CONVICTION

< Compassion | Sustainers Of The Realm | Temperance >

Spirits may use Conviction to employ mental attacks against others, as well as to affect others’ emotions and mental states. Conviction is the Virtue whereby spirits impose themselves on the spiritual world.

New Rule

Talents are an expression of the spiritual force of Conviction; 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 Talents; a Talent may be spent to use the ability of any Charm that consumes Talents, regardless of the Charm that generated that Talent.

Altered Charms

Emotion - Confusion

Cost: 6 motes, 1 Willpower
Duration: One scene
Type: Simple
Minimum Conviction: 2
Minimum Essence: 2
Prerequisite Charms: None

Spirits using this Charm inspire a particular mental state in the target. One use of this Charm is to create confusion, and the example results that follow elaborate that. Other states could include confidence, obedience, fear, etc. Roll the spirit’s Manipulation + Conviction with a difficulty equal to the target’s Essence.

  • One success indicates that the target is mildly affected. He might confuse one direction along a path with another.
  • Three successes indicate that the target is quite confused. He might believe that traveling after dark in the woods without a lantern is a perfectly reasonable thing to do.
  • Five successes indicate that the target is completely addled and may well do something very dangerous. He could try to scale a cliff face in the dark or go to sleep in a bear’s den.

Pathos - Instil Obedience

Cost: 10 motes, 1 Willpower
Duration: One day
Type: Simple
Minimum Conviction: 5
Minimum Essence: 3
Prerequisite Charms: Emotion

The spirit channels Essence into the target to alter his emotional state. Roll the spirit’s Charisma + Conviction with a difficulty equal to the target’s Essence. The effects of this Charm depend on the result of the roll, in the same manner as those of the prior Charm.

Distress - Stoke the Flame

Cost: 1 mote / die
Duration: One Scene
Type: Simple
Minimum Conviction: 4
Minimum Essence: 2
Prerequisite Charms: None

The player may buy a maximum number of dice equal to the spirit's Conviction. He rolls these dice, and inflames the target's emotional state to varying degrees, depending on the number of successes:

  • One success merely agitates and intensifies whatever state the target is currently in; this is enough to startle a monk out of his meditations or bring a heated discussion to blows, but it cannot create hostility where there is none.
  • Three successes indicate that the target is caught up in the emotion of the moment; this can bring an uninvolved bar patron roaring into a brawl, cow an Exalted general leading a terrified army against some dark lord, or slowly escalate a friendly debate into a fight, but it cannot create an emotional state that is not already present in some fashion.
  • Five successes indicate that the normal process of events is completely disrupted, as the target erupts into some wholly uncontrolled behaviour. At this level, the Charm is able to generate violence out of nowhere.

At three and five successes, the Charm causes the target to lose 1 Willpower; a target can only lose Willpower to this Charm once per scene. When using the Charm on Solar and Lunar Exalted, the player has the option of giving the Exalted 1 point of Limit rather than causing Willpower loss.

Inspire Mastery - Lend Authority

Cost: 15 motes
Duration: One day x the spirit’s Willpower
Type: Simple
Minimum Conviction: 4
Minimum Essence: 5
Prerequisite Charms: Surge (Compassion)

For each success on a Conviction + Ability check, the spirit may raise an individual’s rating in the same Ability by one dot. The maximum Ability the increase the spirit may confer is equal to its Essence rating, although it may increase Abilities above the target's natural maximum. Only one use of this Charm may be active on an individual at any given time. The Ability increase lasts for one day for each dot of the spirit’s Willpower.

New Charms

Regalia

Cost: Varies, 1 Willpower
Duration: One Scene
Type: Simple
Min. Conviction: 3
Min. Essence: 2
Prerequisite Charms: None

Using this Charm, the spirit may manifest an Icon with unusual speed. Rather than attuning an item by the ordinary, lengthy meditation process, he spends 1 Willpower and performs a forced-attunement roll, as Exalted do in order to obtain the Magical Material bonus of an unharmonious metal. If he succeeds, he commits the appropriate amount of motes and the item manifests as an Icon immediately. This forced attunement is unstable and dissipates at the end of the scene. If the roll fails, the motes required to attune are spent, but not committed, and the manifestation does not occur.

Thousand Blessing Hand

Cost: None
Duration: Permanent
Type: Reflexive
Min. Conviction: 3
Min. Essence: 3
Prerequisite Charms: Regalia

The spirit who possesses this Charm has unusually diverse iconography. His aspects in different cults may have totally dissimilar appearances! Each of his Icons has an additional narrow category of items it may be manifested in. This Charm may be learned multiple times; each time it is purchased, its Essence prerequisite increases by one.

Stealing Royal Mantles

Cost: Varies, 1 Willpower (committed)
Duration: Indefinite
Type: Simple
Min. Conviction: 4
Min. Essence: 3
Prerequisite Charms: Regalia

When attuning another spirit's Icon template, a spirit may use this Charm. He commits 1 temporary Willpower to the template, in addition to its mote attunement cost. When attuned in this manner, the spirit may manifest the Icon in mundane objects the same way its creator does.

Metal Dragon's Bounty

Cost: None
Duration: Permanent
Type: Reflexive
Min. Conviction: 4
Min. Essence: 4
Prerequisite Charms: Regalia

A spirit who possesses this Charm may manifest any Artifact to which it is attuned as though it were an Icon, except the Icon templates of other spirits. Each Artifact has one narrow category of items it may manifest in, contrary to the normal rules for Icons; the player and Storyteller should work together to determine an appropriate category.

Heartforged Oblation

Cost: 1 mote per Artifact dot
Duration: Instant
Type: Simple
Min. Conviction: 5
Min. Essence: 3
Prerequisite Charms: Regalia

Using this Charm, the spirit causes his Icon to bloom in the hands of another being. The spirit must spend as many motes as the item's Artifact rating, touch the item, and attempt to rapidly manifest the Icon, using the beneficiary's Traits rather than its own. On success, the beneficiary commits the appropriate number of motes, and the Icon manifests. This manifestation is unstable and fades at the end of the scene.

One-half the spirit's permanent Essence, rounding up, is the maximum Artifact rating of Icons that the spirit may bless others with in this manner.

Numinous Legacy

Cost: 10 motes per Artifact dot
Duration: One Week
Type: Simple
Min. Conviction: 5
Min. Essence: 5
Prerequisite Charms: Heartforged Oblation

Using this Charm, the spirit can create permanent duplicates of his Icons, which he awards to his champions. He must commit 10 * (Artifact rating) motes to infuse an object with divine energy, with the same effect as manifesting an Icon. A recipient must attune to the Icon thus created immediately. Over the span of one week, both the spirit and recipient must retain their respective Essence commitments to the item. Prematurely decommitting will cause the Charm to fail. It is the custom of most gods to require the recipient to perform austerities or intense prayer during this period, but the Charm does not require any such behaviour.

When the week ends, the recipient spends 1 experience point per Artifact dot of the resulting item; this expenditure of energy affixes the item's properties and allows both parties to withdraw their Essence commitments without causing the Artifact to lose its magical status. Note that the new Artifact is not an Icon template; it is not an appropriate target for Stealing Royal Mantles, for instance.

As with Heartforged Oblation, one-half the spirit's permanent Essence, rounding up, is the maximum Artifact rating of Icons that the spirit may bless others with in this manner.

Principle of Mettle

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

When a spirit uses this Charm, he gains as many Talents as his Conviction.

While this Charm is in effect, the spirit may spend one Talent to double a Virtue for the purposes of a single roll.

While the spirit retains any Talents, he cannot deactivate this Charm.

Unaltered Charms

MEMORY MIRROR

Cost: 6 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Minimum Conviction: 2
Minimum Essence: 2
Prerequisite Charms: None

The spirit must touch its target in order to employ this Charm (normal Dexterity + Brawl or Martial Arts check). If successful, roll the spirit’s Manipulation + Conviction with a difficulty equal to the target’s Essence. The more successes, the more of the target’s memories the spirit absorbs. This may temporarily befuddle the target, but Memory Mirror does not actually remove the target’s memories, just duplicates them. With a simple success, the spirit obtains only the most basic details: profession, name and any major life events. Four or more extra successes indicate near-total memory absorption.

MEMORY SPONGE

Cost: 12 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Minimum Conviction: 4
Minimum Essence: 3
Prerequisite Charms: Memory Mirror

This Charm works like Memory Mirror, except that the memories are drained out of the target as they enter the spirit’s mind. Roll the spirit’s Manipulation + Conviction with a difficulty equal to the target’s Essence. The more successes the spirit achieves, the fewer details the target remembers, until only the smallest details remain. Four or more extra successes indicate that the target suffers from near-total amnesia. The memories have actually been removed and cannot be recovered through association or prompting.

MEMORY TRANSFERENCE

Cost: 15 motes, 2 Willpower
Duration: Instant
Type: Reflexive
Minimum Conviction: 4
Minimum Essence: 4
Prerequisite Charms: Memory Sponge

This Charm allows a spirit to transfer memories between two subjects. The spirit must be able to touch both subjects at once, and if they are evading, the spirit must succeed on a Dexterity + Brawl or Martial Arts roll. This is not a reflexive attack, and if the spirit is attempting to touch both targets in the same turn it activates the Charm, split its dice pool at least three ways. After the spirit touches the targets, roll its Manipulation + Conviction with a difficulty equal to the higher of the two target’s Essences. The memories are moved from one subject to another, not copied. The spirit gets a vague idea of the shape of the memories — enough to identify blocks of them and figure out what should be moved. The spirit remembers only vague details afterward, not specifics. The more successes on the roll, the more precisely the spirit can identify and choose what to move and the more it can move. Simple success allows the movement of a few random memories, three successes allows large, important memories, and five or more extra successes allow the spirit to transfer an entire lifetime’s worth of memories — or just a single dark and hidden secret. Note that the transfer is one way — a spirit that wishes to swap two personalities between bodies has to roll five or more extra success on two uses of the Charm.

POSSESSION

Exalted p. 291

SOUL RAPT

Cost: 10 motes, 2 Willpower
Duration: Indefinite
Type: Simple
Minimum Conviction: 5
Minimum Essence: 4
Prerequisite Charm: 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.

GEAS

Cost: 1 mote per day (min 15, max 28), 2 Willpower
Duration: One to 28 days
Type: Simple
Minimum Conviction: 5
Minimum Essence: 4
Prerequisite Charms: Instill Obedience

This Charm allows a spirit to lay a geas, or bond, upon a target. It requires eye contact and a successful Manipulation + Conviction check, with at least three successes. The spirit may order the target to perform one task, which may include such broad orders as “serve me for one month.” The spirit may not order the target to do something that would directly harm the target, but it may order him to attempt a difficult or dangerous goal as long as there is a reasonable chance of success (Storyteller’s discretion). This Charm has a minimum cost of 15 motes, even if it is to last only one day. This Geas does not completely govern the target’s actions; rather, it gives the target a compulsion to work toward the task he has been given. For each day that the target fails to work in good faith toward the task, he loses one temporary Willpower and takes one health level of aggravated damage. For each two days spent working in good faith toward the task, he regains one health level lost for disobeying the geas.

HARROW THE MIND

Exalted p. whatever

WORLDLY ILLUSION

Cost: 20 motes, 1 Willpower per person
Duration: Instant
Type: Reflexive
Minimum Conviction: 4
Minimum Essence: 3
Prerequisite Charms: Harrow the Mind

The target of this Charm finds herself in an illusory world of the spirit’s design. The illusion is total and covers all senses — according to all of her senses, the target has been transported elsewhere. The illusion has a nearly instant duration but may appear to last for up to one day to the mind of the target.

This Charm requires the spirit to touch its target (a nonreflexive Dexterity + Brawl or Martial Arts roll if she’s actively evading) or to look in her eyes. The spirit may use this effect on multiple people at once, but all of them must find themselves in the same illusion, and the spirit must touch all of them at once.

Any damage the target takes within the hallucination is purely illusory. However, if the target dies within the illusion, then her player must succeed on a Stamina + Resistance roll or have the character fall into a coma for one day per point of the spirit’s Essence (or longer, at the Storyteller’s discretion, if it suits the dramatic needs of the story).

DREAMBANE

Cost: 15 motes, 1 Willpower
Duration: Reflexive
Minimum Conviction: 3
Minimum Essence: 6
Prerequisite Charms: Dreamscape

This Charm acts exactly as the Compassion Charm Dreamscape, except that the roll made is Manipulation + Conviction and that any harm done to the target within the dream has a chance of leaking through to the target’s physical body (as either bashing or lethal damage, as appropriate). If the target takes damage in the dream, her player must make a reflexive Wits roll to see how much slips through to harm the character’s real body. For every success on the Wits roll, one health level is subtracted from the damage that the character took in the hallucination before it is applied to her real body. The character can never take more damage to her real body from a single event in the hallucination than the Essence of the spirit that used Dreambane on her. Each time damage gets through the soak roll, the target’s player may make a Willpower roll. With three or more successes, the character wakes up. The player must also succeed a Willpower roll if the character takes enough damage to kill her in the dream before she wakes up. If the roll botches, the character dies (if mortal) or enters a coma for one week per point of the spirit’s Essence (if Exalted). If the roll fails, the character wakes up at Incapacitated and must heal normally. If the roll succeeds, she wakes up with only one additional health level of bashing damage. This Charm may only be used on one target at a time.