Blessings & Curses

< Valour | Sustainers Of The Realm | Isune Kisarer >

Every now and then, a spirit wants to leave a lasting mark on the world. While their general Charms are a good way to do this, spirits may also use blessings and curses, which allow the spirit to have very personal, long-lasting effects on specific people.

General Rules for Blessings & Curses

When a spirit learns one of these Charms, he chooses exactly one of the effects it may confer. When he uses the Charm, it always confers this effect.

Some of the effects, once chosen, require further definition. In the case of these effects, the spirit may apply a Sphere rule that makes the effect more specific, or he may choose not to. If he chooses not to make the effect more specific with a Sphere rule, then he chooses the details of the effect each time he uses the Charm.
Example: A spirit learning Tiny Gift may use it to confer 1 Ability dot to the target. He can use Sphere rule 7 to say that he may only apply this bonus to Auspicious Abilities of his Bells Sphere.

Some effects increase or reduce Traits. As a general rule, it's impossible to reduce a Trait below 0 or increase it above the maximum value that its owner can currently raise it to using experience. Attributes, Essence, Virtues, and permanent Willpower may not be lowered below 1. Abilities cannot be increased unless the target has dots or Specialties in that Ability already. The more advanced effects explicitly state if they are able to break this rule.

Similarly, some are able to alter the target's reserves of the various disposable resources: motes, Willpower, Virtue-channelling opportunities, and so forth. Again, these can't normally exceed the target's maxima or reduce values below 0. Unlike other effects, these are instant alterations to the target and do not fade.

Though most effects of these Charms are not instant, they do not normally require the commitment of Essence. The only instance when they do is when the target has awakened Essence greater than 1. In this case, the Charms require normal commitment.

The Divine Mandate

Gods are particularly adept and creative with blessings and curses. They may spend one Ambrosia when using one of these Charms to choose an effect different from the one they had previously learned. This is just like using Ambrosia to bypass a Sphere rule; it only applies to that singular activation of the Charm.

Blessings

Tiny Gift

Cost: 5 motes
Duration: Until sunset
Type: Simple
Minimum Compassion: 1
Minimum Essence: 2
Prerequisite Charms: None

A target may only benefit from one Tiny Gift at a time. The spirit may apply these effects to the target:

  • Energy: The return of 2 motes of Essence.
  • Facility: The spirit distributes 1 dot among the target's Abilities. This has all the effects that one might suspect, including allowing Solar and Terrestrial Exalted to add additional dice with die-adding Charms.
  • Fortune: The target gains one extra die to add to all normal Ability checks (not those affected by other Charms).

Benefaction

Cost: 10 motes
Duration: One week
Type: Simple
Minimum Compassion: 2
Minimum Essence: 3
Prerequisite Charms: Tiny Gift

One week must pass between activations of Benefaction that affect the same target. The spirit may apply these effects to the target:

  • Confidence: The target gains 1 temporary Willpower.
  • Energy: The return of 5 motes of Essence.
  • Facility: The spirit distributes 2 dots among the target's Abilities. This has all the effects that one might suspect, including allowing Solar and Terrestrial Exalted to add additional dice with die-adding Charms.
  • Fortune: As described under Tiny Gift.
  • Inspiration: The target gains one temporary Virtue point.
  • Mark of Favor: A mark appears on the target in an obvious place (forehead, hand, etc.); spirits automatically observe this mark. Other beings are able to see it using effects that reveal the workings of Essence. Upon seeing the mark, an observer intuitively understands that it is a badge of spirit's favor, and can identify the spirit in question if he is acquainted with that spirit or succeeds at an difficulty 5 Intelligence + Lore check, with a bonus equal to the Cult rating of the spirit. This will colour reactions accordingly.
  • Might: The spirit distributes 1 dot among the target's Attributes. This has all the effects that one might suspect, including allowing Solar and Lunar Exalted to add additional dice with die-adding Charms.
  • Treasures: The spirit creates a good luck charm, walkaway or other talisman. This treasure loses its power when the Charm ends.

Largess

Cost: 15 motes, 1 Willpower
Duration: One week
Type: Simple
Minimum Compassion: 3
Minimum Essence: 5
Prerequisite Charms: Benefaction

Two weeks must pass between activations of Largess that affect the same target. The spirit may apply these effects to the target:

  • Confidence: The target gains 2 temporary Willpower.
  • Enchantment: The target is affected by some Charm the spirit knows. The maximum Trait requisites of the Charm in question, after Sphere rules have applied, are Virtue 1, Essence 1. If the Charm in question is Instant in nature, then its effect manifests whenever appropriate. Even Charms with durations longer than a week immediately cease when this Charm ends.
  • Energy: The return of 10 motes of Essence.
  • Facility: The spirit distributes 4 dots among the target's Abilities. This has all the effects that one might suspect, including allowing Solar and Terrestrial Exalted to add additional dice with die-adding Charms. These may include Abilities the target does not normally possess, unless he is not physically capable of possessing them.
  • Fortune: The target gains one extra die to add to all normal Ability checks and also those affected by other Charms.
  • Inspiration: The target regains all the temporary points associated with one Virtue.
  • Mark of Favor: As described under Benefaction. Rather than fading after a week, this mark is permanent, and it alters the character's horoscope, making it possible to detect astrologically. S Ts? who have Exalted: the Sidereals may wish to allow the spirit to apply astrological blessings with this effect; in this case, see the Astrological Marks section below.
  • Might: The spirit distributes 2 dots among the target's Attributes. This has all the effects that one might suspect, including allowing Solar and Lunar Exalted to add additional dice with die-adding Charms.
  • Treasures: The spirit creates a good luck charm, walkaway or other talisman. This treasure's enchantment is permanent.
  • Worthiness: The spirit adds one dot to one of the target's Virtues.

Endowment

Cost: 20 motes, 1 permanent Willpower
Duration: Instant
Type: Simple
Minimum Compassion: 4
Minimum Essence: 6
Prerequisite Charms: Largess

A spirit may only use this Charm once per year. The spirit may apply these effects to the target:

  • Confidence: The target's temporary Willpower is increased to its maximum.
  • Enchantment: The target is affected by some Charm the spirit knows. The maximum Trait requisites of the Charm in question, after Sphere rules have applied, are Virtue 2, Essence 2. The duration of this effect is described under Largess, above. If one or both of the Charm's Trait requisites are 1, then the enchantment is permanent instead.
  • Facility: The spirit distributes 2 dots among the target's Abilities. This has all the effects that one might suspect, including allowing Solar and Terrestrial Exalted to add additional dice with die-adding Charms. These may include Abilities the target does not normally possess, unless he is not physically capable of possessing them. This increase is permanent. The first time a target benefits from this effect, it increases the maximum value of the Abilities increased by 1.
  • Fortune: The target's maximum temporary Willpower is always 1 greater than his permanent Willpower.
  • Inspiration: The target regains all temporary Virtue points.
  • Mark of Favor: As described under Largess.
  • Might: The spirit distributes 1 dot among the target's Attributes. This has all the effects that one might suspect, including allowing Solar and Lunar Exalted to add additional dice with die-adding Charms. This increase is permanent.
  • Power: The target gains one permanent Essence or Willpower dot.
  • Treasures: The spirit creates a double- or triple-effect good luck charm, walkaway or other talisman. This treasure's enchantment is permanent.
  • Worthiness: The spirit adds one dot to one of the target's Virtues.

In addition to any of these effects, the spirit can make permanent alterations to the target's appearance. These cannot alter the target's Traits or render him unrecognizable, but many other things are possible, including alterations that are obviously magical or impossible, such as turning the target's fingernails into flame.

Curses

Tiny Damnation

Cost: 5 motes
Duration: Until Sunrise
Type: Simple
Minimum Valour: 1
Minimum Essence: 2
Prerequisite Charms: None

A target may only suffer from one Tiny Damnation at a time. The spirit may apply these effects to the target:

  • Crudity: The spirit removes 1 dot from one of the target's Abilities. This has all the effects that one might suspect, including allowing Solar and Terrestrial Exalted to add fewer dice with die-adding Charms.
  • Diffidence: The target loses 1 temporary Willpower.
  • Enervation: The loss of 2 motes of Essence.
  • Misfortune: The target loses one die from all normal Ability checks (not those affected by other Charms).

Imprecation

Cost: 10 motes
Duration: One week
Type: Simple
Minimum Valour: 2
Minimum Essence: 3
Prerequisite Charms: Tiny Damnation

One week must pass between activations of Imprecation that affect the same target. The spirit may apply these effects to the target:

  • Crudity: The spirit removes 2 dots among the target's Abilities. This has all the effects that one might suspect, including allowing Solar and Terrestrial Exalted to add fewer dice with die-adding Charms.
  • Diffidence: The target loses 2 temporary Willpower.
  • Enervation: The loss of 5 motes of Essence.
  • Mark of Disfavor: A mark appears on the target in an obvious place (forehead, hand, etc.); spirits automatically observe this mark. Other beings are able to see it using effects that reveal the workings of Essence. Upon seeing the mark, an observer intuitively understands that it is a badge of spirit's ill will, and can identify the spirit in question if he is acquainted with that spirit or succeeds at an difficulty 5 Intelligence + Lore check, with a bonus equal to the Cult rating of the spirit. This will colour reactions accordingly.
  • Misfortune: As described under Tiny Damnation.
  • Weakness: The spirit removes 1 dot from one of the target's Attributes. This has all the effects that one might suspect, including allowing Solar and Lunar Exalted to add fewer dice with die-adding Charms.

Malediction

Cost: 15 motes, 1 Willpower
Duration: One week
Type: Simple
Minimum Valour: 3
Minimum Essence: 5
Prerequisite Charms: Imprecation

Two weeks must pass between activations of Largess that affect the same target. The spirit may apply these effects to the target:

  • Bewitchment: The target is affected by some Charm the spirit knows. The maximum Trait requisites of the Charm in question, after Sphere rules have applied, are Virtue 1, Essence 1. If the Charm in question is Instant in nature, then its effect manifests whenever appropriate. Even Charms with durations longer than a week immediately cease when this Charm ends. The effect of the Charm is twisted in some way, so as to be inimical to the target.
  • Crudity: The spirit removes 4 dots among the target's Abilities. This has all the effects that one might suspect, including allowing Solar and Terrestrial Exalted to add fewer dice with die-adding Charms.
  • Diffidence: The target loses 3 temporary Willpower.
  • Distraction: The target loses 1 temporary Virtue point.
  • Enervation: The loss of 10 motes of Essence.
  • Fault: The spirit removes one dot from one of the target's Virtues.
  • Mark of Disfavor: As described under Imprecation. Rather than fading after a week, this mark is permanent, and it alters the character's horoscope, making it possible to detect astrologically. S Ts? who have Exalted: the Sidereals may wish to allow the spirit to apply astrological curses with this effect; in this case, see the Astrological Marks section below.
  • Misfortune: The target loses one die from all normal Ability checks and also those affected by other Charms.
  • Weakness: The spirit removes 2 dots among the target's Attributes. This has all the effects that one might suspect, including allowing Solar and Lunar Exalted to add fewer dice with die-adding Charms.

Scourge

Cost: 20 motes, 1 permanent Willpower
Duration: Instant
Type: Simple
Minimum Valour: 4
Minimum Essence: 6
Prerequisite Charms: Malediction

A spirit may only use this Charm once per year. The spirit may apply these effects to the target:

  • Bewitchment: The target is affected by some Charm the spirit knows. The maximum Trait requisites of the Charm in question, after Sphere rules have applied, are Virtue 2, Essence 2. The duration of this effect is described under Malediction, above. If one or both of the Charm's Trait requisites are 1, then the bewitchment is permanent instead.
  • Crudity: The spirit removes 2 dots among the target's Abilities. This has all the effects that one might suspect, including allowing Solar and Terrestrial Exalted to add fewer dice with die-adding Charms. This decrease is permanent. The first time a target suffers from this effect, it decreases the maximum value of the Abilities decreased by 1.
  • Diffidence: The target loses all temporary Willpower.
  • Dissolution: The target loses one permanent Essence or Willpower dot.
  • Distraction: The target loses all the temporary points associated with one Virtue.
  • Fault: The spirit removes one dot from one of the target's Virtues.
  • Mark of Disfavor: As described under Malediction.
  • Misfortune: The target's maximum temporary Willpower is always 1 less than his permanent Willpower.
  • Weakness: The spirit removes 1 dot from one of the target's Attributes. This has all the effects that one might suspect, including allowing Solar and Lunar Exalted to add fewer dice with die-adding Charms. This loss is permanent.

In addition to any of these effects, the spirit can make permanent alterations to the target's appearance. These cannot alter the target's Traits or render him unrecognizable, but many other things are possible, including alterations that are obviously magical or impossible, such as inverting the target's hands so the fingers bend backward.

Astrological Marks

For those who wish to take a more detailed approach to Marks of Favor and Disfavor, this subsystem treats them as specific, astrological modifications to the target's horoscope. This approach might be most appropriate for celestial gods and elementals in the employ of Destiny; for demons applying marks, the ST might restrict their effects to applying only in the destiny of Malfeas.

Marks of Favor

The spirit may apply any Ascending destiny to a target with a mark of favor. The destiny may be from any College attached to one of his Auspicious Abilities; it may also simply stem from the nature of a Sphere, but this is slightly less common. Some spirits prefer to use the code of Heaven when forming astrological marks, as it doesn't reveal their intervention quite so clearly.

The Duration of the effect is set by the Charm, and its Scope is always Individual, but the spirit must still spend effect points to set its Power, and must also spend effect points on Essence burden.

In addition, unlike a Sidereal Exalted using supplicant astrology, the spirit never suffers Paradox or censure for using astrological marks, and he may spend effect points creating simple and intelligent triggers, with a simple trigger costing 1 and an intelligent trigger costing 3. As with Sidereals, a spirit may choose to discard excess effect points.

To determine the effect points available, the spirit's player rolls a relevant Ability (one of the Auspicious Abilities of the Sphere, or else the Ability linked to the College) plus the spirit's Compassion. Endowment adds the spirit's Essence in dice as automatic successes.

Marks of Disfavor

These are identical to marks of favor, except in that they confer Descending destinies, and the roll used replaces Compassion with Valour. Scourge adds successes in the same manner as Endowment.