Universal Charms

Exalts, particularly new ones, will use their Essence to perform similar effects. These charms are therefore Universal to all Exalts.

While the manifestation and method of these powers will look different, the end result is the same. A Lunar might borrow the eyes of a falcon to see further, while an Air Dragonblood would create a focal lens out of the air—but they both would spend the same number of motes and end up with the same perception advantage.

Archery

There is No Wind

Cost: 2m;
Type: Supplemental
Mins: Archery or Thrown 1

The archer’s bolts fly true and strong. Ignore any Disadvantages caused by environmental effects that would push or alter the trajectory of the projectile, such as high winds, rains, or even shooting through a waterfall.

Forceful Arrows

Cost: 2m
Type: Supplemental
Mins: Archery 2

On a successful hit, the target is knocked back one Range Band from the Archer.

Alternatively, the Exalt may choose to knock themselves backwards from their target by one Range Band.

Hunter’s Swift Answer

Cost: 2m (+1m per)
Type: Reflexive
Mins: Archery 2

After successfully disengaging from melee, the Archer fires a returning blow on their pursuer, causing them to lose 5 Impulse. If they are fleeing from multiple pursuers, they may pay +1m per additional target.

Flying Anchor

Cost: 2m
Type: Supplemental
Mins: Archery 3

On Hit, the target becomes pinned, unable to move from their location for one Round.

Arrow Storm Technique

Cost: 3m, 1i
Type: Supplemental (Attack)
Mins: Archery 3

The Exalt buries an area with a flurry of arrows, making sure that at least one will hit. Their attack targets Soak instead of DV.

Dragonfly Finds Mate

Cost: –
Type: Permanent
Mins: Archery 3

The Exalt lets loose their weapon, knocking incoming projectiles out of the sky.

Against any Ranged attack, you may define DV as (Dexterity + Archery)/2. This may be used to Defend Others at range.

########## Greater Charms

Accuracy Without Distance

Cost: –
Type:
Permanent
Mins: Archery 4

The Exalts Archery attacks know no bounds. They may now attack at Long Range and at Melee Range for no penalty.

Athletics

Graceful Crane Stance

Cost: 3m
Type: Reflexive, Scene
Mins: Athletics 1

The Exalt may perform athletics of balance such as running across things too narrow or weak to normally support the Exalt. Examples include awnings, precarious poles, and thin wires.

Soaring Leap

Cost: 2m
Type: Reflexive
Mins: Athletics 2

The Exalt increases their leaping distance, allowing them to cross chasms and scale buildings. They may effortlessly leap a single story vertically or horizontally in one bound, and may continue to vault upwards if there is some surface firm enough for their force.

In addition, Exalts do not take fall damage from such leaps, nor from descending from all but the tallest of buildings.

Lightning Speed

Cost: 3m
Type: Supplemental
Mins: Athletics 3

The Exalt may double their running speed for a specific task, blazing off with great abandon. For races and tests of speed, the Exalt may add (Essence) successes to their roll.

In combat, the character can Dash without Impulse cost or DV penalty.

Flashing Anticipation

Cost: –
Type: Permanent
Mins: Athletics 3

Adds (3) to the Initiative Score.

########## Greater Charms

Feather Foot Style

Cost:
Type: Permanent
Mins: Athletics 4

The Exalt may run up walls, cross liquids, and even run across the underside of a horizontal surfaces, such as bridges or roofs, so long as they continue to run.

Rolling with the Punches.

Cost: (3m per Dmg.)
Type: Reflexive
Mins: Athletics 5

For every 3 motes spent, reduce incoming damage by 1 point, with no more than (Essence) damage reduced per single attack.

Awareness

Sight Without Eyes

Cost: 2m
Type: Reflexive; Scene
Mins: Awareness 1

Reduce any disadvantage from visual conditions such as smoke, fog, and darkness by up to (4) dice.

Awakening Eye

Cost: 3m
Type: Reflexive
Mins: Awareness 2

Re-roll an Initiative Roll, taking the preferred result. This may only be done once per combat.

Uncanny Perception Technique

Cost: –
Type:
Permanent
Mins: Awareness 2

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 to use Stealth to combat this awareness.

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.

Surprise Anticipation Method

Cost: –
Type:
Permanent
Mins: Awareness 3

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.

In addition, the Exalt never suffers from the ill effects of an Ambush Round.

Inner Eye Focus

Cost: 4m
Type: Reflexive
Mins: Awareness 4

Re-roll an Awareness Roll, taking the preferred result. This cannot be performed on the same action multiple times.

########## Greater Charms

Sense-Destroying Method

Cost: 6m
Type: Simple
Mins: Awareness 4

On touching a target, and by successfully rolling (Wits + Awareness) vs the target’s (Stamina + Physique), the Exalt can destroy one of the classical five senses at their choice. Only one sense of a target may be destroyed per scene.

Undoing this destruction is a Medicine Project of at least 10 PR. Most targets will not have this luxury.

Watchful Justiciar’s Eye

Cost: 4m
Type: Simple; Scene
Mins: Awareness 4

By observing for an action, the Exalt can identify which characters of the scene are behaving outside what would be considered normal for the scene. They may also keep track of all characters and their actions, so long as they do not leave the place for more than a brief moment.

Brawl

Ox-Stunning Blow

Cost: 3m
Type: Supplemental
Mins: Brawl 1

On a Brawl Attack Maneuver higher than the target’s Soak, remove 2 + (Essence) Impulse from the target.

Sledgehammer Strike

Cost: 4m
Type: Supplemental
Mins: Brawl 2

On Feats of Strength, such as breaking through walls or destroying scenery, add (Essence)x2 dice. The Exalt is even able to damage walls made of magical materials, though must roll to do so.

Additionally, a Decisive Strikes against animate beings (such as Earth elementals and golems), add (3) dice to the Damage Roll.

Force-Delivering Blow

Cost: 2m
Type: Supplemental
Mins: Brawl 2

On a successful (Strength + Brawl) vs. DV Maneuver or Decisive Brawl Attack, knock the target back one range band.

Foe-Toppling Maneuver

Cost: 3m
Type: Supplemental
Mins: Brawl 3

On a successful Brawl Attack, destabilize their movements and footing causing them to be stunned and remove 4 Dice from the next action.

########## Greater Charms

Craft

Workshop Without Bounds

Cost: –
Type: Permanent
Mins: Craft 1

In the hands of the Exalt, a simple rock can become as strong and resilient as a blacksmith’s hammer, and a grand sword as nimble as a paring knife. The Exalt suffers no Disadvantages from improper or damaged tools.

There is a limit to this charm for extremely specialized tools, such as delicate changes to the flow of essence lines in an Artifact.

Durability-Enhancing Technique

Cost: 2m
Type: Simple; Scene
Mins: Craft 1

The Exalt may reinforce an object—no more than (Essence) meters in its largest dimension—and make it nigh unbreakable.

While reinforced, the object is no longer considered “mundane,” and increases the difficulty to break or otherwise destroy it by (Essence).

A Project may be performed to make this enhancement permanent.

Discerning Craftsmanship

Cost: 3m
Type: Simple
Mins: Craft 2

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

Cost: 5m
Type: Supplemental
Mins: Craft 3

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, gaining (Essence) immediate successes.

Crack-Mending Eye

Cost: –
Type: Permanent
Mins: Craft 3

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

Cost: 3m
Type: Simple
Mins: Craft 3

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.

########## Greater Charms

Timely Prototype

Cost: 5m
Type: Simple
Mins: Craft 4

On activation of this charm, the Exalt may immediately create a Craft Project prototype, such as an Artifact, for the task at hand. The Obstruction roll(s) are immediately resolved to represent flaws, quirks, or other oddities that develop from forcing a prototype into use so quickly and without testing. The prototype will always be able to perform the desired task, regardless of the rolls.

The Player may choose to go into Resource debt (up to 20 Res, 1 Keystone) to activate this charm.

Permanent Effect: On purchasing this charm, and again at the start of each Story, the Exalt gains an additional +15 Res, which may only be used only for Craft Projects.

Integrity

Enduring Mental Toughness

Cost: 3m
Type: Reflexive; Scene
Mins: Integrity 1

For the scene, remove any Disadvantages to Resolve or Guile caused by pain, illness, or other such physical anguish that the Exalt is enduring.

Integrity Protection Prana

Cost: –
Type: Permanent
Mins: Integrity 2

The Exalt is able to resist the ambient and intoxicating energies of the Wyld, and other such places of abundant swirling essence that seek to change and alter their body.

This does not protect against any directed effects, such as from a Fae, or any secondhand effect such as fire. As well, there is a limit to this protection in places of pure energy such as the deepest of the Wyld.

Heart-Hardening Response

Cost: 4m
Type: Reflexive
Mins: Integrity 3

Calls to pure emotion are easy to spot, and the Exalt has become trained to resist them. Against any Influence Intimacy rolls that employ emotion, raise the Exalt’s Resolve by +(Essence).

########## Greater Charms

Righteous Lion Defense

Cost: –
Type: Permanent
Mins: Integrity 5

The Exalt becomes one with their own Intimacies, and instinctively knows when people are attempting to lead the Exalt to take action against them, no matter how sweet their words or naive their intention may be.

Additionally, if the Exalt ever finds themselves in an impossible situation where they would have to betray one of their Intimacies, they may spend a Strife Point, and they will find a new, seemingly impossible path that they will be able to successfully pursue.

Leadership

Rulership-Gazing Eye

Cost: 4m
Type: Simple
Mins: Leadership 1

With but a glance, the leader of a group can be immediately recognized if present, even if that leader is acting through a proxy. If they are not present, the Exalt recognizes this fact.

This charm immediately succeeds against any mundane group interaction, but otherwise requires a successful roll of Leadership vs. the leader’s Guile.

Command-Breaking Stance

Cost: 4m
Type: Simple
Mins: Leadership 2

A skilled commander knows what brings drilled groups together, and what can break them apart.

The Exalt breaks up a group of Lesser Foes, causing their next action to be lost as they reform. This cannot be done to the same group twice in a row.

Direct Orders

Cost: 4m
Type: Reflexive
Mins: Leadership 2

The Exalt may take charge of a group of allied Lesser Foes, directing their action, and granting them +4 dice to follow through on that action (no more than 10 dice total).

Organization of Command

Cost: 4m
Type: Supplemental
Mins: Leadership 3

The Exalt may command across large groups with great ease. When commanding a Group to Perform a Task, the Exalt may counter the bonus Resolve gained from being in a Group.

########## Greater Charms

Fury Inciting Speech

Cost: 6m
Type: Simple
Mins: Leadership 4

The Exalt immediately Instills anger, rage, or a similar emotion into any mortal or sapient creature that can observe the Exalt with an Essence Rating less than their own.

Worshipful Lackey Acquisition

Cost: 8m
Type: Reflexive; Day
Mins: Leadership 5

After successfully completing an Encounter Scene with all Key Issues under their Party’s Control, those who observed the scene become enthralled by the Exalt, willing to nearly anything.

Any who has a Resolve less than the Exalt’s Essence gains a positive Intimacy towards the Exalt for the next day, and will perform any Inconvenient tasks when asked without the need of a roll.

Prophet-Uplifting Evocation

Cost:
Type: Permanent
Mins: Leadership 5

You may now perform Projects to grant the Rank 4 Endowment Merit to those with significant ties to the character.

Rank 3 may now be granted to mortals without restriction.

Lore

Strange Tongue Communication

Cost: 4m
Type: Simple
Mins: Lore 1

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.

Concept-Forming Thought

Cost: 3m
Type: Simple
Mins: Lore 2

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 tombs, need to be transcribed over a course of a night.

Sagacious Reading of Intent

Cost: 3m
Type: Simple
Mins: Lore 2

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 roll (Insight + Lore) with +(Essence) bonus Dice against the author’s Guile.

Endless Depths of Knowledge

Cost:
Type: Permanent
Mins: Lore 3

Once per Session, Introduce a Fact related to one of the character’s Specialties without using a Strife Point.

Flowing Mind Methodology

Cost:
Type: Permanent
Mins: Lore 3

On purchasing this charm, designate a non-player character that has a significant connection to the Exalt, such as an Ally or a Ward.

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

########## Greater Charms

Absence of Thought

Cost: 8m
Type: Simple
Mins: Lore 4

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.

Prophet of Seventeen Cycles

Cost: 8m
Type: Simple
Mins: Lore 4

Once a Session, the Player may introduce a complication into an antagonist’s plans, plots, or ongoing Project. This operates under the same general principles of “Introducing a Fact:” the declaration must be self-consistent with what has been shown to operate in this world.

Melee

Bulwark Stance

Cost: 1m (+2m)
Type: Reflexive
Mins: Melee 2

You may Defend a target within Melee Range. The target may use your DV in place of their own.

At a cost of (2m), you may reflexively use your Move Action for the Round to move to defend another.

Dipping Swallow Defense

Cost: 3m
Type: Reflexive
Mins: Melee 2

Ignore any Disadvantages imposed on the Parry DV. (Targeting Evasion or Soak is not a penalty.)

One Weapon, Two Blows

Cost: (2m) per Impulse
Type: Supplemental
Mins: Melee 2

After a Decisive Attack, regain up to 2 + (Essence) Impulse spent on this attack, at a rate of 2m per Impulse regained.

Blow Deflecting Stance

Cost:
Type: Permanent
Mins: Melee 3

The Exalt may parry any blows coming towards them. DV may be defined as (Dexterity + Melee)/2.

Iron Whirlwind Attack

Cost: 4m, 1i
Type: Supplemental (Flurry)
Mins: Melee 3

During a Flurry attack, deal +1 damage for each individual target, granting up to (Essence) x2 bonus.

If the target is a Group, instead add +(Group Scale) for damage. For example, a Crowd (Scale 3) grants +3.

Those hit by the attack are knocked back a range band.

########## Greater Charms

Perfect Strike

Cost: 4m
Type: Supplemental
Mins: Melee 4

Add (Essence) dice to accuracy, and deal an additional (Essence) damage on a Decisive Strike.

Iron Raptor

Cost: 4m
Type: Supplemental
Mins: Melee 4

The Exalt hurls their weapon, controlling it is action before it is returned to their hand. This allows an Attack at up to Medium Range.

Master Maintainer

Cost:
Type: Permanent
Mins: Navigation 1

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.

Living off the Land

Cost:
Type: Permanent
Mins: Navigation 1

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 (such as the Underworld and Malfeas.) The sustenance is not guaranteed to be palatable.

In places that are questionable, such as the deepest of deserts or Shadowlands, the Exalt may roll with no penalties.

Friendship with Animals

Cost: 3m
Type: Simple
Mins: Navigation 2

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.

Terrain Conquering Path

Cost: 4m
Type: Simple
Mins: Navigation 2

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.

Unshakable Bloodhound Technique

Cost: 5m
Type: Simple
Mins: Navigation 2

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.

########## Greater Charms

Sometimes Horses Fly

Cost: 2m
Type: Reflexive
Mins: Navigation 4

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.

Traceless Passage

Cost: 6m
Type: Simple
Mins: Navigation 5

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).

Performance

Soul-Firing Performance

Cost: 2m
Type: Supplemental
Mins: Performance 1

On attempts to Instill Emotion, counter the bonus Resolve gained from being in a Group.

Phantom Scenery

Cost: 2m
Type: Supplemental; Scene
Mins: Performance 2

The Exalt may conjure scenery, props, or other phantoms as extensions of their anima, showing up as distorted, shadowy figures.

In typical application, such as on stage or during a performance, this magical flare does not arouse suspicion of the Exalt’s nature. In other circumstances, the Exalt must use contested (Cunning + Performance) vs. (Insight + Awareness) to disguise this as a mundane effect.

Irresistible Diversion

Cost: 3m
Type: Supplemental; Scene
Mins: Performance 3

The performer can command attention to themselves, making sure that they and only they are noticed by onlookers with a successful Performance roll vs. Resolve.

Those entranced lose (Essence) successes on any awareness rolls while the performance is ongoing.

Dance of Flashing Swords

Cost: 4m
Type: Simple
Mins: Performance 3

After the fact, the Exalt can explain away that a particularly egregious action—a fight, explosion, or similar altercation—as an artistic performance with a successful Performance roll vs. Guile.

########## Greater Charms

Shining Expression Style

Cost: 5m
Type: Simple
Mins: Performance 4

The Exalt embodies a specific Emotion, folding it perfectly into their performance. All who watch are struck with the raw power of that emotion, and cannot help but resonate.

Any with a Resolve less than (Essence) will openly display their closest Intimacy to the emotion to all in the Scene. For the rest, the Exalt may discover the Intimacy with a (Insight + Performance) with + (Essence) extra dice, against the target’s Guile.

The Exalt cannot direct the effects of this charm—any who observe their performance, even their own allies, will be struck by the effects.

Physique

Increasing Strength Exercise

Cost: 3m
Type: Simple; Scene
Mins: Physique 1

The Exalt may lift, carry, haul, or otherwise exert such feats of strength far beyond their mortal limits. They may double their Strength score for such rolls.

Visage of Force

Cost: 3m
Type: Reflexive
Mins: Physique 1

All who gaze upon the Exalt can see that their threats are not empty. On attempts to intimidate, threaten, or otherwise coerce another through physical means, you may reroll and choose which result to take.

Whirlwind Armor-Donning Prana

Cost: 1m
Type: Free
Mins: Physique 1

Don or remove armor with supernatural speed. The Armor may be instantly donned so long as it is within sight, or has been banished to Elsewhere.

Toxin Acclimation

Cost: 3m
Type: Reflexive; Scene
Mins: Physique 3

The Exalt resists any mundane toxin, poison, or psychotropic, and is granted +(3) dice to resist any supernatural version.

As well, they do not suffer ill-effects from mundane drink or other mundane recreational substances.

########## Greater Charms

Body-Mending Meditation

Cost: 6m
Type: Simple; Day
Mins: Physique 4

The Exalt speeds up their natural recovery, and may recover their full Endurance after a full night’s sleep.

When unable to rest properly, they regain (Essence) Endurance every 15 minutes.

Durability of Oak

Cost: 3m
Type: Reflexive
Mins: Physique 4

The Exalt can withstand nearly any blow thrown at them. Against a Decisive Strike, reduce incoming damage by (Essence).

Politics

Hat and Scroll Technique

Cost: 4m
Type: Simple; Scene
Mins: Politics 1

The Exalt takes on the appearance of a haggard and busy individual of an organization, quickly integrating themselves and a small group of followers into the hustle and bustle. So long as none in the group call attention to themselves, their presences is accepted and not questioned.

Speed the Wheels

Cost: 5m
Type: Simple; Month
Mins: Politics 2

Cutting efficiently through red tape and other impediments, the Exalt may speed the machinations of an organization. They will double their speed on a particular task for one month.

Alternatively, the Exalt may jam up the organization with some well placed words, slowing down a task by ½ of its original pace.

Unknowable Visage

Cost: –
Type: Permanent
Mins: Politics 3

Through vast experience, the deft Politician knows exactly how to disarm and dismiss probing questions. They may define Guile as (Int + Politics)/2.

As well, their political actions always keep opponents guessing. If an opponent attempts to “Read Intentions” after performing a Political action, gain +(Essence) to their Guile.

Testing the Waters

Cost: 3m
Type: Simple
Mins: Politics 3

Studying the actions of those in a court, the Exalt may quickly predict what future Political action the subject will embark on, ranging from how they will vote, to whom they will speak with next.

Perform a Politics vs. Guile roll. On a success, the Player may perform a “Read Intentions” act on the subject to ask a question regarding their target’s current intended political action.

########## Greater Charms

Foul Air of Argument Technique

Cost: 8m
Type: Simple; (Essence) Weeks
Mins: Politics 4

The Exalt knows that a few well placed words are all it takes to crash the trust of an organization. Exploit the weaknesses of a regional organization, or a local charter. For the next (Essence) weeks, that organization becomes mired in in-fighting, red-tape, and miscommunication. All overt actions cease in the organization, trapped on the course it was already headed on.

Only one target may be so influenced at a time, and the same target cannot be affected more than once a Season.

Prematurely repairing the damage done by this charm is a 5 Res Project.

Infinitely-Efficient Registrar

Cost: 10m
Type: Simple
Mins: Politics 5

Immediately push a friendly and cooperative organization to finish a task of monumental proportions. What normally takes months to complete takes but hours.

This charm may be used to force a Politics Project to immediately complete. The Obstruction roll(s) of the Project are immediately resolved and interpreted in this light.

The Player may go into resource debt (up to 20 Res, 1 Keystone) if using this on a Project.

Socialize

Excellent Friend Approach

Cost:
Type: Permanent
Mins: Socialize 1

The charms of the Exalt are hard to resist. So long as there is no specific reason against it, Mortals and beings with Essence lower than the Exalt’s will be friendly and cordial to them, even if they have just met.

Dauntless Assayer Method

Cost: 3m
Type: Reflexive
Mins: Socialize 2

The Exalt, on failing a Read Intentions roll, may try their roll again. The Player must describe a small action that allows for a new roll, from spilling a drink, readjusting their observing position, or simply clearing their mind.

Easily-Discarded Presence

Cost: 2m
Type: Reflexive; Scene
Mins: Socialize 2

It is easy to make people believe what they want to see. On activating this charm, the Exalt specifies a false Intimacy or intent, which is seen as truth to any who fails a “Read Intention” action against the Exalt.

Discretionary Gesture

Cost: 3m
Type: Reflexive
Mins: Socialize 2

A chain is only as strong as its weakest link—a fact known by any in the socialite circles. Through subtle (and not-so subtle) means, the Exalt can interrupt an interrogation of one of their compatriots, using the Exalt’s Guile in place of their own.

Irresistible Salesman Spirit

Cost: 4m
Type: Simple; Day
Mins: Socialize 3

On a successful Socialize roll, instill a near-obsession level of fascination, idea, or desire for a product in the target—so long as it does not conflict with an existing Intimacy.

For a day, the target(s) gain an Intimacy towards the specified product, and will attempt to pursue it, potentially leaving their posts or other aspects of their life temporarily behind.

########## Greater Charms

Heart-Eclipsing Shroud

Cost: 6m
Type: Simple; Scene
Mins: Socialize 4

The Exalt takes on a perfected persona, with its own intimacies, deeply-held beliefs, intentions, and past. Any attempts to Read Intentions, or otherwise divine the Exalt’s personality will return the Persona’s, instead of the Exalt’s.

However, the Exalt must reinforce this persona through their actions during the scene—including being influenced by their false Intimacies. If they do not, or if their crafted history is revealed to be a sham, the persona falls apart and a new one cannot be entered into during the Scene.

Crafting a new Persona is an extended action, taking a few hours to perform.

Effective Counterargument

Cost: 6m
Type: Reflexive
Mins: Socialize 5

Once per scene, the Exalt may interrupt an other’s action to cajole, sway, or otherwise persuade a target, rolling their own Socialize roll with +(Essence) extra dice.

So long as the Exalt’s roll is greater than the opponent’s, the target and those with similar mindset will gain a negative Intimacy towards the original argument.

Stealth

Blurred Form Style

Cost: 2m
Type: Reflexive
Mins: Stealth 1

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.

Lightning-Hand Sleight

Cost: 3m
Type: Reflexive
Mins: Stealth 2

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 the hand.

So long as the item is not directly used, this alteration will not be noticed for at least (Essence) hours.

Magpie’s Invisible Talon

Cost: 3m
Type: Supplemental
Mins: Stealth 2

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

Easily-Overlooked Presence

Cost: 3m
Type: Reflexive
Mins: Stealth 2

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.

Lock-Opening Touch

Cost: 5m
Type: Reflexive
Mins: Stealth 3

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

########## Greater Charms

Shadow Victor’s Repose

Cost: 6m
Type: Reflexive
Mins: Stealth 4

After landing a successful Decisive Attack, 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.

Shadow-Crossing Leap

Cost: 6m
Type: Reflexive
Mins: Stealth 5

The Exalt may cross a threshold without disturbing anything between the two locations. They need not set a foot down, nor do they trip any wires, disturb dust, or even alter the air with their passing. Doors and windows remain shut, as though they had not passed through them.

Only solid walls without any opening may halt their passage from one location to the next.

Subterfuge

Mimicry of Form

Cost: 3m
Type: Simple; Week
Mins: Subterfuge 1

After studying a mannerism of a target for a short time, such as handwriting, voice, or even walking pattern, the Exalt may replicate it as needed for a week, gaining (4) additional dice to do so.

Hidden Meaning

Cost: 3m
Type: Supplemental
Mins: Subterfuge 2

The Exalt hides their true meaning in inflections, allusions, and other roundabout ways of speaking, writing, or other methods of communication.

The intended contact will be the only one who can divine the true meaning of the conversation, but others may make a contested roll (Cunning + Awareness) vs. the Exalt’s (Cunning + Lore) to notice that there is a coded message.

False Pursuit

Cost: 4m
Type: Simple; Scene
Mins: Subterfuge 3

On a successful (Charisma + Deception) roll against the Guile of a target, they become convinced that an ultimately benign or small point of the Scene holds great value to their current goal. For example, they may be convinced that the blades used murder are made of a special composition, which is a keystone to their case, despite the blades being only slightly out of normal make.

########## Greater Charms

Flashing Quill Atemi

Cost: 4m
Type: Simple
Mins: Subterfuge 4

With just a short moment in possession of a written text, the Exalt may insert, expunge, or replace words as they see fit. No mundane means or mortal characters will be able decipher the difference between the altered content.

An Exalt, God, or other creature of power must successfully contest the Guile of the forging Exalt to notice that the document has been altered at all—let alone what specifically has been altered.

Mind-Wiping Gaze

Cost: 6m
Type: Reflexive; Scene
Mins: Subterfuge 5

The Exalt pierces the target with a gaze that penetrates the very soul, extinguishing the flame of memories.

Interrupt a target taking a Social Influence action, or who is attempting to communicate in a way. On a successful Deception vs. Guile roll, the target loses their thoughts and memories regarding their action and immediately fails on their action. In addition, they cannot remember to pick the task up again until after the scene.

The given target may only be affected by this once per scene.

Thrown

Flashing Draw Mastery

Cost: 3m
Type: Free (Supplemental)
Mins: Thrown 1

Pull all weapons thrown by the Exalt back to themselves, so long as a possible path still exists. This charm may be used Supplemental to an attack to perform a thrown attack from an unexpected angle.

Angle-Tracing Edge

Cost: 2m
Type: Supplemental
Mins: Thrown 1

With perfect control, the Exalt lets loose a Thrown Attack that performs a perfect set of ricochets to reach its target, diminishing the target’s Cover. Those in Full Cover only gain Partial Defense, while those in any less find their cover becoming meaningless.

Cascade of Cutting Terror

Cost: 5m
Type: Supplemental
Mins: Thrown 2

When making a Flurry Decisive attack, add +1 Damage per target. Groups grant +1 per Size scale.

Fan of Blades

Cost: 5m
Type: Supplemental
Mins: Thrown 3

The Exalt spreads out a hundred blades, ensuring that at least one will hit. They may target Soak instead of DV on their Thrown attack.

########## Greater Charms

Joint-Wounding Attack

Cost: 4m
Type: Supplemental
Mins: Thrown 4

On a successful Decisive Attack that deals at least 3 points of damage, disable a limb of the target for 3 rounds, or inflict a Physical Wound.