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Attribute:

  Str.:   Cha.:  Per.:
  Dex.:   Man.:  Int.:
  Sta.:   App.:  Wit.:

Abilities:

Virtues:

  Com.: 0  Tem.: 5
  Con.: 5  Val.: 3

Willpower: 10

Essenz: ( / )

Backgrounds:

Combat Statistics:

 Initiative:
 Combat Pool:
 Dodge Pool:
 PV:
 DV:
 Soak:

General Charms

SUSTENANCE

 Cost: 3 motes
 Duration: Instant
 Type: Simple
 Minimum Temperance: 1
 Minimum Essence: 1
 Prerequisite Charms: None

The spirit must touch a mortal in order to activate this Charm. This does not involve a Brawl or Martial Arts check, as this Charm works only on a sleeping mortal. After the spirit touches the target, roll its Wits + Temperance. For each success, the spirit devours 1 mote of Essence. This Charm always involves some other method of sustenance as well. The spirit might feed on the dreams and nightmares of the mortal — or on her breath. Whatever the spirit feeds on does not harm the mortal, although it might have mild (and temporary) effects when the mortal wakes up. Even if the spirit does not regain the Essence it spent, it still feels satiated from the other part of its meal.

STEAL SUSTENANCE

 Cost: 6 motes, 1 Willpower
 Duration: Instant
 Type: Simple
 Minimum Temperance: 2
 Minimum Essence: 1
 Prerequisite Charms: Sustenance

The spirit must touch a sleeping mortal in order to activate this Charm. Roll the spirit’s Strength + Temperance. At least two successes are required. Not only does this Charm steal 2 motes of Essence per success, but it also devours something that leaves the mortal impaired in some way — hearing, sight, etc. — although it leaves the body apparently unharmed. Only supernatural healing of some sort restores the loss; it never heals normally. Even if the spirit does not replenish the Essence it spent, it feels satiated.

HURRY HOME

 Cost: 10 motes, 1 Willpower
 Duration: Instant
 Type: Reflexive
 Minimum Temperance: 2
 Minimum Essence: 1
 Prerequisite Charms: None

With a successful Wits + Temperance check, a spirit may escape whatever situation it is in and return to its own home — what exactly constitutes the spirit’s home is a matter for Storyteller discretion. The more tense and hurried the situation, the more successes the spirit requires. One success is all that’s needed in a relaxed, quiet setting. Five successes take the spirit home even in the middle of a combat.

TABOO

 Cost: 20, +5 per additional rule, 1 willpower 
 Duration: One year 
 Type: Simple 
 Minimum Temperance: 5 
 Minimum Essence: 4 
 Prerequisite Charms: Hurry Home

The god with knowledge of this Charm has an excellent way of protecting and enforcing his rule inside his own abode by setting a number of specific rules that give him power over the acts of someone within the confines of their home. The spirit may choose to place taboos on the place (usually their sanctum, although more powerful spirits can actually place these powerful rules upon Manses that they own) of their residence. These are rules that the spirit designates and that must be followed. The spirit must first write down each of the rules he intends to enforce on a parchment that must be clearly visible to anyone wishing to enter the sanctum or Manse (and multiple parchments are necessary if there is more than one entrance to the place). The "parchement" need not be actual paper. It may be written in stone, or wood--as long it is prominent. It must be uncyphered and in a language the Spirit knows. Ignorance of the language by visitors or intruders does not nullify the Charm's effects. The taboos may be certain words that cannot be spoken, actions that cannot be taken or even beings that may not enter. The spirit spends 20 motes of Essence and 1 Willpower point for the first rule, and an additional 5 motes of Essence for every additional rule he wishes to enforce, and then places the parchments at each entrance, hidden or otherwise, of his sanctum or Manse. Once this is done, for the duration of a year, these rules are the Law of the spirit's home, and only the spirit himself can break the taboo (and even that costs the spirit a point of Willpower and lasts only a scene). The parchments can only be destroyed by magical means, or magically enhanced attacks. A parchment has (Spirit's Essence + Temperance) in Lethal soak and twice that in Bashing, and it treats Aggravated damage as Lethal. An intelligent spirit will put as one of her taboos that their parchments may not be touched or tampered with in any form, and so are able to condemn those that even attempt to affect the parchment; and even those that do manage to destroy it in one blow will still feel the repercussions of breaking the taboo at least once. The Essence spent to activate this Charm is not committed, except for a small charge of 1 mote per additional parchment that the spirit has in his abode beyond the first (i.e. number of parchments minus 1). The effects of breaking a taboo are generally up to the Storyteller, but things such as being struck by elemental attacks, becoming mute for a determined amount of time or even being cursed with something related to the taboo are all common. Beings with a higher Essence than the lawmaker can break such laws and taboos without repercussions for a scene by spending a point of Willpower and making a Willpower roll against a difficulty equal to the spirit's Essence.

Curses

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 2 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 5 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 10 motes 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 may be 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 lasts 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.)

Possession

POSSESSION

 Cost: 3 motes, 1 Willpower
 Duration: One scene
 Type: Simple
 Minimum Conviction: 4
 Minimum Essence: 1
 Prerequisite Charms: None

Roll the spirit’s Manipulation + Conviction in an extended resisted action against the target’s Willpower. When the spirit gains more successes than the victim has temporary Willpower, the spirit takes possession of the target for the rest of the scene. Successes accumulate for the duration of the scene. More powerful versions of this Charm exist, which allow spirits to “hollow out” a being’s soul and possess him indefinitely.

SOUL RAPT

 Cost: 10 motes, 2 Willpower
 Duration: indefinite
 Type: Simple
 Minimum Conviction: 5
 Minimum Essence: 4
 Prerequisite Charms: Possession

As the Possession spirit Charm, roll the spirit’s Manipulation + Conviction against the target’s Willpower in a resisted action. If the spirit gains more successes than the target has temporary Willpower, then the initial possession succeeds. As long as the spirit occupies the victim, temporary Willpower cannot be regained. The possessing spirit must relinquish control of the victims body at least once per week, though it isn’t necessary to abandon the victim. The spirit must make the attempt to regain control of the victim by repeating the initial possession roll. After each month of possession, the victim loses one point of Willpower permanently. If a spirit fails in its attempt to regain control of its victim, the spirit is expelled, and the victim cannot be possessed by that spirit again.

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Page last modified on July 19, 2006, at 02:15 AM