COMPASSION

< Progenitor's Gifts -- Demons | Sustainers Of The Realm | Conviction >

Spirits use Compassion to heal and help others, as well as to extend their senses beyond themselves.

New Rule

Boons are an expression of the spiritual force of Compassion; they allow the spirit to generate certain Charm-like effects without expending his use of the Charm-per-turn. A spirit has only a single pool of Boons; a Boon may be spent to use the ability of any Charm that consumes Boons, regardless of the Charm that generated that Boon.

Natural Prognostication

Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Compassion: 1
Minimum Essence: 2
Prerequisite Charms: None

The spirit is naturally in tune with the patterns of destiny and the astrological forces. This Charm is intrusive. That is, it will activate itself, given some event. The spirit's involvement is unnecessary, and many spirits are unable to activate this Charm of their own volition.

Generally, the Charm triggers within one day of some Sphere-related situation that justifies channelling a particular Virtue; it indicates that this event is impending, or recommends a course of action by which its effects can be dealt with. When the Charm activates, roll the spirit's Perception + Compassion. On a success, the spirit's behaviour somehow reflects the path of things to come. The number of successes rolled indicate the level of detail associated with the interpretation of the prophetic behaviour; for each success, one word of meaning can be teased out of it. Particularly important events can confer a dice bonus to the spirit's roll, at the Storyteller's option.

Most spirits with this Charm don’t notice themselves using it and would shrug if it was pointed out to them; it’s simply a part of what they are. Their actions are often inscrutable and enigmatic.

Communicate - Dreamspeak

Cost: 5 motes
Duration: One scene
Type: Simple
Minimum Compassion: 1
Minimum Essence: 4
Prerequisite Charms: None

This Charm allows a spirit to communicate with the target. The spirit must know approximately where the target is, although the spirit need not be present there. Roll the spirit’s Intelligence + Compassion. The more successes the spirit gets, the more easily it converses with the target.

  • One success indicates that the spirit imparts its general message with difficulty.
  • Three successes indicate that the spirit imparts its message with ease, and can converse with the target in a rudimentary manner. The spirit appears in the target's perceptions as a manifestation visible only to him.
  • Five successes indicate that the spirit and target can communicate easily.
  • If the spirit has twice as many successes as the target's permanent Essence, he seems to be of extreme significance.

Dreamscape

Cost: 10 motes, 1 Willpower
Duration: One scene
Type: Simple
Minimum Compassion: 2
Minimum Essence: 5
Prerequisite Charms: Communicate

This Charm allows a spirit to govern the target's perception of the world. It may shape that perception in whatever way it wishes, appearing or not appearing to the target as it pleases. Roll the spirit’s Manipulation + Compassion. The more successes, the more the spirit can manipulate.

  • One success allows the spirit to control the target's sight or hearing, but not both.
  • Three successes allow the spirit to control the target's senses of sight, hearing, and touch.
  • Five successes allow the spirit to control the target's natural senses comprehensively.
  • As many successes as the target's Essence allow the spirit to craft improbable phenomena, which the target will accept as natural.
  • Twice as many successes as the target's Essence allow the spirit to control the target's supernatural senses, such as the Essence vision cultivated by Solar Exalted and the precognitive danger sense of Sidereals.

The spirit must know either the approximate location of the target or his identity. While the spirit may create perceptions of harm, this harm does not actually cause the target physical injury. In any case, once the illusion has ceased, the target is able to discern that it was a work of Essence, and not reality.

Travel - Landscape Travel

Cost: 5 motes
Duration: One scene
Type: Reflexive
Minimum Compassion: 3
Minimum Essence: 3
Prerequisite Charms: None

This Charm allows a spirit to travel quickly, comfortably and easily. It is unimpeded and unharmed by environmental hazards, including mundane predators.

Aegis - Landscape Camouflage

Cost: 10 motes
Duration: One scene
Type: Simple
Minimum Compassion: 3
Minimum Essence: 5
Prerequisite Charms: Travel

This Charm allows a spirit to protect itself. Roll the spirit’s Wits + Compassion. Every success adds one to the difficulty of actions that affect the spirit.

Hide - Landscape Hide

Cost: 6 motes, 1 Willpower
Duration: One scene
Type: Simple
Minimum Compassion: 4
Minimum Essence: 5
Prerequisite Charms: Aegis

This Charm allows a spirit to merge with something. While it is thus submerged, its senses are muted. Roll the spirit’s Stamina + Resistance if the entity in which it hides suffers any damage. If the roll fails, the spirit is forced out of the item. If the roll succeeds, the spirit may choose to stay in the item, but it will take any damage that the item takes, health level for health level. If the item is particularly sturdy, it may add up to five health levels to the spirit’s total, at the Storyteller’s discretion — one health level per success on the original roll.

Mastery - Tracking

Cost: 7 motes
Duration: One scene
Type: Simple
Minimum Compassion: 3
Minimum Essence: 4
Prerequisite Charms: None

This Charm allows a spirit to perform an action by simply imposing its spiritual correctness on the world, rather than applying mundane skill. Substitute the spirit's Compassion for the Ability required for a roll. The roll's difficulty is reduced to the standard difficulty, and is only increased by supernatural factors.

Knowledge - Measure the Wind

Cost: 1 mote
Duration: Instant
Type: Simple
Minimum Compassion: 1
Minimum Essence: 2
Prerequisite Charms: None

This Charm enables the spirit to get a feel for how things are going nearby, and what the things there are capable of (in the immediate area). Roll the spirit’s Perception + Compassion.

  • One success grants the spirit only cursory awareness of things that are not supernaturally concealed.
  • Three success grant it a detailed picture of what influences are in play and their capabilities.

Wisdom - Sense Domain

Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Minimum Compassion: 3
Minimum Essence: 3
Prerequisite Charms: Knowledge

This Charm enables the spirit to get a feel for how things are going nearby (up to a half mile in diameter per point of Essence). Roll the spirit’s Perception + Compassion.

  • One success allows the spirit to sense the presence of any direct and immediate danger (to itself or to the domain) in the area.
  • Two successes allow a reasonably thorough catalogue of the influences at work in the area and the intentions they have with regard to the spirit or its Dominions.
  • Three or more successes allow the spirit to know almost anything currently going on that isn’t protected by some sort of supernatural ward or misdirection.

Charms, sorcery and exceptional Ability rolls or stunts may block this insight or remove successes, at the Storyteller’s discretion.

Source - Summon Food

Cost: 5 or 10 motes
Duration: Instant
Type: Simple
Minimum Compassion: 3
Minimum Essence: 2
Prerequisite Charms: None

Spirits use this Charm to create the appropriate supplies to attain a goal. For instance, it can be used to create food in order to feed people, or wood to build a house with. The spirit must succeed at a Stamina + Compassion check. Each success the spirit achieves allows it to create as many supplies as can be produced by a skilled mortal, from appropriate raw materials, in the span of a scene. Examples include a full meal for one person or a bundle of boards. The spirit may choose to summon less than its successes allow it to. For 5 motes, the material is serviceable. For 10 motes, the material is an exemplar of its type, some of the finest that can be encountered. This Charm cannot create magical objects, including unworked pieces of the Five Magical Materials.

Surge - Stoic Endurance

Cost: 2 motes per die
Duration: Varies
Type: Simple
Minimum Compassion: 5
Minimum Essence: 3
Prerequisite Charms: None

This Charm grants the beneficiary a transient increase of his Attributes. The sprit may purchase no more dice than his Charisma + Compassion; roll these and increase one of the recipient's Attributes by one dot per success. The maximum increase this Charm can grant is the spirit's Essence. The effects of the Surge fade rapidly, at a rate of one dot per (spirit's Willpower) turns.

New Charms

Principle of Glory

Cost: 10 Motes, 1 Willpower
Duration: Indefinite
Type: Simple
Minimum Compassion: 5
Minimum Essence: 5
Prerequisite Charms: Aegis

When a spirit uses this Charm, he gains as many Boons as his Compassion.

While this Charm is in effect, the spirit may spend one Boon to activate a Charm when he has already activated a different Charm this turn. It is possible to create Combo-like stackings of Charms by spending Boons in this way. While the spirit retains any Boons, he cannot deactivate this Charm.

Co-Locate

Cost: 5 motes
Duration: Indefinite
Type: Simple
Minimum Compassion: 3
Minimum Essence: 4
Prerequisite Charms: Communicate

Using this Charm, the spirit may split his presence, appearing in more than one place. He may use this without the assistance of other Charms to simply cleave his presence in twain, creating two spiritual bodies which may then part ways. If he is already using Charms to affect places at a distance, such as with Communicate, he may create a second body at that location. This Charm may also be used to create a new body to answer the summons of a spell, ritual, or prayer.

The new body has the same default materialisation state as the original body, and they share Essence pools, Health levels, and Charm effects; for all intents and purposes, they are spatially discontinuous parts of a single body. The spirit does not gain additional actions with which to control its extensions; to perform dice actions with more than one part in the same turn, it must accept multiple-action penalties.

Unlike most Charms, multiple activations of this Charm stack their effects; the spirit may have a total number of bodies equal to its Essence with multiple uses of this Charm.

Spirit World Mirror

Cost: 5 motes
Duration: Indefinite
Type: Simple
Minimum Compassion: 5
Minimum Essence: 6
Prerequisite Charms: Co-Locate

This Charm allows the spirit to create multiple copies of himself which are independent from one another, having separate Essence pools, Health Levels, dice actions, and so on. Each copy, and the original body, must be using this Charm to sustain the duplication; if Ligier is simultaneously hanging in the sky of Malfeas as the Green Sun, walking the shores of Kimbery, and standing in a sorceror's laboratory in Gem, each of his duplicates must be using two iterations of the Charm.

Unlike most Charms, multiple activations of this Charm stack their effects; the spirit may have a total number of bodies equal to its Essence with multiple uses of this Charm.

Demons with Essence 5 or greater may use this Charm at no cost, provided that the additional bodies they create have fixed positions in the Malfeas spirit realm, no volition, and actions that are strictly self-involved, as the solar body of Ligier and the chanting bridge-building bodies of Jacint do. These bodies do not count against the Essence limit.

Unaltered Charms

TOUCH OF GRACE

Exalted p. 291

FORETELL THE FUTURE

Cost: 10 motes
Duration: Variable
Type: Simple
Minimum Compassion: 2
Minimum Essence: 3
Prerequisite Charms: Natural Prognostication

With a successful Perception + Compassion check, this spirit may deliberately attempt to foresee what may come. The number of successes determines how long it takes the spirit to glean the information. The spirit must sleep, meditate or in some other way “go within” for one day per success. More successes means more information and more time spent “under.” This spirit sees what may be, not what must be.

HAND OF DESTINY

Cost: 14 motes, 1 Willpower
Duration: Variable
Type: Simple
Minimum Compassion: 5
Minimum Essence: 6
Prerequisite Charms: Foretell the Future

This Charm allows a powerful spirit, upon a successful Perception + Compassion check, to glimpse the hand of Destiny moving behind the curtains of reality,. The number of successes determines how much of Destiny’s plan the spirit glimpses. It also determines how much of that plan notices the spirit. The more the spirit sees, the more the spirit becomes caught up in whatever is happening. The spirit may feel compelled to take part in the plan — and not necessarily in the way it would have chosen. Few spirits will use this Charm lightly, and they may require great boons or services in return for its use. If the Storyteller chooses, this Charm may have the same sleep or meditation requirement as Foretell the Future — except that the spirit must go within for at least one week for each success. Spirits can spend months dreaming, trying to comprehend Destiny’s plan.

Blessings

Please see Blessings & Curses?.