Awareness Charms

 

Precision Observation Method

Cost: 1 mote per two dice

Duration: Instant

Type: Reflexive

Minimum Awareness: 2

Minimum Essence: 1

Prerequisite Charms: None

Everything that walks, flies or swims is in some way connected to the earth, and the elements of air and water but rest upon the firmament. By grounding her Essence into the earth, a Dragon-Blood can greatly increase her sensitivity to things around her. Each mote invested in this Charm enhances the character’s Awareness by two dice for a single roll only. The character cannot more than double her Awareness with this Charm.

 

All-Encompassing Earth Sense

Cost: 2 motes

Duration: One scene

Type: Simple

Minimum Awareness: 2

Minimum Essence: 2

Prerequisite Charms: Precision Observation Method

While under the aegis of this Charm, the character cannot be surprised by any means, magical or otherwise. This doesn’t make her able to see the invisible or anything of the sort. It just means that she cannot be struck by an attack she is not aware of.

This Charm can be extended to the character’s companions by merely spending 2 extra motes per person to be so affected. All-Encompassing Earth Sense is not effective unless the character is standing on the ground. She need not be touching the earth itself ― the Charm functions just fine inside structures, etc. ― but may not be flying, swimming and so forth. Engaging in any of these activities breaks the Charm immediately.

 

Feeling The Dragon’s Bones

Cost: 2 motes

Duration: Instant

Type: Simple

Minimum Awareness: 3

Minimum Essence: 2

Prerequisite Charms: All-Encompassing Sense

By taking a few moments to attune herself to the pulse of the Earth Dragon, the Dragon-Blooded invoking this Charm can sense the shape of things that sit upon the Earth Dragon’s back, as well as those beings that walk upon it.

The Dragon-Blood’s player rolls Intelligence + Awareness. With a simple success, the character instantly gets a complete but vague mental picture of the surrounding area, up to her Awareness x 25 feet distant. This mental picture includes living beings. Further successes refine the image. One success might yield, “The next room is about 10 x 10 with three humanoid beings in it.” Three successes might impart, “The next room is obviously a guardroom, containing three Wyld barbarians, each carrying a large stone club.” Five successes would yield all of the above information, plus estimates of the various strengths of the three barbarians, what armor they are wearing and exact details on where they are standing.

To be properly sensed, an object or being must actually be touching the earth or touching something directly touching the earth in some fashion. Objects floating in the air or immersed in water would not be affected for instance.

The range of this Charm is doubled for every additional mote of Essence spent. This Charm is especially effective underground or in all stone structures, since they are actually embraced by the earth. Double the range while using the Charm in such circumstances, and all details the surrounding areas are perceivable.

 

Entombed Mind Technique

Cost: 5 motes

Duration: Five minutes

Type: Simple

Minimum Awareness: 4

Minimum Essence: 2

Prerequisite Charms: Feeling the Dragon’s Bones

Earth is the most static and quiescent of the elements, and while it’s all encompassing nature enhances the awareness of the Earth-aspected Dragon-Bloods, it also allows them to suppress this awareness in others.

This Charm enables a Dragon-Blooded character to infuse some of stone’s somnolent stasis into another person’s mind, putting them to sleep. Some Dynasts work this Charm by speaking in a low, droning voice; others prefer to use a glittering gemstone, such as the jewel in a ring, to fix their victim’s attention and convey the flow of Essence. The character can only bury someone’s mind if she can keep them sitting still for five minutes, so this Charm calls for a fair bit of guile.

The Dragon-Blood’s player rolls Manipulation + Presence, with a difficulty equal to the target’s Essence. Simple success causes the target to sleep for an hour, and each extra success adds one hour to the total. During that time, nothing, not noise, light or movement, will awaken the victim. You could send the entire Red-Piss Legion past with clashing cymbals, and he wouldn’t wake up. At the end of this period, the victim passes into normal slumber.

While in the grip of magic sleep, the victim dreams strange, still dreams of the caves beneath the earth and the mysteries within them. Once in a while, someone wakes up afterward knowing where to dig a well that never goes dry or the location of a deposit of ore.

 

(Sense)-Riding Technique

Cost: 4 motes

Duration: Until disrupted

Type: Simple

Minimum Awareness: 3

Minimum Essence: 2

Prerequisite Charms: Precision Observation Method

A Dragon-Blood truly in tune with the world can project her sense into others, riding along and perceiving things from a great distance.

This Charm is actually three separate Charms, together encompassing all of the five senses. The target must be visible to the character when the Charm is activated but may leave the character’s sight after the activation. The maximum range at which these Charms function is the character’s permanent Essence in miles.

When activated, a roll is made, pitting the Dynast’s Awareness + Essence against the target’s in a reflexive opposed roll. The Dynast needs but a single success to invoke the Charm. If the Dynast ties the target, there is no effect. If the target is an Exalted and beats the Dragon-Blood, his player gets to make a reflexive Awareness roll with a difficulty of 3 to sense that some was trying to Sense Ride him. Players of normal mortals get no such roll, and they remain unaware of the enchantment.

While Sense Riding, a character may not take any sort of disruptive action whatsoever. It is best to sit quietly and just observe the sense ridden. Simple actions such as sitting on a slowly walking horse may be possible at the Storyteller’s option, but the character may be in danger of missing important details of what is being observed. If the target is injured (takes any health levels of damage) while being sense ridden, the character takes an unsoakable level of bashing damage, and the Charm is disrupted.

The effects of riding each sense are detailed below:

Sight: The character may perceive anything the target sees, including any magical enhancements that the target applies to his own senses while the character is “riding” him. The character may only observe through the ridden target’s eyes. The character cannot use Charms or sorcery or otherwise affect the world around the target through the channel of the shared sense, though it might provide targeting information for some other sort of attack.

Hearing & Touch: The character may perceive anything the target hears or touches, including any magical enhancements that the target applies to his own senses while the Exalt is “riding” him. This perception does not give the Dragon-Blooded the ability to understand languages she doesn’t know, even if the person being ridden understands them.

Smell & Taste: This Charm is probably the least of the three, but a truly thorough Dynast may wish to learn it. When combined with the other three Charms, it provides a complete picture of the target’s environment and surroundings. As with the other (Sense)-Riding Charms, the character may perceive anything the target does with his sense of smell and taste, including any magical enhancements that the target applies to his own senses while the character is “riding” him.

 

(Sense)-Destroying Method

Cost: 3+ motes, 1 Willpower

Duration: One turn per point of permanent Essence

Type: Supplemental

Minimum Awareness: 4

Minimum Essence: 3

Prerequisite Charms: (Sense)-Riding Technique

This Charm is a cluster of three Charms just like (Sense)-Riding Technique, and it functions in much the same way. However, instead of tapping into the target’s senses, the character completely shuts them down. When this Charm is activated, the Dynast’s player makes an Essence + Awareness roll with a difficulty equal to the target’s Perception. The effects for each sense are detailed below.

Sight: Each extra success subtracts one die from the target’s Awareness rolls relating to sight and adds a -1 penalty to any task involving sight. If the character’s extra successes exceed the target’s Perception, the target is blinded completely for the Charm’s duration.

Hearing & Touch: Each success subtracts one die from the target’s Awareness rolls relating to these senses and allows him to ignore one level of wound penalties. If the character’s roll exceeds the target’s Perception, the target is rendered completely deaf but also suffers no wound penalties for the Charm duration. Some enterprising Dynasts use this Charm on their minions before sending them into combat ― but are careful to give them explicit instructions before doing so.

Smell & Taste: Each success subtracts one die from the target’s Awareness rolls relating to these senses. If the Exalt gains more successes than the target’s Perception, he is rendered completely unable to smell or taste for the Charm’s duration.

A Dynast may not use this Charm on herself.

 

Essence Disruption Attack

Cost: 3+ motes, 1 Willpower

Duration: One turn per dot of permanent Essence

Type: Supplemental

Minimum Awareness: 5

Minimum Essence: 4

Prerequisite Charms: All three (Sense)-Destroying Method Charms

After perfecting the art of suppressing another’s physical sense, a truly skilled Earth-aspected Dynast can actually use his own Essence to suppress his victim’s ability to perceive and manipulate Essence. The character must pay the base cost of the Charm, plus any additional motes. The maximum number of additional motes of that the Exalt can spend is equal to her permanent Essence.

Her player then makes an Awareness + Essence roll with a difficulty of 3 for the Exalt to correctly judge the patterns of Essence around the target, who must be in sight and no farther away than 10 x the character’s permanent Essence in feet. If the roll succeeds, the player makes a Willpower + Essence roll against a difficulty of the target’s Essence. Each extra success on this roll adds 1 mote to the cost of all Charms and sorcery used by the target, to a maximum penalty equal to the amount of extra Essence the character spent activating this Charm.

This surcharge applies to ever activation of a Charm, meaning it may be paid multiple times per turn if an Exalt, for example, uses reflexive defensive Charms. If Combos are involved, then the surcharge is applied to every Charm in the Combo, every time one of those Charms is activated. The effects of the Charm linger for a number of turns equal to the Exalt’s permanent Essence.

 

Unfailing Dragon Glance

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Awareness: 2

Minimum Essence: 2

Prerequisite Charms: None

The character hesitates and looks more carefully, a quick flare of Essence pushing aside all distractions. Her player may reroll a single Awareness roll but must take the new results over the old. The Dragon-Blood cannot use this Charm more than once for the same action. If Unfailing Dragon Glance is part of a Combo, Essence must be spent to reactivate all the other Charms in that Combo when the reroll takes place. If those Charms have separate dice rolls associated with them, they are not rerolled.

 

Sight Of Fluttering Tremors

Cost: 4 motes

Duration: Indefinite

Type: Simple

Minimum Awareness: 5

Minimum Essence: 3

Prerequisite Charms: All-Encompassing Earth Sense

Upon activating this Charm, cataracts like white jade cloud over the character’s eyes, and he becomes blind for the duration of the effect. In exchange, the Dragon-Blood gains a preternatural awareness of vibrations echoing through the air and ground. He can “see” in any or all directions at once as desired, simultaneously perceiving the shape and exact location of all objects within half the range of his normal vision or his (Awareness x 10) yards, whichever is less. Beyond this range, objects and sounds blur together and have no coherent meaning. Darkness and environmental conditions impairing true vision do not normally hinder the “vision” granted by this Charm, although magical obfuscations and effects that muffle sound may create regions of murky vision. Within a radius of (Awareness + Essence) yards, the character can even see through and around thin walls and other blocking physical obstructions by sensing the vibrations passing through the interrupting objects. Thick walls obscure and disrupt echoes too much to allow vibration sight to peer around them without a substantial crack or flaw through which sounds can flow. This omnidirectional perception makes the character difficult to surprise, adding one automatic success to all Awareness rolls made to avoid ambush. Despite the obvious utility of sensing vibrations, the sense is not sight and cannot fully replace vision. Vibrations do not convey colors or shades, making it impossible to read or otherwise notice exclusively visual information. Characters can recognize people and objects they have “viewed” with vibration sight previously, using their memory of profiles and surface contours.

Dragon-Blooded who know this Charm can reflexively spend four additional experience points as insurance against blindness. Should such characters ever become truly blind for any reason (whether temporarily as the result of magic or permanently from maiming), they gain the full effects of this Charm for the duration of their blindness without spending any Essence. This special benefit vanishes if a character regains her sight.

 

Pulse Of The Dragon’s Soul

Cost: 1 or 3 motes

Duration: One turn

Type: Reflexive or Simple

Minimum Awareness: 5

Minimum Essence: 3

Prerequisite Charms: Feeling the Dragon’s Bones

The Dragon-Blood concentrates and spends 3 motes as a simple action, allowing his consciousness to flow down and outward through the Essence currents of the earth. For a moment, he experiences the land as an extension of his own body and perceives the unnatural wounds and blights of all shadowlands and Wyld zones within a number of miles equal to his permanent Essence. He cannot gauge the strength or direction of these tainted regions unless they are within a mile, in which case he can determine the rough size, shape and potency of the blights. The character can also sense all Manses and Demesnes within a mile, but only as wellsprings of power. He knows where these sites are and whether they are weak (rating 1-2) or strong (3-5), but he cannot differentiate between Manses and Demesnes or identify a site’s type (Earth, Solar, Celestial, etc.). At the end of a turn, the mystical perception fades, and the character’s senses withdraw back into his flesh.

In addition to the Charm’s active use, Pulse of the Dragon’s Soul activates reflexively for a cost of 1 mote whenever a character crosses into a shadowland or Wyld zone without realizing it. The Charm does not activate itself if the character already knows the nature of his location. The character becomes immediately aware of the blighted energies of his new location and their overall type, but he does not gain the full awareness of the surrounding terrain as with conscious activation of the Charm.

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