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.

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