Valor Charms
Details
Cost: 3 motes
Duration: One scene
Type: Reflexive
Minimum Valor: 2
Minimum Essence: 2
Prerequisite Charms: None
Spirits use the Details Charm to change small
details of their physical appearance, upon a successful Charisma + Valor check.
Each use of this Charm allows one discrete detail to be changed. The size and
complexity of the detail depends on the number of successes the spirit
achieves. One or two successes allow a small detail to be changed: hair length,
the shape of the spirit's pupils. Three or four allow the spirit to change
larger details: the design of a dress, the length of its limbs. Five or more
successes allow the spirit to create details from nothing: a bracelet where
there was none.
Form Match
Cost: 8 motes per day, 1
Willpower
Duration: Variable
Type: Reflexive
Minimum Valor: 2
Minimum Essence: 1
Prerequisite Charms: Details
The spirit may take on another's physical
form upon a successful Charisma + Valor check. This requires the spirit to
touch the being to be emulated, which may require a successful Dexterity +
Brawl or Martial Arts check, depending on the circumstances. The spirit must
pay in advance and choose up front how many motes to spend; if it chooses to
break the Charm early, those motes are not recovered. A very successful
Perception + Awareness check may see through the disguise. Four successes
indicate that small elements of the disguise seem wrong, while five or more
indicate that the shapechanging seems patently false.
Some spirits and Exalted may possess Charms designed to see through such
trickery.
Certain actions may allow someone to see
through such a disguise or may momentarily break through the disguise;
superstitions of various areas prescribe different actions. Some of these are:
looking at someone's reflection in a fractured mirror, looking at someone
through lenses that have been soaked in a special herbal solution, blowing
ashes of certain types of wood into someone's face. Which superstitions apply
depends on the spirit. Some particularly difficult "rituals" may
break the disguise entirely.
Shapechange
Cost: 12 motes per day
Duration: Variable
Type: Simple
Minimum Valor: 2
Minimum Essence: 2
Prerequisite Charms: None
The spirit may take on any physical form
it wishes upon a successful Charisma +• Valor check; it must pay the cost for
the full duration in advance (if the spirit breaks the Charm early, the extra
motes are not recovered). After that, the spirit must reactivate the Charm if
it wishes to continue the masquerade, making the Charisma + Valor check again.
The spirit must spend another 10 motes and a Willpower point in advance (once
pet use of the Charm, not per day) if it wishes its Abilities, Attributes, etc.
to change with its form. This latter restriction does not apply if the spirit
has a very limited number of forms and knows them very well.
The Shapechange
Charm may be seen through in the same manner as the Form Match Charm, above.
Will-O-Wisp
Cost: 5 motes
Duration: One turn
Type: Simple
Minimum Valor: 2
Minimum Essence: 1
Prerequisite Charms: None
The spirit causes brief, somewhat muddled
manifestations of sound, smell, and light, such as a ball of light or
indistinct sounds of conversation. Roll the spirit's Manipulation +• Valor, The
more successes, the more noticeable these manifestations are (louder, brighter)
and the longer they may last. This Charm may not be used in precise ways—no
writing words or making pictures in light; no speaking distinct phrases.
Ghostly Presence
Cost: 8 motes
Duration: One scene
Type: Simple
Minimum Valor: 3
Minimum Essence: 1
Prerequisite Charms: Will-o-Wisp
The spirit may cause the same
manifestations as Will-o-Wisp, again making a Manipulation + Valor check. This
time, however, it may create distinct patterns. Ghostly writing may be created.
This Charm may be used to hold a conversation with a target while the spirit is
unmanifested. The number of successes affects how
distinct the manifestations are, how precisely controlled they are, and just
how thoroughly the spirit may manipulate its medium. With five successes, the
spirit may paint simple scenes out of light, sound and smell. These scenes may
not be larger than ten feet in any direction, and they are obvious to anyone
who is close enough to observe them.
Paralyze
Cost: 6 motes
Duration: Instant
Type: Reflexive
Minimum Valor: 2
Minimum Essence: 1
Prerequisite Charms: None
Through the use of this Charm, spirits can
paralyze targets. It must touch its target for this Charm to work, which may
require a successful Dexterity + Brawl or Martial Arts check. If the spirit
successfully touches its target, roll its Strength + Valor with a difficulty
equal to the target's Stamina. Every extra success the spirit achieves causes
the target to suffer a -2 penalty to all rolls involving movement or agility
for the rest of the scene.
Affinity Element
Control
Cost: 6 motes
Duration: One scene
Type; Simple
Minimum Valor: 2
Minimum Essence: 2
Prerequisite Charms: None
The spirit may use this Charm to affect
whichever element(s) it shares an affinity with. For example, a forest spirit
could affect Wood, and possibly Earth (Storyteller's discretion). This allows
spirits to cause or calm small floods and rainstorms, twist a small torch into
a raging inferno or a delicate dance of firelight, create gusts of wind, open a
hole in the earth or twist tree limbs into manacles.
Roll the spirit's Manipulation + Valor.
The number of successes indicates how fine a level of control the spirit has
and how powerful an effect it can create. One success allows a spirit to call
forth a mild rain or light a campfire, while three allow a spirit to cause a
rainy day or build a torch into a bonfire without any extra fuel. Five
successes might allow a spirit to create a phantom lover out of air itself or
instantly consume a large wooden structure in flames. The spirit may manipulate
a one-yard cube of an element per point of Essence it possess. In the case of
area effects like rain, it could cause the effect in a five-meter radius per
permanent Essence point.
Element Control
Cost: 10 motes, 1
Willpower
Duration: One scene
Type: Simple
Minimum Valor: 3
Minimum Essence: 3
Prerequisite Charms: Affinity Element
Control
The same as Affinity Element Control,
except that the spirit can control any element, not just one to which it is
attuned.
Weather Control
Cost: 10 motes
Duration: Instant
Type: Simple
Minimum Valor: 3
Minimum Essence: 2
Prerequisite Charms: Affinity Element
Control
This Charm allows the spirit to control
the weather. Note that this may duplicate some effects of the Element Control
Charms, but its effects are limited to weather phenomena: rain, fog, floods,
storms, heat, cold, etc. This charm affects a larger area as well — a one- mile
radius per permanent Essence point. Roll the spirit's Manipulation + Valor; the
number of successes determines the size of the effect the spirit can create,
and the length of time before the area's natural climate reasserts itself. One
success allows small changes — a low wind could be created, or a heavy wind
could be downgraded to a moderate wind. Three successes allow the creation of a
moderate rainstorm or a mild heat wave. Five successes allow wild changes in
local weather patterns, such as high heat in the middle of the month of
Ascending Water. It takes one hour per success for the local weather patterns
to reassert themselves. Unnatural or one-time meteorological effects
that are halted by the use of this Charm can be considered ended.
Ignite
Cost: 1 or 5 motes
Duration: Instant
Type: Reflexive
Minimum Valor: 2
Minimum Essence: 2
Prerequisite Charms: None
The spirit may, upon a successful Stamina
+• Valor check, set fire to whatever item it touches. This requires 5 motes if
the item is nonflammable.
Element Touch
Cost: 10 motes, 1
Willpower
Duration: One day
Type: Reflexive
Minimum Valor: 2
Minimum Essence: 2
Prerequisite Charms: None
This Charm causes its target to become
"touched" by the spirit's element. The spirit must touch its target
for this Charm to work, possibly requiring a successful Dexterity + Brawl or
Martial Arts attack. Roll the spirit's Manipulation + Valor with a difficulty
equal to the target's Essence. The more extra successes, the
more intense the target's reaction to this Charm. A Fire-aspected spirit causes someone to grow feverish. The target
might take on some of the personality traits associated with fire: a hotheaded
temper, lusty Libido, curiosity, anger, vengeance, forcefulness or willfulness.
The effects of this Charm last for one day or until the spirit
chooses to release the target, whichever comes sooner. This Charm is a
favorite among demons, who use it to bring out the worst in targets.
Element Kiss
Cost: 20 motes, 1
Willpower
Duration: One week
Type: Reflexive
Minimum Valor: 2
Minimum Essence: 2
Prerequisite Charms: Element Touch
This Charm is the same as Element Touch,
but it lasts for one week or until the spirit chooses to release the target,
whichever comes sooner. Like Element Touch, this Charm requires the spirit to
touch its target. If the spirit achieves three or more successes, the target
may have hallucinations that support and intensify his reaction.
Element Infusion
Cost: 30 motes, 2 Willpower
Duration: One month
Type: Reflexive
Minimum Valor: 3
Minimum Essence: 3
Prerequisite Charms: Element Kiss
This Charm is similar to the lesser
Element Kiss and Element Touch Charms, but lasts for one month or until the
spirit chooses to release the target (whichever comes sooner). Like the two
lesser Charms, the spirit must either touch the target or look into the
target's eyes. Roll the spirit's Manipulation + Valor with a difficulty equal
to the target's Essence. With two or more successes, the target has the
hallucinations described under Element Kiss. At three or more successes, the
target may well harm herself under the force of her reaction.
Tiny Damnation
Cost: 5 motes
Duration: One day
Type: Simple
Minimum Valor: 1
Minimum Essence: 1
Prerequisite Charms: None
The effects of this Charm always fade by
the next morning's sunrise, and it may not be cast more than once per day on
the same target. Some possible curses:
• One dot lost from an Ability of the
spirit's choosing.
• The loss of one temporary Willpower
point,
• The loss of two motes of Essence.
• Bad luck: the target loses one die from
any normal Ability checks (not Charm checks) that relate to the way in which
the target offended the spirit.
Imprecation
Cost: 10 motes
Duration: One week
Type: Simple
Minimum Valor: 1
Minimum Essence: 2
Prerequisite Charms: Tiny Damnation
The effects of this Charm last for one
week, and it may not be cast more than once per week on the same target. Some
possible curses:
• Loss of two Ability dots, distributed as
the spirit sees fit.
• The loss of two temporary Willpower
points.
• The loss of one Attribute dot of the spirit's choosing.
• The loss of five motes of Essence.
• Bad luck: the target removes one die
from normal Ability checks {not Charm checks).
« A mark appears in an obvious place on
the target that only spirits or Exalted with some sort of supernatural sight
can see. This may, for example, urge any spirits who meet the target to torment
him.
Malediction
Cost: 15 motes, 1
Willpower
Duration: One week
Type: Simple
Minimum Valor: 2
Minimum Essence: 4
Prerequisite Charms: Imprecation
The effects of this Charm last for one
week, and it may not be used on a target more than once every two weeks. Some
possible effects:
• Loss of four Ability points, distributed
as the spirit sees fit,
• Loss of two Attribute points,
distributed as the spirit sees fit.
• Loss of three temporary Willpower
points.
• Loss of ten mores of Essence.
• Bad luck: the target removes one die
from both normal Ability checks and Charm checks.
• The effects of one Charm {of Virtue 1
> Essence 1) that the spirit possesses maybe conferred upon the target, but
that effect is twisted in some way. If Natural Prognostication were conferred,
the target might predict only the bad things that will happen to his
companions. Or his predictions might be more than a little mixed up. Landscape Travel, if cast on someone traveling through a forest,
might force him to travel through the trees and prevent him from ever touching
the ground. This twisted Charm lasts for no more than one week.
Scourge
Cost: 20 motes, 1 permanent
Willpower
Duration: Instant
Type: Simple
Minimum Valor: 3
Minimum Essence: 5
Prerequisite Charms: Malediction
This curse is never cast lightly,
and it may not be cast more than once per year. Only spirits that have been
drastically wronged in heinous ways would consider using this curse (if just because they wouldn't be able to cast it
again for another year).
• Loss of one Attribute point,
permanently. It must be bought back up through practice (and experience
points). Against a mortal character, this Charm also permanently lowers the
character's maximum score in that Ability by one.
• Loss of two Ability points, permanently,
distributed as the spirit sees fit. Only practice and experience points may buy
this back up again.
• Loss of one permanent Willpower point.
• Loss of one permanent Essence point.
• Loss of all temporary Willpower.
• The effects of one Charm (maximum Virtue
2, Essence 2) that the spirit possesses may be conferred upon the target, but
the effect is twisted in some way (as Malediction). This Easts
for twice as long as the Charm would normally last. In rare cases (Storyteller
discretion) the effect may be permanent.
• Bad luck: the target attracts ill-intentioned
spirits wherever he goes. Duration permanent.
• The spirit may permanently change some
physical feature of the target, such as facial hair or eye color. (This
alteration may not change any Attributes by more than one point.)
Uncanny Prowess
Cost: 2 motes
Duration: Special
Type: Reflexive
Minimum Valor: 2
Minimum Essence: 1
Prerequisite Charms: None
The spirit may
add a number of dice equal to its Valor score to a single Dexterity roll. This
roll could be anything from a single blow with a weapon to a single performance
or even to the roll to create a single piece of fine jewelry. When used for
longer endeavors, this Charm adds dice to each roll of a single extended
action. However, it can only be used on one endeavor at a time, the Essence invested
in this Charm cannot be regained, and the Charm cannot be recast until the task
has been completed or abandoned.
Creation Of Perfection
Cost: 2 motes
Duration: Special
Type: Simple
Minimum Valor: 2
Minimum Essence: 2
Prerequisite Charms: None
This Charm allows
spirits to create supernaturally exquisite items or to perform feats of inhuman
skill with various crafts. When using this Charm, roll Intelligence + Valor for
the spirit. Every success gained on this roll can be added to a single Craft,
Medicine, Occult or Larceny roll designed to create an item or to carry out a
slow and careful process such as performing surgery, compounding a drug,
putting on a disguise or creating a magical talisman. This Charm cannot be used
to enhance any task that requires speed or haste such as picking a lock before
the guard arrives, stopping someone from bleeding to death or any form of
combat. It can also only be used on
tasks that require both clear thought and nimble fingers. No activity can
simultaneously benefit from both this Charm and the Uncanny Prowess Charm.
Spirit-Cutting
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Valor: 3
Minimum Essence: 2
Prerequisite Charms: None
This Charm allows
a materialized spirit to launch a single attack at an unmanifested
spirit. For the purposes of the individual attack, the small god attacks the
immaterial spirit normally.
Crystallize
Cost: 5 motes, 1 Willpower
Duration: Permanent
Type: Supplemental
Minimum Valor: 3
Minimum Essence:
4
Prerequisite
Charms: None
Possessed only by crystal elementals, this
Charm allows a spirit to transform part of a creature’s substance into pure
crystal. The spirit must first touch its intended target. Once it succeeds and
spends the Essence, roll the spirit’s Essence rating. Each success inflicts one
health level of aggravated damage by turning a portion of the target’s form to
pure crystal. Exalted can attempt to soak this damage with their Essence. If a
target loses all of its health levels to this form of attack, it becomes a
crystal statue of itself and dies unless it can be healed of at least three
health levels within 24 hours. Only magic that heals aggravated damage can
treat these wounds.
Sabotage
Cost: 2 motes
Duration: One scene
Type: Simple
Minimum Valor: 3
Minimum Essence:
3
Prerequisite
Charms: None
Using this Charm impairs and weakens a
machine, a machine spirit or an automaton with but a touch. It doesn’t actually
cause damage, but it makes the object easier to damage. Each usage of
this Charm reduces the object’s soak by 1L/1B. An item reduced to 0 in both
categories becomes as fragile as thin crystal and shatters the next time it is
hit. Predictably, this Charm is especially popular with gremlins.
Shatter
Cost: 15 motes
Duration: Instant
Type: Simple
Minimum Valor: 4
Minimum Essence:
5
Prerequisite
Charms: None
The spirit opens its mouth and howls,
inflicting (Essence x 2) dice in lethal damage to objects (or spirits) made of
glass or crystal. Hearthstones and similar magical crystals and gems shatter
after taking five health levels of damage.