Harry - Molly, when did you intend to let me know it is within your power to make everyone on the planet forget something? That seems like the sort of very important information I would like to know. Hellsbells Molly, how can I know you haven't already done something like that!
Molly - I assure you Harry, I absolutely have not made an artifact that erased from collective human knowledge of anything. What? Do you think I need to cover up me asking you on a date and getting rejected or something else embarrassing?
So... From what I am reading in the E2 canon book, some time between the Age of Legends and today someone somehow removed Gateway of Sundraprisha charm from the charmset of Unshaped. Does anyone have any idea how this (making someone lose access to their native charm with no prerequisites) can be done?
So... From what I am reading in the E2 canon book, some time between the Age of Legends and today someone somehow removed Gateway of Sundraprisha charm from the charmset of Unshaped. Does anyone have any idea how this (making someone lose access to their native charm with no prerequisites) can be done?
So... From what I am reading in the E2 canon book, some time between the Age of Legends and today someone somehow removed Gateway of Sundraprisha charm from the charmset of Unshaped. Does anyone have any idea how this (making someone lose access to their native charm with no prerequisites) can be done?
Altering the rules of reality to prevent Fey entry using the charm, without an invitation would be the easiest way. And or just binding them with an Oath to prevent its use. Solars already bound them the uncountable hoards entire with strict rules.
I really want to make bigger changes to the setting and while nemesis will become aware of it this is something I want even if it has consequences. As for the other stuff uju said agreed but I really want the other part and uju doesn't want to include the splendor stuff.
Ok, I could see this. It would require a working, like Salinan, I think, but in general yes, it's probably something like that.
So, for those without access to the books, Shinmain Calibration is "exalted are bullshit, and elder exalted even more so" charm:
SHINMAIC CALIBRATION
Cost: 20m, 1xp; Mins: Lore 7, Essence 7;
Type: Simple (One dramatic action)
Keywords: Combo-OK, Native, Obvious, Shaping
Duration: Instant
Prerequisites: Shinmaic Communion
Having communed with the foundational elements of
the cosmos, the Solars forge miracles. This Charm must be
activated in a region the Solar has altered with Shinmaic
Communion. The character defines a wondrous aspect or
blessing for inclusion within the region. Much like artifact
crafting, this Charm is conceptually broad and depends on
cooperation between players and Storytellers to design un-
canny wonders that later Ages will disbelievingly mythologize
and dream of. The parameters of the effect depend on the
Shinmaic Communion elements affecting the region this
Charm is used in.
• Nirvikalpa determines the power of the miracle. One
point affecting the region permits the Solar to produce works
equivalent to mundane effort. Two points may produce
uncanny effects equivalent to thaumaturgy. Three points
produce wonders equivalent to Terrestrial Circle sorcery.
Four points are equivalent to the Celestial Circle, and five
points may produce awe-inspiring effects comparable to Solar
Circle sorcery. Zero points limits the effects to only the weak-
est happenstance, the equivalent of mood lighting—effects
with no mechanical repercussions at all.
• Nishkriya determines the strategy of the miracle.
Each point of Nishkriya invested in the region allows one
trigger to be built into the miracle. Examples of potential
triggers include "entering the region," "praying to the Yozis,"
"sleeping within the region," "stealing from a merchant,"
"marching under the flag of a foreign power," or "disguising
one's identity."
• Dharma determines who the miracle affects. One point
permits only a very limited subset of a population—old men
of Varangian descent. Two points allows the miracle to affect
a population—Varangians. Three points permits a category
of magical beings to be targeted (such as gods, or Dragon-
Blooded). Four points affect all individuals who wish to be
affected. Five points allows the miracle to target everyone
within the region. Zero points limits the miracle to working
upon the environment; it cannot affect people at all.
• Nirvishesha determines how long the miracle persists.
One point causes the effect to last unto the third generation
(60 years). Two points last unto the seventh generation (140
years). Three points last until the 30th generation (600 years).
Four points last unto the 50th generation (1,000 years). Five
points create a permanent miracle. Zero points invested in
Nirvishesha produces a miracle lasting a single paltry year.
• Nirupadhika determines the scope of the miracle.
One point affects all regions the Solar has shaped out of
the Wyld within a single Direction. Two points affect all
such regions he has shaped within the boundaries of Cre-
ation, and any realms of the Faraway which he has visited.
Three points affect all of the above, as well as the entirety
of Creation. Four points affect all of Creation as well as all
directly adjoining realms (the Underworld, Malfeas, Yu-Shan,
Autochthonia, the Wyld). Five points are conjectured to
affect all of existence—even those conceptual frontiers the
Exalted have yet to discover or invent. Zero points invested in
Nirupadhika affects only the Shinmaic Communion-marked
region in which the Charm is used.
For example, a Solar might lay a blessing of protection
on a region for seven generations, so that all invading armies
are scoured at its borders by enormous pillars of white-hot
sunfire and other horrifying manifestations of Adamant Circle
destruction. This would require that the region be affected
by two points under Nirvishesha, five under Dharma, five
under Nirvikalpa, and two under Nishkriya. Or a Solar might
attempt to permanently ennoble all the cosmos so that anyone
attempting to initiate into the practice of sorcery will receive
this tutelage by the world itself. This would require five points
of Nirupadhika, five points of Nirvishesha, four points of
Dharma, one of Nishkriya, and two points of Nirvikalpa.
Crafting a miracle is an extended dramatic action using a
dice pool of (Intelligence + Lore) with an interval of one day,
a difficulty of (points of Nirupadhika used), and a cumulative
difficulty of (total number of points used x 10). Abandoning
the effort at any point before completion causes the effect
to unravel harmlessly, and the Solar is refunded the xp cost
of the Charm. A botch causes the miracle to erupt in some
dangerous and unpredictable manner—at best, everyone in
the region is likely to have a very interesting day.
This Charm's miracles take effect automatically once
crafting is complete, unless the Solar has utilized one or more
points of Nirupadhika. In that case the miracle becomes what
is known as a shinmaic potentiality or "Miracle Shell," an
Essence-shaped working which exists in potential but does
not interface with Creation. Greater arts than Shinmaic
Calibration are required to integrate a Miracle Shell into
reality—the Salinan Working is likely the most well-known
example of such an integration.
I really want to make bigger changes to the setting and while nemesis will become aware of it this is something I want even if it has consequences. As for the other stuff uju said agreed but I really want the other part and uju doesn't want to include the splendor stuff.
I mean, you could take the part of my vote about the splendor stuff and make your own without the part you are disagreeing with. There are clearly people who have problems with my idea of redirecting her faith (not necessarily to us). I have provided a template with a catchy name below.
[] Plan Oblivion Counter Warfare
-[] Side with your father, if there is any hope of saving the changeling girl you should try
--[] Faith can be redirected. Point out thematic and cosmetic similarities to the reality of your Court as one possible way to do so. Provide other alternatives too
--[] a splendor can be forged relatively easily, to make her incapable of caring for or even thinking about Outside. It can be further upgraded afterwards, scaled to automatically spread the effect to the masses [outline splendors from 3 to 5 points, culminating in Holy Book of Ignorance).
---[] If such is made, Ivy would be the owner and thus immune to the effects and directing the use. You'll need help in getting the resources for the forging of higher versions.
--[] Occult, Empathy excellencies
I mean, you could take the part of my vote about the splendor stuff and make your own without the part you are disagreeing with. There are clearly people who have problems with my idea of redirecting her faith (not necessarily to us). I have provided a template with a catchy name below.
[] Plan Oblivion Counter Warfare
-[] Side with your father, if there is any hope of saving the changeling girl you should try
--[] Faith can be redirected. Point out thematic and cosmetic similarities to the reality of your Court as one possible way to do so. Provide other alternatives too
--[] a splendor can be forged relatively easily, to make her incapable of caring for or even thinking about Outside. It can be further upgraded afterwards, scaled to automatically spread the effect to the masses [outline splendors from 3 to 5 points, culminating in Holy Book of Ignorance).
---[] If such is made, Ivy would be the owner and thus immune to the effects and directing the use. You'll need help in getting the resources for the forging of higher versions.
--[] Occult, Empathy excellencies
It's too bad we don't have that curse charm. Seems like each cultist would count as a separate agent of the Outside, so we could use them to curse them to hell and back before wiling the cognitohazards from their memories.
Well, that's a lot of revelations, and I am back to "CCG is the most dangerous spell to exist, ever", because it doesn't have "you must be this shaped to pass" tag on it.
Also [X] Plan yoink, mine now
-[X] Side with your father, if there is any hope of saving the changeling girl you should try
--[X] Faith can be redirected. Point out thematic and cosmetic similarities to the reality of your Court as one possible way to do so. Provide other alternatives too
--[X] a splendor can be forged relatively easily, to make her incapable of caring for or even thinking about Outside. It can be further upgraded afterwards, scaled to automatically spread the effect to the masses [outline splendors from 3 to 5 points, culminating in Holy Book of Ignorance).
---[X] If such is made, Ivy would be the owner and thus immune to the effects and directing the use. You'll need help in getting the resources for the forging of higher versions.
--[X] Occult, Empathy excellencies
I like the splendor plan but I don't think Molly would jump to adopting them as her cultists or imply anything like that in front of her Knight of the Cross father.
Also, the propagation thing is a little heavy handed, people might get so freaked out that the uninvolved start working to suppress it.
Harry - Molly, when did you intend to let me know it is within your power to make everyone on the planet forget something? That seems like the sort of very important information I would like to know. Hellsbells Molly, how can I know you haven't already done something like that!
Molly - I assure you Harry, I absolutely have not made an artifact that erased from collective human knowledge of anything. What? Do you think I need to cover up me asking you on a date and getting rejected or something else embarrassing?
Molly - Don't tie yourself in knots over it, the fact that you remember enough to be concerned is proof I'm not using it on you. You don't need to be concerned until you forget what you're worrying about.
No? An E5 prepared Molly's social skills also include splendors that grant her +2 successes in social rolls, and make her roll at -2 DC. large quantities of minions that have been VEE'd to become friends with the exalt we are working on, splendors that generate and manipulate social connections. Fortune path enchantmennts to further grant her bonuses. Etc.
I wasn't speaking about their role as advisors. I was speaking about them finding, abducting, and indoctrinating all new sidereals. Which is how sidereals roll.
Why would I take 50 high strength wizards? I would take 200 high strength wizards, 1000 of normal wizards (of whom 100 are Law Breakers), and 10000 low level talents. Some of the wizards would tap into nuclear power plants for power. Others into volcanoes. At least one would start a holocaust to fuel a necromantic grand ritual. normal level wizards would summon demons and outsiders, and kill presidents of foreign countries from afar.
I don't really agree with any of this for various reasons, but how about we put a pin in it? We're not facing this particular decision in the near term and neither of us is making arguments that the other finds compelling.
We can get back to it when we have more relevant information.
I like the splendor plan but I don't think Molly would jump to adopting them as her cultists or imply anything like that in front of her Knight of the Cross father.
Also, the propagation thing is a little heavy handed, people might get so freaked out that the uninvolved start working to suppress it.
We aren't making a 5 dot version, and a 3 dot one is much more palatable, I feel (see below). Also, please see above about the alternative proposal I made for a vote without an option of faith redirection. I would very much like others to make alternative plans. And you are very clearly not alone in disliking the idea I voiced.
Surprisingly enough, I don't think Michael the Knight of the Cross would object. Molly is already an object of worship for a five billion strong nation. He knows she's not perfectly comfortable with this, was there when it happened first, so I don't think he'll think it's self-serving from her. Certainly, I haven't intended it to be so. It was meant (in my mind, which I obviously communicated poorly) to act as one option to preserve girl's Faith in general, in something at least, without having to destroy it. True Faith (and we are likely dealing with it) is rare, beautiful and precious thing that is being exploited by monsters. This was meant to sound as Molly offering herself as a target, so the Faith itself can be preserved, and the girl is not harmed. I don't expect Molly to enjoy this.
Might work. It's a great idea. Make one for the council, Something like a grand book where every member of the Council must read the Laws and sign in blood that they agree to them. MIght work as a measure to cut down on head chopping. We are talking 5 dot splendors though. We would want to remove Addiction and Evangelism, though. We would probably add the elements that allow the book to interact with spirits and ghosts, or an Earth element that would make it harder to destroy. Or we add Form of Hero's shadow, so Merlin could gather his wardens and create for each of them such a book to carry with them, always, so they could try saving people.
Anyway, how would the splendor work:
3 dot version:
The Splendor takes the form of something that is evocative of the fantastic. It might be a child's
toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a
kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form
and gives it a character, and that character is aligned with the power of the Dreaming. Other
Elements may draw upon this fact.
The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic
scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with
purely mundane senses. Even when presented with compelling evidence that there's something
weird about the object, anyone who hasn't made a magical survey of the Splendor must make a
Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.
As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one.
As the basis for a Fascination, it may have one minor impossible feature such as floating in
defiance of gravity, reflecting people's true selves when looked into, or aging backwards in time.
This Element can only be part of a Fascination.
The Splendor embodies the act of forgetting that a particular thing exists, such as "vampires,"
"laws," "the fact that Clark Kent is Superman," or "pain." It causes anyone it targets to become
unable to remember that the specified thing exists. The maximum duration this forgetfulness can
last (assuming it doesn't abate because the target fulfilled some condition built into the Splendor)
is one day for a 1-2 dot Splendor, one week for a 3-dot Splendor, one month for a 4-dot
Splendor, and one year for a 5-dot Splendor.
The Splendor is loathe to relinquish its hold on those it claims. Select one Element of the
Splendor whose effects last for a limited time. That Element's maximum duration is increased by
one category (from one scene to one day, one day to one week, etc). If the duration is already
"one year," the Element can be rendered permanent.
This makes the target forget everything they know about topics related to "Outside". It's a Men in Black flashlight, or an oblivation spell. It's permanent, it's basic. This is what we can afford right now, especially Ivy has some stuff she can donate for the cause. It would be a great tool to Ivy.
Next, we move onto a 4 dot version. This adds 2 points, but effectively 3, because we can remove one Elongation of the Curse, since we are making a leap from one month to permanent, not from one week to permanent.
The best design for this step, I think, would be this:
The Splendor takes the form of something that is evocative of the fantastic. It might be a child's
toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a
kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form
and gives it a character, and that character is aligned with the power of the Dreaming. Other
Elements may draw upon this fact.
The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic
scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with
purely mundane senses. Even when presented with compelling evidence that there's something
weird about the object, anyone who hasn't made a magical survey of the Splendor must make a
Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.
As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one.
As the basis for a Fascination, it may have one minor impossible feature such as floating in
defiance of gravity, reflecting people's true selves when looked into, or aging backwards in time.
This Element can only be part of a Fascination.
The Splendor embodies the act of forgetting that a particular thing exists, such as "vampires,"
"laws," "the fact that Clark Kent is Superman," or "pain." It causes anyone it targets to become
unable to remember that the specified thing exists. The maximum duration this forgetfulness can
last (assuming it doesn't abate because the target fulfilled some condition built into the Splendor)
is one day for a 1-2 dot Splendor, one week for a 3-dot Splendor, one month for a 4-dot
Splendor, and one year for a 5-dot Splendor.
This Element can only be part of a Fascination.
The Splendor causes anyone who falls under its sway to become utterly incurious about
something defined when the Splendor is summoned. If the Splendor doesn't contain a condition
under which the target may escape this blasé state of mind, or the target fails to satisfy that
condition, then they escape from its influence after one day for a 1-2 dot Splendor, one week for
a 3-dot Splendor, one month for a 4-dot Splendor, and one year for a 5-dot Splendor.
The Splendor is loathe to relinquish its hold on those it claims. Select one Element of the
Splendor whose effects last for a limited time. That Element's maximum duration is increased by
one category (from one scene to one day, one day to one week, etc). If the duration is already
"one year," the Element can be rendered permanent.
This makes someone forget everything they know about Outside, and make them permanently incurious about it. If Ivy has some manner of divine-grade artifcact to sacrfice, this could probably be made.
Now, we move onto the five dot version. It's much, much more powerful, as befits something with a power of three godlings meshed together:
5 dot Fascination
The Splendor takes the form of something that is evocative of the fantastic. It might be a child's
toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a
kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form
and gives it a character, and that character is aligned with the power of the Dreaming. Other
Elements may draw upon this fact.
The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic
scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with
purely mundane senses. Even when presented with compelling evidence that there's something
weird about the object, anyone who hasn't made a magical survey of the Splendor must make a
Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.
As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one.
As the basis for a Fascination, it may have one minor impossible feature such as floating in
defiance of gravity, reflecting people's true selves when looked into, or aging backwards in time.
This Element can only be part of a Fascination.
The Splendor embodies the act of forgetting that a particular thing exists, such as "vampires,"
"laws," "the fact that Clark Kent is Superman," or "pain." It causes anyone it targets to become
unable to remember that the specified thing exists. The maximum duration this forgetfulness can
last (assuming it doesn't abate because the target fulfilled some condition built into the Splendor)
is one day for a 1-2 dot Splendor, one week for a 3-dot Splendor, one month for a 4-dot
Splendor, and one year for a 5-dot Splendor.
This Element can only be part of a Fascination.
The Splendor causes anyone who falls under its sway to become utterly incurious about
something defined when the Splendor is summoned. If the Splendor doesn't contain a condition
under which the target may escape this blasé state of mind, or the target fails to satisfy that
condition, then they escape from its influence after one day for a 1-2 dot Splendor, one week for
a 3-dot Splendor, one month for a 4-dot Splendor, and one year for a 5-dot Splendor.
This Splendor defines something that its target simply cannot, for any reason or under any
inducement, care about, or names an emotion she cannot feel.
If part of an Adornment, this numbing lasts as long as the Adornment is worn.
If part of a Fascination, the maximum duration this apathy can last (assuming it doesn't abate
because the target fulfilled some condition built into the Splendor) is one day for a 1-2 dot
Splendor, one week for a 3-dot Splendor, one month for a 4-dot Splendor, and one year for a 5-
dot Splendor.
This Element is not powerful enough to override the effects of Limit Break or its equivalents.
The Splendor is loathe to relinquish its hold on those it claims. Select one Element of the
Splendor whose effects last for a limited time. That Element's maximum duration is increased by
one category (from one scene to one day, one day to one week, etc). If the duration is already
"one year," the Element can be rendered permanent. This Element can be taken more than once to enhance multiple Elements.
This Element can only be part of a Fascination.
The Splendor grips those who fall under its sway with a nigh-irresistible urge to go forth and tell
others of what they experienced while interacting with it. At least once per scene, they must tell
their story to at least one other person or else spend a point of Willpower to resist this Element.
The compulsion fades once the Splendor's rating has been matched in a combined total of people
who have heard the story and/or Willpower points spent.
This Element can only be part of a Fascination.
The Splendor creates an addiction to its presence in those under its influence. Under criteria set
when designing the Splendor, those interacting with the Splendor must roll Willpower against
difficulty (4 + Splendor's rating) or else become addicted to its presence.
A fruit of arts both new and older than time itself, the Holy Text of Ignorance takes a form of a text, either printed or existing as a website. In the ancient times, it might have been a fruit. It is written in the impossible language that lies at the root of all languages, and is understood by all, whether they want to or not. On its pages, in the 3125 symbols that defy perception and long for expression, the paradox of understanding is contained, a blessed poison of the mind. In it, the Outside is defined in precise enough detail to horrify even the gods themselves, and yet it is not a definition which one can use to access it, for it is the definition of absence, the borders of reality marked in text and drawing. To learn it is to forget it, to become utterly incurious and incapable of caring for it. It is enchanting enough of an experience that all but the most strong willed will become utterly addicted to it immediately, coming back to read it again and again, reinforcing their holy ignorance each time, and bringing more and more people to read it.
The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with purely mundane senses. Even when presented with compelling evidence that there's something weird about the object, anyone who hasn't made a magical survey of the Splendor must make a Willpower roll against difficulty 9 to accept such a conclusion.
It has one impossible feature: the text is written in Primordial language, perfectly understood by all, no matter what language they speak, or what level of literacy they have
Anyone who reads the text permanently forgets everything they knew about anything related to the Outside. They become permanently utterly incurious and incapable of caring about anything related to the Outside.
The text produces a feeling of religious revelation, which creates an addiction, which requires a DC9 WIllpower roll to overcome.
The text creates an irresistable desire to immediately spread its message to at least 5 other people. At least once per scene, the targets must tell their story to at least one other person or else spend a point of Willpower to resist this effect. The compulsion fades once the Splendor's rating has been matched in a combined total of people who have heard the story and/or Willpower points spent.
This here is a weapon of mass media warfare, self-propagating hazard designed to not just make people forget, but to make them try to make others forget too.
As a more targeted alternative, we remove addiction and evangelism, add form of Hero's Shadow, and Ivy equips all True Venatory with a 4 dot version.
EDIT: Yeah, there can be either holy book of ignorance, or a mass supply of obliviators wands. Ivy's choice. I like the idea of branching final upgrade.