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).