape that dream in whatever way it wishes, appearing or not appearing in the dream as it pleases. Roll the spirit's Manipulation + Compassion. The more successes, the more the spirit can manipulate. The spirit must know either the approximate location of the dreamer or his identity. While the spirit may harm the dreamer inside of the dream, no damage carries over to the real world.

 

Natural Prognostication

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Compassion: 1

Minimum Essence: 1

Prerequisite Charms: None

The spirit is naturally in tune with the patterns of destiny and the astrological forces, A simple success on a Perception + Compassion check causes this spirit's behavior (actions, words) to reflect in some small way the path of things to come. Most spirits with this Charm don't notice themselves using it and would shrug if it was pointed out to them; it's simply a part of what they are. The number of successes indicates the importance of the event that is prognosticated and/or the level of detail provided. The words and actions of such spirits are frequently ambiguous and often enigmatic.

 

Foretell The Future

Cost: 10 motes

Duration: Variable

Type: Simple

Minimum Compassion: 1

Minimum Essences 3

Prerequisite Charms: Natural Prognostication

This spirit may deliberately attempt to foresee what may come with a successful Perception + Compassion check. The number of successes determines how long it takes the spirit to glean the information. The spirit must sleep, meditate or in some other way "go within" for one day per success. More successes means more information means more time spent "under," This spirit sees what may be, not what must be.

 

Hand Of Destiny

Cost: 14 motes, 1 Willpower

Duration: Variable

Type: Simple

Minimum Compassion: 1

Minimum Essence: 6

Prerequisite Charms: Foretell the Future

This Charm allows a powerful spirit to glimpse the hand of Destiny moving behind the curtains of reality, upon a successful Perception + Compassion check. The number of successes determines how much of Destiny's plan the spirit glimpses. It also determines how much of that plan nonces the spirit. The more the spirit sees, the more the spirit becomes caught up in whatever is happening. The spirit may feel compelled to take part in the plan, and not necessarily in the way it would have chosen. Few spirits will use this Charm lightly, and they may require great boons or services in return for its use. If the Storyteller chooses, this Charm may have the same sleep or meditation requirement as Foretell the Future—except that the spirit must go with in for at least one week for each success. Spirits can spend months dreaming, trying to comprehend Destiny's plan.

 

Landscape Travel

Cost: 4 motes

Duration: One scene

Type: Reflexive

Minimum Compassion: 1

Minimum Essence: 1

Prerequisite Charms: None

This Charm allows a spirit to travel quickly, comfortably and easily in its natural element. A forest spirit might gain perfect balance and sticky feet to allow it to travel easily along tree limbs and jump from tree to tree. A water spirit might walk on water, or develop gills and fins if it didn't have them already.

 

Landscape Camouflage

Cost; 5 motes

Duration; One scene

Type: Simple

Minimum Compassion: 1

Minimum Essence: 1

Prerequisite Charms: Landscape Travel

This Charm allows a spirit to camouflage itself, as long as it is within its natural element (a forest spirit must be within the trees; an earth spirit could camouflage itself against grass, earth, or stone; a fire spirit could camouflage itself within or against a fire, or against hot desert sands). Roll the spirit's Wits + Compassion. Every success adds one to the difficulty of Perception + Awareness checks to notice the spirit.

 

Landscape Hide

Cost: 6 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Compassion: 2

Minimum Essence: 2

Prerequisite Charms: Landscape Camouflage

This Charm allows a spirit to hide within a solid piece of its natural landscape, A forest spirit might sink into a tree trunk; a spirit of the plains might sink into the ground. During its time within its element, the spirit's senses are muted. Roll the spirit's Stamina +• Resistance if the item in which it hides suffers any damage. If the roll fails, the spirit is forced out of the item. If the roll succeeds, the spirit may choose to stay in the item, but it will take any damage that the item takes, health level for health level. If the item is particularly sturdy, it may add up to five health levels to the spirit's total, at the Storyteller's discretion — one health level per success on the original roll.

 

Tracking

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Compassion: 2

Minimum Essence: 1

Prerequisite Charms: None

This Charm allows a spirit to track someone or something on a successful Perception + Compassion check.

One success is all that's needed for a spirit to track a normal human in the spirit's natural domain, regardless of the prey's Survival skill. Mote successes are needed if the spirit wishes to track an Exalted, another spirit or some other supernatural creature capable of supernatural Stealth, or if it wishes to track outside of its natural domain. Other modifiers (such as familiarity with the prey or weather conditions) apply only to tracking beings capable of supernatural misdirection.

 

Sense Domain

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Reflexive

Minimum Compassion: 2

Minimum Essence: I

Prerequisite Charms: Measure the Wind

This Charm enables the spirit to get a feel for how things ate going within its domain of influence (up to a half mile in diameter per point of Essence, but most often related to a geographical feature—for instance, a single tree and a  little land surrounding it might be a spirit's area of influence). Roll the spirit's Perception + Compassion. One success allows the spirit to sense the presence of any direct and immediate danger (to itself or to the domain) in the area. Two successes allow a reasonably thorough catalogue of the influences at work in the area and the intentions they have with regard to the spirit or its domain. Three or more successes allows the spirit to know almost anything currently going on within its domain that isn't protected by some sort of supernatural ward or misdirection. Charms, sorcery and exceptional Ability rolls or stunts may block this insight or remove successes, at the Storyteller's discretion. Some spirits that have no natural domain may be able to use this ability in any area they've spent several days exploring (Storyteller's discretion; two additional successes required).

 

Summon Food

Cost: 5 or 10 motes

Duration: Instant

Type: Simple

Minimum Compassion: 3

Minimum Essence: 2

Prerequisite Charms: None

Spirits use this Charm to summon food for those who need it. The spirit must succeed at a Stamina + Compassion check. Each success the spirit achieves allows it to summon enough food for a full meal for one person (the spirit may choose to summon less than its successes allow it to). For five motes, the food summoned is edible. For ten motes, the food is some of the finest nourishment ever tasted.

 

Tiny Gift

Cost: 5 motes

Duration; One day

Type: Simple

Minimum Compassion: 1

Minimum Essence: 1

Prerequisite Charms: None

The effects of this Charm always fade by the next sunset, and the Charm may not be used more than once per day. Some possible gifts:

• One extra dot added to an Ability of the spirit's choice.

• The return of two motes of Essence.

• Good luck: The target gains one extra die to add to all normal Ability checks {not Charms).

 

Benefaction

Cost: 10 motes

Duration: One week

Type: Simple

Minimum Compassion: 1

Minimum Essence: 2

Prerequisite Charms: Tiny Gift

The effects of this Charm last for one week, and the Charm may not be used more than once per week. Some possible benefactions:

• Two dots of Abilities, distributed as the spirit sees fit,

• One dot added to an Attribute.

• The return of five motes of Essence.

• Create a good luck charm, walkaway or other talisman that lasts for a week.

• Good luck: the target gains one extra die to add to normal Ability checks (not Charms).

• A mark appears on the target in an obvious place (forehead, hand, etc.) that can be seen only by spirits and Exalted using a sensory Charm that allows them to perceive Essence at work. This power is most often used to grant safe passage through an area or as a mark of favor.

 

Largess

Cost: 15 motes, 1 Willpower

Duration: One week

Type: Simple

Minimum Compassion: 2

Minimum Essence: 4

Prerequisite Charms: Benefaction

The effects of this Charm last for one week, and the Charm may not be used more than once every other week. Some possible effects:

• Four dots to Abilities, distributed as the spirit sees fit. This may include Abilities the target does not normally possess, unless he is not physically capable of possessing them. This may not raise a target's Ability score above six.

• Two dots to Attributes, distributed as the spirit sees fit.

• The return of one temporary Willpower point. {The target's Willpower may not be raised above his maximum. The returned Willpower may be used up normally, but will not disappear when the week is over.)

• The return of ten motes of Essence.

• The effects of one Charm {maximum Virtue 1, Essence 1) that the spirit possesses may be conferred upon the target. These effects last no longer than one week.

• Good luck: the target gains one extra die to add to normal Ability checks and to Charm checks.

• Create a good luck charm, walkaway or other talisman of permanent duration.

• A permanent mark appears on the target in an obvious place. This mark can be seen only by spirits and Exalted using a sensory Charm that allows them to perceive Essence at work. While mortals cannot see the mark, it obviously alters the character's horoscope and can be detected in that fashion. Effects vary, depending on the meaning of the mark.

 

Endowment

Cost: 20 motes, 1 permanent Willpower

Duration: Instant

Type: Simple

Minimum Compassion: 3

Minimum Essence: 5

Prerequisite Charms: Largess

This blessing is never given lightly. Great tales ate told of the massive quests that lead to such rewards, and the heroes who achieve them. This Charm may only be used once per year.

• One dot added to an Attribute, duration permanent.

• Two dots to Abilities, distributed as the spirit sees fit, duration permanent. This may include Abilities the target does not normally possess, unless he is not physically capable of possessing them.

• One permanent Essence point.

• The return of all temporary Willpower that the target has lost.

• The effects of one Charm (maximum Virtue 2, Essence 2) that the spirit possesses may be conferred upon the target. These effects last for as long as the effects of the Charm that was conferred would normally last. In rare cases, the effect may be permanent (Storyteller's discretion).

• Good luck: the target's temporary Willpower is

always one higher than her permanent Willpower. The effect is permanent.

• Create a double- or triple-effect talisman of permanent duration.

 

Wyld Armor

Cost: 3 motes + 2 committed motes per additional person protected

Duration: Indefinite

Type: Simple

Minimum Compassion: 3

Minimum Essence: 2

Prerequisite Charms: Sense Domain

Using this Charm, the spirit can protect a number of people equal to twice it’s Essence from the Wyld. Each person protected adds a number of dice equal to the permanent Essence of the spirit protecting her to any rolls to resist the effects of the Wyld (minimum 1 die).

 

Wyld Shield

Cost: 5 motes, 1 Willpower

Duration: Indefinite

Type: Simple

Minimum Compassion: 3

Minimum Essence: 3

Prerequisite Charms: Wyld Armor

Using this Charm, a spirit can defend a tribe or other large group from the ravages of the Wyld. The group must be defined in some readily understandable and limited fashion; “all the people of Farseeker’s tribe” is acceptable, as is “that war party there”, while all of the barbarians who dwell near the Wyld” is not. So long as the little god maintains this blessing, those who fall under the definition set will gain dice equal to half the little god’s permanent Essence on all attempts to withstand Wyld addiction and mutation (minimum bonus of one die).

 

Wyld Barrier

Cost: 10 motes, 2 Willpower

Duration: Indefinite

Type: Simple

Minimum Compassion: 3

Minimum Essence: 4

Prerequisite Charms: Wyld Shield

Using this Charm, the spirit can protect a number of people from the Wyld equal to twice her Essence. The player of anyone so protected adds a number of dice equal to the permanent Essence of the spirit protecting him to any rolls to resist the effects of the Wyld.

 

Cannibalize

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Compassion: 2

Minimum Essence: 3

Prerequisite Charms: None

This useful Charm lets machine spirits nourish and repair themselves by feeding on other machine spirits. By absorbing parts from a fallen comrade, an automaton can repair itself. The remains consumed must be of another machine spirit. Cannibalize heals two health levels per turn, up to a maximum of half of the destroyed spirit’s total health levels. This Charm can be used offensively (and often is by gremlins), in which case the Storyteller makes a contested Valor (or Power) roll for the two spirits, with the attacking spirit draining one health level for every success above his target’s. This attack only works only after the target has already taken four or more health levels of damage.

Alternatively, spirits may use this Charm to obtain motes of Essence instead. This is particularly useful in blight zones, where there is no Essence to respire. Spending 2 motes of Essence cannibalizes 5 motes from the target of this Charm (netting the cannibalizing spirit 3 motes). A spirit can jumpstart Cannibalize by spending 1 point of Willpower to absorb up to 10 motes of Essence from a fallen machine spirit.

 

Chrysalis Of Preservation

Cost: 5 motes

Duration: Indefinite

Type: Simple

Minimum Compassion: 3

Minimum Essence: 4

Prerequisite Charms: None

With this Charm, the spirit coats an object or automaton with a fine filament cocoon. The object so covered is placed in a state of perfect stasis until the spirit needs it again. While in this cocoon, the object takes no damage and is immune to fire, lightning, physical force and even the ravages of time. Until the item is removed from its static web, only the machine spirit that wove the cocoon can retrieve the object from the cocoon without using potent magic (e.g., Sapphire Countermagic). Spirits with Essence of 6 or more use a similar Charm on living creatures.

 

Inurement

Cost: 2 motes

Duration: One day

Type: Simple

Minimum Compassion: 2

Minimum Essence: 4

Prerequisite Charms: None

Spirits inside Autochthon often have to work in extraordinarily hostile conditions. This Charm makes them immune to all environmental damage, including damage caused by great pressure, acids, heat and extreme cold. Not even this Charm will protect a spirit from the most destructive environments inside Autochthon, but it does grant a solid basic level of protection against environmental damage (equivalent to three automatic successes on a Resistance roll).

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