You're Only in Trouble if you Get Caught

You're Only in Trouble if you Get Caught (••, Aria •••)

 * Action: Instant
 * Dice pool: Intelligence + Composure
 * Cost: 1 Willpower
 * Duration: lasting

Sometimes, one must learn to lose, to give up, and, to put it bluntly, to run away. By using magic taught by the Queen of Thieves a Knave may escape from her past, and those who would use it to track her down with magic. Each activation success reduces the Noble’s sympathetic connection to a chosen subject by one degree. If she gets enough successes to reduce a connection to Unknown, she breaks it altogether.

In addition, the Charm counteracts any hostile attempt to alter the Noble’s emotional state (such as certain fear-causing Caligines, the Vampire Disciples of Majesty and Nightmare, and certain applications of the Mind Arcanum, to name but a few). If more successes are rolled on the activation of the Charm than the hostile power, it is rendered ineffectual.

Partners in Crime

 * Requires Aria ••••
 * Cost: + 1 Wisp

The Noble may use the Charm on a person she can speak to. The target must give their consent for such a thing to occur, although it need not be knowing; they can express a desire to no longer be scared by a childhood memory, if only in passing.

Band of Thieves

 * Requires Aria •••••
 * Requires Partners in Crime
 * Modified by Commonalty
 * Cost: + 2 Wisps

The Noble may use the Charm on members of an organization who can hear her, applying the Commonalty modifier. Only those members who consent to the change are affected.