Charisms

These spiritual gifts originate from the Clockmaker, and seem to be quite rare, usually to those of simple faith rather than those of noble birth or who have earned high station within the Church.

The Magisterium (Catholic church equivalent) labels all non-Christians with charisms as anathema, but the See of Canterbury (Church of England) nowadays tend to tolerant disdain.

The most gifted charismatic seldom possess more than one or two unique gifts, though any Pureblood character may acquire any charism for which the meet the minimum Composure rank. However, a Charism is unusable if the character receives even a single rank of Corruption until they are purified.

To use a charism, spend 1 point of Purpose, and the effect may not be counteracted, including through the expenditure of Potential (ie Ether or Purpose) - it is as if charisms express the will of the Clockwork itself. If the charism requires a skill check, and it is failed, you do not spend Purpose.

Banish

Requires: Composure 2

Call upon the Divine Name to drive away Outsiders (those who are not living in their appointed realm, like souls of the dead not currently residing in the heavens, or chimera spawned from the Pontus).

Make a Presence+Composure social attack vs an Outsider's Will. + 1 Purpose = the target must leave the sight and presence of the banisher and may not (willingly or unwillingly) return until the following sunset. The banished entity may not enter or target anything within the banisher's ZoC.

If the targeted entity is incorporeal and tethered to an object or living person, it will automatically return to its tether after sunset. The destruction of tethers can only be accomplished through Exorcism (see below).

Bless

Requires: Composure 2

Spend 1 Purpose and 1 Action to bless any object you touch. It becomes blessed at the beginning of your next turn (or 1 minute), and remains blessed unless it is profaned. ie. If it touches a character with at least 1 Chaos, or the object is used for any purpose other than the specific one for which it was blessed. A holy symbol blessed to remind people of their faith will become profaned if it is disfigured; a weapon blessed for the destruction of chimera will be profaned if used to attack a wyldling or prop open a door. A blessed object will also be immediately profaned if used for a sinful purpose, or violent use against mortals (Purebloods, Beastfolk, or Changelings).

  • Blessed items cannot be used as tethers for incorporeal beings (shades, wyldlings, demons). Objects currently being used as tethers cannot be blessed until the tether is broken. Outsiders will find blessed items disconcerting and uncomfortable to touch, and cannot use them as weapons or tools.
  • The blessed object's intended use cannot be impeded through the use of Purpose or Ether - a targeted creature cannot avoid Outcomes caused by blessed objects by spending Purpose, nor can a user be forced to draw again for a trait test when using the blessed object for its designated purpose.
  • Blessed weapons receive +1 Potency when used vs Outsiders, and can make physical attacks vs incorporeal beings. A physical attack with a blessed weapon changes Morale instead of reducing Guard, and a penetrating attack will force the entity to flee instead of Wounding or subduing it.
  • Blessed locations are considered consecrated and are less likely to suffer from Pontus Events.

Discernment of Spirits

Requires: Composure 3

Taking the charism automatically allows the charismatic to perceive incorporeal beings that are usually invisible - they can see, hear, and interact with them as though they are corporeal. The terrifying rantings of the dead may drive charismatics mad, but a Focus+Composure test vs. the shade/demon/spirit's Presence allows you to completely ignore the being. (No Purpose required).

Focus+Intuition vs target's Will+Composure: + 1 Purpose = Sense a target's strongest Affinity. on a successful check = discern an additional Affinity.

Exorcism

Requires: Composure 3

You may engage in social conflict to destroy an incorporeal entity's tether. This does not Banish the entity, and it may attempt to possess a new host immediately unless banished.

Attack: Presence+Composure vs entity's Will+Composure. Beginning Disposition = Favorable +1 step towards Hostile for each rank of its Affinity to its tether. The Exorcism charism allows the exorcist to ignore social Armor, and social attacks receive the Undone condition. If the exorcist delivers a successful penetrating attack, spend 1 Purpose to destroy the tether - the entity may no longer use it to remain in mortal realm. It would be wise to immediately Banish the entity.

Faith Healing

Requires: Composure 3 Test Presence+Composure as a free additional “standard recovery test” (see Health & Healing). on a successful check = the next recovery/Medicine test performed on this character has a Difficulty of Simple, regardless of current Wound Penalties. = all recovery/Medicine tests of any kind made on the target will use a Difficulty of Simple until all current maladies are healed.

Greater Miracles

Requires: Composure 5

Lesser Miracles

Requires: Composure 4

Prayer

Requires: Composure 2

Prophecy

Requires: Composure 3

Tongues

Requires: Composure 2

Word of Knowledge

Requires: Composure 4

Word of Wisdom

Requires: Composure 3