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Charm List: Dusk Rose, Iron Blossom, Nerine, Rook, Silent Song, Stepper in Pale Shadows
Alt. Siddies

Charm Table
Charm NamePage #TypeCost (duration)Keywords
Awareness Charms    
First Awareness ExcellencyCustomReflexive1m/dieCombo-OK
Improper Endings Detection MethodCustomReflexive1mCombo-OK
Anticipation of Violence AwarenessCustomReflexive4mCombo-OK
Craft Charms    
First Craft ExcellencyCustomReflexive1m/dieCombo-OK
Blue-Shaded Attire MethodologyCustomSimple4m/dotCollege
Feathers of Beautiful Seeming TechniqueCustomReflexive2m/tn reductionCollege, Combo-OK
Integrity Charms    
Third Integrity ExcellencyCustomReflexive4mCombo-OK
Investigation Charms    
First Investigation ExcellencyCustomReflexive1m/dieCombo-OK
Profile Building TechniqueCustomSimple5mCombo-OK
Hearing Unsaid Words MethodCustomReflexive3mCombo-OK
Larceny Charms    
Infallible Misdirection PhraseCustomReflexive2mCombo-OK
Trails Like StarlightCustomReflexive3mCollege
Divergent Doors ThreadCustomReflexive2mCombo-OK
Lore Charms    
First Lore ExcellencyCustomReflexive1m/dieCombo-OK
Bar-Room Bodhissatva PhrasesCustomPermanent--None
Perfected Palm Reading TechniqueCustomPermanent--None
Causal Weaving MethodCustomReflexive2mNone
Causal Nexus ManipulationCustomPermanent-None
Martial Arts Charms    
Third Martial Arts ExcellencyCustomReflexive4mCombo-OK
Long Sleeved Deception TechniqueCustomReflexive3mCombo-OK
Shrouded Palm TechniqueCustomReflexive3mCombo-OK
Between the Cracks AttackCustomSupplemental2mCombo-OK
Secrets Hero FormCustomSimple6mForm-Type
Weakness Divining EyeCustomReflexive2mCombo-OK
Weakness of Form DefenseCustomReflexive6mCombo-OK
Daggers Deep AttackCustomReflexive3mCombo-OK, Crippling, Obvious
Focused Confusion TechniqueCustomReflexive4mCombo-OK, Counterattack
Aggravated Weakness ExploitationCustomReflexive4mCombo-OK, Counterattack, Obvious
Eyes as Windows TheftCustomReflexive7m(one scene)Combo-Basic, Shaping
Lotus Eye TacticsScroll of Errata pg138Reflexive1m or 3mCombo-OK
The Lotus BlossomsScroll of Errata pg141Permanent-Native
Maker's Hand Envisioned AnewScroll of Errata pg144Permanent-Permanent
Lion Mouse StrategemScroll of Errata pg138Reflexive3m(Indefinite)Combo-OK, Illusion
Sifu's Useful FingersScroll of Errata pg139Simple1m(Indefinite)Combo-OK
Shadow Throne FormScroll of Errata pg139Simple5m(One Scene)Form-Type
Occult Charms    
First Occult ExcellencyCustomReflexive1m/dieCombo-OK
Spider's Eye DisciplineCustomSimple3m(scene)Combo-OK
Bureaucracy Perception LookCustomReflexive4m(scene)Combo-OK
All-Encompassing Sorcerer's SightCustomReflexive6m(scene)Combo-OK
Terrestial Circle SorceryCoreSimple1wpNone
Resistance Charms    
Ox-Body TechniqueCustomPermanent--
Stealth Charms    
First Stealth ExcellencyCustomReflexive1m/dieCombo-OK
Unseen and Unwatched StepsCustomSimple5m(scene)Combo-OK, Illusion
Cunning Distraction TechniqueCustomReflexive3m+(scene)Combo-OK
Green Underthing's SecretsCustomReflexive4m(scene)Combo-OK
Terrestial Circle Spells    
Paralyzing ContradictionBook of Three Circles-15m-


Tetri's Awareness Charms

First Awareness Excellency (Custom) ^
Just like the Solar charm of the same name.
Cost: 1m/die; Type: Reflexive; Duration: Instant Keywords: Combo-OK

Improper Endings Detection Method (Custom) ^
All things have a proper end so say Heaven's Guardeners. Though they might not admit it they still wish, as does any mortal, that their own end was far away. Luckily their attunement to the way things should be gives them a heads up when someone might try to bring their end around too early. When the Sidereal is about to suffer immidiate damage from an undetected threat they receive warning of it. Before they take that step forward, before they drink their wine, or just before an enemy attack. This charm costs 1m to activate normally but if a Sidereal has no motes left it gives them a point of Limit instead. This charm will not activate if a Sidereal has allready used a charm that turn.
Cost: 1m; Type: Reflexive; Duration: Instant Keywords: Combo-OK

Anticipation of Violence Awareness (Custom) ^
In the troubled times of the Second Age it is a sad fact that most do not die quietly in their beds. For many death comes in the form of violence brought onto them by others. While this charm is active the Vizier is assumed to have made a successful Reading Motivation roll to determine who around them would like to committ violence. Who they want to do it to, or even if they would do it in the setting they are in is not revealed but this heads up can help a Sidereal prepare for events.
Cost: 4m; Type: Reflexive; Duration: One scene Keywords: Combo-OK

Tetri's Craft Charms

First Craft Excellency (Custom) ^
Just like the Solar charm of the same name.
Cost: 1m/die; Type: Reflexive; Duration: Instant Keywords: Combo-OK

Blue-Shaded Attire Methodology (Custom) ^
Sometimes the secret of looking the part is just a little bit of preparation ahead of time. With the right tools the Chosen of the Maidens can make sure they look good no matter the scene. So long as she has the right tools or products for her craft(perfumes for water, jewelery for air, needle and thread and cloth for wood, etc) she can make herself seem that much more appealing to others. She can increase her Appearance by up to half(round up) of her Essence value for a number of hours equal to her essence. This does count as dice added by charms should there be other charms being used to raise her Appearance.
Cost: 4m/dot; Type: Simple; Duration: One scene Keywords: College

Feathers of Beautiful Seeming Technique (Custom) ^
The Peacock is the constellation of the courtesan, desired by many and exuding appeal and sexuality. So long as the Sidereal plays the part of a courtesan she finds that her actions are backed by the nature of existance and the power of fate. Things fall into place for her. While she plays the part of the courtesan she enjoys a TN reduction to all actions equal to 2m per reduction to a maximum of -3. She must abstain from combat and mass combat but can freely engage in social combat. This bonus remains so long as she commits the motes and plays the part.
Cost: 2m/tn reduction; Type: Reflexive; Duration: Indefinite Keywords: College, Combo-OK

Tetri's Integrity Charms

Third Integrity Excellency ^
Just like the Solar charm of the same name.
Cost: 4m; Type: Reflexive; Duration: Instant Keywords: Combo-OK

Tetri's Investigation Charms

First Investigation Excellency ^
Unlike the regular Sidereal Excellency this is Essence * 2 for total dice that can be added.
Cost: 1m/die; Type: Reflexive; Duration: Instant Keywords: Combo-OK

Profile Building Technique ^
Even with the smallest scraps of information the Viziers can quickly deduce the character of a criminal. When interacting with someone or analyzing a scene the Sidereal can roll Perception + Investigation at a difficulty of the targets (Manipulation + Socialize)/2. Success means that the Sidereal can name a Attribute, Ability or Background trait of the targets they want to know the value of. If used to analyze a situation such as at a crime scene the roll is at a difficulty of the targets (Dexterity + Larceny)/2.
Cost: 5m; Type: Simple; Duration: Instant Keywords: Combo-OK

Hearing Unsaid Words Method ^
What are lies but the attempt of one to keep the truth a secret? It is no surprise then that the Viziers can easily deduce when one is lying. Anytime someone intentionally lies to her or uses half-truths the Sidereal can tell though she can not tell what part of a half-truth statement is true.
Cost: 3m; Type: Reflexive; Duration: One scene Keywords: Combo-OK

Tetri's Larceny Charms

Infallible Misdirection Phrase ^
It is easier to count the stars in the night sky then get the truth out of the Maiden of Secrets when it is not time. So too can Sidereals ensure no one gets the truth out of them. No one will be able to tell if the the Sidereal is telling a lie when she uses this charm with a statement. If another charm would counter this charms effects add the Sidereals Essence + House of Secrets to the roll.
Cost: 2m; Type: Reflexive; Duration: Instant Keywords: Combo-OK

Divergent Doors Threads ^
People are not aware of how in flux things are. How events can go two different ways and it not until you take action that they must be set in stone. So it is with the Sidereals when others would keep them from their investigations. This charm is activated before trying to open a door or chest or something. Activating it before hand means that it has conveniently been left unlocked. Alternatively at Essence 3 a Sidereal can spend these motes and a willpower point after trying to open something that is locked and find a spare set of keys conveniently nearby.
Cost: 2m; Type: Reflexive; Duration: Instant Keywords: Combo-OK

Trails Like Starlight ^
In the Primordial War certain matters were important to conceal. The nature of an ambush or evidence of where an army camped. Turning to the Chosen of Secrets things continued to be hidden from the Primordials and their Demons who found no clues better help them fight the Exalted. In the First Age it was important to hide the secrets of the Solars...and their own plots against them.

While this charm is active the character will leave no evidence of their identity at a location making mundance investigation attempts fail. The exceptions are of course any clues they wish to leave such as a calling card though doing so does not compromise this charm in any way. Furthermore this charm can be used to wipe away evidence of others from a scene baring any evidence a Sidereal wishes to be left. They may for example remove evidence showing that a murdered victim had a lady of the evening with him but leave all the evidence of the murderer untouched. Furthermore while this charm is active the character is proof against all mundance tracking attempts.

If a charm would contest this the Sidereal adds their House of Secrets rating in successes to the contested roll-off.
Cost: 3m; Type: Reflexive; Duration: One scene Keywords: College

Tetri's Lore Charms

First Lore Excellency ^
Unlike the regular Sidereal Excellency this is Essence * 2 for total dice that can be added.
Cost: 1m/die; Type: Reflexive; Duration: Instant Keywords: Combo-OK

Perfected Palm Reading Technique ^
When cut off from the Loom the Viziers are still not so limited as mortals are in the arts of prediction. Touching someone lets a Sidereal examine their fate thread as if they had gathered the normal 20 successes to find their thread in the Loom of Fate. This charm only works on those who not out of fate wether by nature or location. As a further note this sort of charm isn't very useful for dealing with non-Extra Essence users as the ability to use Essence lets them change their own destinies rendering even events happening latter that day subject to change..
Cost: -; Type: Permanent; Duration: Permanent Keywords: None

Bar-Room Bodhissatva Phrases ^
Even the most mundane phrases of the Viziers can lead to enlightenment. The Sidereal can count as a mentor for others in any mundane attribute or skill regardless of her level in the trait.
Cost: -; Type: Permanent; Duration: Permanent Keywords: None

Causal Weaving Method ^
Thousandfold are the ways that fate can play out. The world is not a simple place and there are never enough people working to ensure the proper progression of Creation's future. Vizier's though can sense the skein of things to come and where events are a bit more loose and need to be helped along. Using this charm the Sidereal becomes aware of a small detail relating to Mercury's perview that the Sidereal must help along. Making sure a new fact comes to light or ensuring that a smal piece of knowledge remains undiscovered for example. This event is chosen by the Storyteller and should generally not put the Sidereal in harms way though it may make them do things that due to their nature they would find a bit unpleasent. Making sure that the village doesn't find out about the mineral wealth in the nearby hill or revealing a secret which ruins a virtuous man. See page 52 of the Moe P?: Sidereals for an example mission.

If the Sidereal accomplishes it at any point in the future on any single roll the Sidereal may reroll any failed dice on the roll. In combat this must be declared in Step 1 for attacking and Step 2 for defending. In the case of defending this effect improves the character's DV by half for one attack and does not count as counting towards DV cap granted by charms. The charm costs 2m to activate and that 2m remains committed until the Sidereal ensures the event comes to pass or the event passes and the Sidereal fails at their task. The reroll remains stored indefinitely.

This charm also exists as a War, Socialize, Survival and Bureaucracy charm. A Sidereal who knows one version of this charm may learn the others at a cost of 2xp even if they do not meet the Ability minimums. For each additional version of this charm they know a Vizier can store an extra reroll. Missions can be from any of Maiden interests the character knows a charm for and just because a character did say a Battles oriented mission before doesn't mean she can't get it again.

A Storyteller should not let a Sidereal churn through events constantly using this power. Sometimes there are simply no events in the local area needing a fate push. Areas with lots of Essence users or out of Fate beings though tend to make this charm more needed. This charm can not be activated in the Wyld though its reroll function can be.

Tetri has the all 5 versions of this charm.
Cost: 2m; Type: Reflexive; Duration: Special Keywords: None

Causal Nexus Manipulation ^
With greater understanding the Vizier can help to manipulate events to provide aid to other fate events they themselves are not shaping. This charm enhances its prerequisite letting the Sidereal apply the rerolling failed dice effect to anyone they can observe.
Cost: -; Type: Permanent; Duration: Permanent Keywords: None

Tetri's Martial Arts Charms

Third Martial Arts Excellency ^
Its the Third MA excellency, you know what it does.
Cost: 4m; Type: Reflexive; Duration: Instant Keywords: Combo-OK

Long Sleeved Deception Technique ^
The first lesson of the Secrets Hero Style is that success often comes from striking when your foe does not expect it. This charm cancels out the penalty for making attacks while in plain view and lets the martial artist instantly draw a weapon.
Cost: 3m; Type: Reflexive; Duration: Instant Keywords: Combo-OK

Between the Cracks Attack ^
The deft movements of the Secrets Hero Stylist naturally find the hidden cracks in her foes armor to strike at them. An attack supplemented by this charm gets the Piercing tag. If the attack was allready piercing reduce the target's soak but an additional -4.
Cost: 2m; Type: Supplemental; Duration: Instant Keywords: Combo-OK

Shrouded Palm Technique ^
The swift movements of the martial artist give her enemies pause for fear of attacking and striking a friend. Compare the martial artists Martial Arts + Essence rating against the DMDV of those watching. Those with less DMDV then that total can not distinguish the person she is attacking from the martial artist using this charm. This illusion fails if she attacks more then a single target in a turn. This charm costs 1 willpower to resist. Obviously the one being attacked can distinguish herself from the one attacking her.
Cost: 3m; Type: Reflexive; Duration: One turn Keywords: Combo-OK

Secrets Hero Form ^
Exhaling lightly she lets her essence move into her limbs. Her movements seem subdued giving no clue as to her intent. Being hard to predict how she is moving or what her movements mean makes it hard to fight her effectively and her understanding of hidden power lets her blows cut through the thickest of armors. She adds her Martial Arts to her Dodge DV before division, her attacks ignore hardness and she adds her Essence in dice to rolls to re-establish surprise while in combat.
Cost: 6m; Type: Simple; Duration: One scene Keywords: Form-Type

Weakness Divining Eye ^
Wisely the Secrets Stylist prefers to fight only after they have taken the time to size up their opponent. The martial artist rolls her Perception + Martial Arts at a difficulty of the higher of the targets Manipulation or Socialize while observing them fighting. If she makes the roll she knows their primary kind of combat(Archery, Melee, a particular MA style, etc) and their rating in that. She also adds one to stunts when fighting that person and they are using that style. She reduces by one however her stunt if they fight with with their non-optimal style. This bonus or penalty lasts for a scene. If used on someone who that they have used this Charm on before no roll is required unless their rating in their main fighting style has changed or some other major change.
Cost: 2m; Type: Reflexive; Duration: One scene Keywords: Combo-OK

Weakness Of Form Defense ^
Seeing the flaws in her enemies technique the Martial Artist flawlessly interupts their attack. This charm perfectly blocks any attack even if it is unblockable. When used against a target that is attacking in a way which would grant a stunt bonus via Weakness Divining Eye the cost of this charm is halved. This charm carries one of the four standard flaws of invulnerability.
Cost: 6m; Type: Reflexive; Duration: Instant Keywords: Combo-OK

Daggers Deep Attack ^
With a quick strike the knife cuts in deep and then pulls out. Though painful the damage is worse because it threatens further injury. To continue to press the attack suffering such a wound invites only pain and worse. If this attack hits it does no additional damage. However if the target makes another attack in that scene they immidiently take an additional 2 levels of unsoakable damage and suffer an internal penalty to all attacks made that tick equal to the number of total wounds they have suffered. This charm is not stackable so being hit with this charm multiple times does not have any additional effect. Only the penalty to their attacks is Crippling for charms that protect against Crippling effects.
Cost: 3m; Type: Supplemental; Duration: Instant Keywords: Combo-OK, Crippling, Obvious

Focused Confusion Technique ^
Having learned that they must focus and fight carefully against the one who knows this style they quickly lose track of what is around them and find that is used against them. Successfully dodging or parrying an attack directed at them lets them redirect the attack against any target within Martial Arts in yards. This charm is treated stricktly at an Attack charm as it provides no bonuses to defense.
Cost: 4m; Type: Reflexive; Duration: Instant Keywords: Combo-OK, Counterattack

Aggravated Weakness Exploitation ^
Faced with one who tries to overrun the martial artist with blow after blow it only serves to expose a great weakness that is returned blow for blow. This charm provides a counterattack against every attack against them that turn. Furthermore attackers suffer an internal penalty of -1 per attack made against the Martial Artist for these counterattacks. This charm is specifically a Sidereal charm and not a charm of the Celestial Martial Art Secrets Hero Style.
Cost: 4m; Type: Reflexive; Duration: Instant Keywords: Combo-OK, Counterattack, Obvious

Tetri's Occult Charms

First Occult Excellency ^
Its the First Occult Excellency, you know what it does.
Cost: 1m/die; Type: Reflexive; Duration: Instant Keywords: Combo-OK

Spider's Eye Discipline ^
Like the Jade eyes of the Pattern Spiders the Viziers know what is supposed to be part of Creation and what is an intruder from outside. While this charm is active the Sidereal adds her Essence in successes to any roll to spot a creature outside of fate, or to track their movements or influences.
Cost: 3m; Type: Simple; Duration: One scene Keywords: Combo-OK

Bureaucracy Perception Look ^
The secret world of the immaterial is like an open book to the Viziers. This charm lets the character see, hear, smell and feel-but not touch-dematerialized creatures. It makes dematerialized creatures within the normal range of the character's senses valid targets for the character's Awareness actions, including reflexive Awareness actions. At Essence 4 this charm can act like a radar letting the character be aware of spirits beyond physical obstructions. The difficulty of such an awareness roll is 4 and doesn't give the character any information except that there is a dematerialized entity over there. If they are intentionally trying to hide add their stealth roll successes to the difficulty of 4.
Cost: 4m; Type: Reflexive; Duration: One scene Keywords: Combo-OK

All-Encompassing Sorcerer's Sight ^
Same as the Solar Charm of the same name.
Cost: 6m; Type: Reflexive; Duration: One scene Keywords: Combo-OK

Tetri's Resistance Charms

Ox-Body Technique ^
Being more then mortal the Sidereals are blessed with physical resilience beyond that of normal man and woman. A sidereal can buy this charm a number of times equal to their Resistance rating. Each purchase lets her get an additional -0 health level, 2 -1 health levels or 3 -2 health levels.

Tetri's Stealth Charms

First Stealth Excellency ^
Unlike the regular Sidereal Excellency this is Essence * 2 for total dice that can be added.
Cost: 1m/die; Type: Reflexive; Duration: Instant Keywords: Combo-OK
Unseen and Unwatched Steps ^
The simplest way to avoid being seen is to be where no one looks. Anyone with an MDV less then twice the Sidereal's Stealth rating must spend a point of Willpower before they have a chance to notice the Sidereal. This is an Illusion effect and works even if the Sidereal would have no where normally to hide. This charm fails as soon as the Sidereal tries to engage in combat.
Cost: 5m; Type: Simple; Duration: One scene Keywords: Combo-OK, Illusion
Cunning Distraction Technique ^
Many are the ways that the Viziers know to turn attention away from themselves and once you lose focus on them you will not regain it. This charm increases the difficult of rolls to spot the Sidereal by 1 for every three motes spent and can not increase the difficulty by more than her Essence. At Essence 3 a Sidereal can instead increase the cost to resist Stealth charms that require WP to be spent at the same cost. However the WP cost can not more then double what the charms normal cost would be.
Cost: 3m+; Type: Reflexive; Duration: One scene Keywords: Combo-OK

Tetri's Terrestial Circle Spells

Paralyzing Contradiction ^


Combos

Hand of Wisdom: Shrouded Palm Technique, Weakness of Form Defense, Focussed Confusion Technique. When she must fight Tetri ensures that all paths to defeat become known to her and in so knowing them she simply does not walk down them leaving it to her foe to batter themselves helplessly upon her flawless defense. When she uses this technique her caste mark glitters on her brow while her eyes seem to shine with the same marks. This combo costs 13xp.


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