Awareness

Inner Eye Focus

Type: Reflexive; Scene
Cost: 2m

The Exalt may perceive all around them, relying on other senses or heightening their own until impediments such as smoke, fog, and natural darkness mean nothing.

The Exalt may immediately ignore any disadvantage caused by natural visual impediments, and can see just as clearly in the middle of the night as they could in day.

Living Pulse Perception

Type: Simple
Cost: 2m

The Exalt expands their soul into the world around them, feeling the flows of Essence around them.

Make an Awareness roll. All character in the Scene with a (Stealth) lower than the roll have their presence briefly acknowledged. Creatures that are not part of Creation—such as Demons, Fae, and those whom have purposefully cut themselves off, gain +2 against this sense.

Sense-Destroying Method

Type: Simple; Scene
Cost: 2m

On touching a target with a successful (Awareness) vs Defense roll, the Exalt can impede one of the classical five senses at their choice for a scene. Only one sense of a target may be clouded per scene.

This effect is considered a Moderate Disadvantage, and can be cleared with a dedicated roll that exceeds the Awareness value of the Exalted.

Surprise Anticipation Method

Type: Permanent

The Exalt suffers no penalties to Awareness rolls occur due to being tired, exhausted, or other similar mental disadvantage. Awareness rolls may always be made while asleep.

Uncanny Perception Technique

Type: Permanent

The presence of dematerialized, intangible, or otherwise spectral creatures may be natively detected—although the precise location still remains a mystery. The creature may attempt a contested (Awareness) vs. (Stealth) roll combat this.

This sense will manifest in all manner of strange sensory phenomena appropriate to the being: a chill of winter, coppery taste, or the sound of bells. As well, this sense is distinctive to the specific being, allowing for recognition upon sensing it again.

Craft

Craftsman Needs No Tools

Type: Supplemental; Scene
Cost: 1m

The Exalt always has the proper tools at their hands—and if they don’t they can fashion the next best thing from whatever lies around.

Except for the most specialized, massive, or otherwise obscure implements, the Exalt will always have the proper tool at their beck and call—ranging from the humble lever to a delicate lockpick.

While working with these perfect and ideal tools, the Exalt halves the time needed to operate complex machinery or perform their task.

Discerning Craftsmanship

Type: Simple; Story
Cost: 2m

The Exalt studies an object, forming its composition and structure into their mind.

For the remainder of the story, the Exalt is granted +2 dice on efforts to mimic the style of the original artist. They also may use (Insight + Craft) with a +2 dice advantage to study other objects to recognize it as the crafter’s work, and not a forgery.

If this current object they are studying is in fact a forgery, difficulty to recognize this fact is lowered by 1.

Deftly Applied Tools

Type: Supplemental
Cost: 1m

All things, with the proper study and analysis, may be approached without the need for brute force. During Feats of Strength, such as lifting, carrying, or destroying crafted materials, they may use (Wits + Craft) roll instead.

Crack-Mending Eye

Type: Permanent

Projects to repair, alter, or destroy crafted materials such as Manses, Artifacts, and other such physical goods are now 1 scale lower. (i.e. Minor repairs now are at -3 to Scale, Major at -2, and Monumental at -1).

Mark of the Maker

Type: Simple
Cost: 1m

Glean immediate insight into the original purpose, material makeup, age, and other such information while studying a Crafted object. Often, you are able to glance into the very emotions of the original craftsman at the moment, seeing it in the handiwork of their creation.

Lore

Absence of Thought

Type: Simple; (Day+)
Cost: 2m

Sometimes, knowledge can be a burden. On touching a character, and on a successful (Int. + Lore) vs. Resolve roll, purge a thought, idea, or other-self contained concept from the target’s mind.

This absence of knowledge is guaranteed for a Day, after which it may return based on the Storyteller’s discretion.

Concept-Forming Thought

Type: Simple
Cost: 1m

The Exalt can manifest their ideas into a concise, easily-understandable format with no chance of misunderstanding.

Simple ideas and commands can be immediately transcribed onto a physical document and replicated. More complex thoughts, like entire tomes, need to be transcribed over a course of a night.

Endless Depths of Knowledge

Type: Permanent

Once per Session, Immediately Recall a Fact without a roll. This Fact can directly help the scene. This Fact may still be vetoed for self-consistency by the Storyteller.

Flowing Mind Methodology

Type: Permanent

On purchasing this charm, designate a non-player character that has a significant connection to the Exalt, such as an Ally or a Ward. The Exalt may only designate (Essence) targets in total.

Whenever the Exalt gains xp, the targeted character will keep pace, staying at around ½ of the total xp the Exalt has.

Strange Tongue Communication

Type: Simple
Cost: 1m

Bypassing any language barriers, the Exalt can communicate a self-contained concept to the target. The concept may be moderately complicated, such as directions to a place, but does not include any subtleties of language, or allow subterfuge.

Sagacious Reading of Intent

Type: Simple
Cost: 2m

After analyzing a written (or otherwise recorded) work, immediately glean insight into the writer’s state of mind, general well-being, and motivations behind the writing. If they were trying to hide such matters, the character may make a contested (Lore) vs. (Subterfuge) roll.

Medicine

Banishment of Pain

Type: Simple; Scene
Cost: 1m

Upon touching a target, the Exalt is able to calm and ease the physical pain they are under. While it does not cure the underlying cause, it allows the target to focus without mental clarity, or even escape from being bedridden for a time.

Giving of the Self

Type: Reflexive
Cost: (1 Health)

So long as you are able to touch another, you may sacrifice your own Health to gift it to another, no more than (Essence)x5 per turn.

Walking Amongst Death

Type: Simple; Scene
Cost: (1m per target)

You concoct some sort of remedy or potion to give to targets, specifying specific instructions that contains one flaw—they must hold onto a branch of herbs, breath through a mask, or drink a sip of a tonic every 5 minutes, for example.

For the remainder of the Scene, so long as your targets adhere to your rules, you cannot be afflicted by a specified toxin, disease, or parasite.

Wholeness-Restoring Method

Type: Simple
Cost: 3m

So long as they have the non-decayed tissue, or a suitable prosthetic, the Exalt may reweave severed body parts into their patient with little but a scar. This process will require a Day for the patient to recover from.

Wound-Mending Care

Type: Simple
Cost: 2m

Touching the target, you may immediately heal them for 5 Health.

On rolls to treat the sick and injured, this may be used to increase a Medicine roll by +3 dice.

Grizzled Cataphract’s Way

Type: Permanent

The Exalt always remains vigilant and may keep watch, pilot ships, or guide horses without sleep without penalties. This may be done up to 3 consecutive nights in a row.

Master Maintainer

Type: Permanent

No accidents, such as horseshoes falling off, ships springing leaks, or wheels falling off of wagons will happen under the Exalt’s care, so long as the exalt is able to spend moments attending to their mode of transportation each day. Even the most shoddy of ships will hold together for a trip, or the sickliest of horses keep their breath.

Deliberate sabotage may be uncovered with a roll during the Exalt’s maintenance.

Sometimes Horses Fly

Type: Reflexive
Cost: 1m

For an Action, the Exalt’s mode of transportation is able to defy conventional movement. Horses can run across rushing rivers, ships barges across land, and wagons can sail across an empty canyon.

Terrain Conquering Path

Type: Simple; Scene
Cost: 1m

The rough terrain of the deepest of jungles and the maelstroms of oceans hold little sway over the Exalt. They may ignore such disadvantages on their Navigation rolls.

Traceless Passage

Type: Simple
Cost: 2m

When purchasing this Charm, the Exalt chooses a favored terrain, such as city streets, jungle, desert wilderness, or river passages. The Exalt may disappear with up to a Crowd of followers into this terrain, leaving behind no trace or chance for pursuit.

In any other terrain, this charm may be activated to disguise their tracks, increasing the difficulty of any pursuit by (Essence).

Stealth

Blurred Form Style

Type: Reflexive
Cost: 1m

The Exalt may sink into hiding, even in the middle of an open field. The suffer no penalties from a lack of cover or items to hide behind.

Easily-Overlooked Presence

Type: Simple; Scene
Cost: 2m

The Exalt easily blends into a crowd, becoming impossible to pick out from a sea of faces. So long as the Exalt takes no distinct or overt action and stays with the same crowd of people, they cannot be found by anything except for systematic checking of each individual.

Lightning-Hand Sleight

Type: Reflexive
Cost: 1m

The Exalt is unseen in their movements, and may reach out and swap, change, or tamper with anything that is within reach without anyone noticing, so long as the alteration is smaller than a hand. This alteration will not be noticed for at least (Essence) hours, or until the time when it is directly inspected.

Lock-Opening Touch

Type: Reflexive
Cost: 1m

Gain +(Essence) automatic successes on any attempts to open a lock, knot, gate, or other contraption used to bar people’s way.

Magpie’s Invisible Talon

Type: Supplemental
Cost: 1m

Extending their Essence, the Exalt is able to manipulate objects at a distance of up to (Essence) meters away.

Shadow Victor’s Repose

Type: Reflexive
Cost: 2a

After landing a successful Strike, the Exalt disappears into the shadows, becoming hidden from all sight. All opponents must roll (Wits + Awareness) vs the Exalt’s (Cunning + Stealth), or else loose track of the Exalt’s position.

Survival

Spirit-Tied Companion

Type: Permanent

On purchasing this charm, specify an animal, lesser spirit, or other creature with whom to form a willing bond with. This creature becomes unbreakable loyal to the Exalt, to the point of becoming an extension of the self.

The Exalt may treat their companion as an unquestioning Ally (3). They may also peer through their senses if separated, though at a -2 dice penalty.

Hardship-Surviving Spirit

Type: Permanent

The fluctuations of heat and cold do not bother the Exalt, regardless of outfit. They will find the environment comfortable and suffer no penalties to rolls caused by the heat or cold save for the harshest of blizzards or the overwhelming presence of a volcano.

The Player should describe how their Exalt physically manifests this charm—a Lunar may grow a pelt of fur, or a Dragonblood may be covered in heat shedding layer of air, or if it is simply the force of will of the character.

Living off the Land

Type: Permanent

The Exalt will always find enough food and water to survive during their travels. They may guarantee provisions for at least a Group of people during their travels, so long as the land is not barren or hostile to life. While nourishing, the sustenance is not guaranteed to be palatable.

Friendship with Animals

Type: Simple
Cost: 1m

Animals may be calmed, so long as a mundane animal has no direct antagonism toward the Exalt, such as overwhelming hunger or protection of offspring. This will allow safe passage through a predator’s territory, or docile approach to even the most skittish of herbivores. Against semi-sapient creatures, such as Fogsharks, the Exalt gains (3) dice to their rolls.

Unshakable Bloodhound Technique

Type: Simple; Day
Cost: 1m

With but the most minute signs, the Exalt may always track their quarry. In addition, they gain (3) dice if they have an item of significant link to their quarry.