Green Sun, Black Shadows (CG/Exalted)

No no no, Malfeas/SWLIHN/Cecelyne OT3!
Mm, you raise a good point (plus that makes it far more amusing when Kimbery isn't involved despite being the one that let Theion come to the Primordials in the first place, which is appealing)... but I also like the idea of Cecelyne and Szoreny.

If you're fighting E7+ gods before elderhood, you're doing something wrong and probably won't do it too much longer.
I don't think that's always a good thing, though - say we'd want to fight Luna, surely that's something that should be possible within E5?
 
I don't think that's always a good thing, though - say we'd want to fight Luna, surely that's something that should be possible within E5?
Why not?
Seems like something that a group of GSPs could decide to do, and given they're of the strongest type of exalts, well, at E5 they should be able to do it, since that's generally where a game ends (well that or earlier).

Luna is an Essence 10 entity whose skill as a warrior is comparable to the Unconquered Sun's. A large number of Essence 5 (or Essence 6, preferably, since you can get that early as an Infernal with the right Charm) Green Sun Princes might be able to do it, but many would likely die during the fight. This is of course presuming that Luna is alone, and doesn't have any helpers, which is highly unlikely.
 
If you're fighting E7+ gods before elderhood, you're doing something wrong and probably won't do it too much longer.

Not really. E7 Gods are at the level of 2º Circle demons, nothing that an E3-4 Combat Solaroid cannot handle.

(Also, in combat most gods are chumps. The average god is a bureaucrat, not a warrior)
 
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Why not?
Seems like something that a group of GSPs could decide to do, and given they're of the strongest type of exalts, well, at E5 they should be able to do it, since that's generally where a game ends (well that or earlier).
Luna is Essence 10. She has a Dodge DV so high our Slayer simply doesn't have dice pools big enough to touch her. She can also indefinitely boost her Attributes or Abilities to ludicrously high levels for a few motes.
 
Is that sarcasm? Because I put that rule since the beginning, with proper threadmark, and since then no one complained.
I'm mocking my own lack of understanding, because despite having read them over before I quickly forgot.

As for high-essence gods, it really depends what they're the god of. They get their powers from their job description. The E7 god of paperwork would probably go down to a lower-essence combat exalt, but the god of honorable combat is going to be a walking blender.

Incarnae are an entirely separate category and should not be attacked with anything less than a full circle of (minimum) essence 5 exalts, specc'd for the job.
 
Luna is Essence 10. She has a Dodge DV so high our Slayer simply doesn't have dice pools big enough to touch her. She can also indefinitely boost her Attributes or Abilities to ludicrously high levels for a few motes.

Oh, and let's not forget that she could wipe the floor with you socially as well...

Charisma 10, Manipulation 10, Appearance 15, Perception 10, Integrity 10 (Against Fair Folk +3), Performance 10 (Storytelling +3), Presence 10 (Seduction +3), Socialize 8

With Appearance 15 many characters simply fall in love with her at first sight.
 
So, just had some random thoughts, and I was wondering where Kaguya would be able to use Locust Mana Plague given Japan doesn't have all that much that could be considered a place of desolation. However, since she's got Holy Land Infliction she can just make it, but then I thought about where she'd be able to put it so that she could access it regularly but also hide it. Then I had a thought - Japanese mansions frequently have zen gardens...


Though the ones kept outdoors generally use gravel instead of sand, as rain and wind typically disturb them. However, Kaguya is wealthy, so she could easily have a 10 square yard area built indoors for an indoor zen garden, like this one except more suited towards a traditional Japanese mansion:


So she could keep a place of desolation inside her own house, and use it to summon mana locusts as she pleases. As long as she's not having anyone worship her or Cecelyne inside of it it'll never grow, so nobody would likely ever notice anything is amiss.
 
The above homebrew Charm is trying to take the Charm of Szoreny and fit it into the Charm set of Oramus.
It would honestly really help if you were able to post the relevant Szoreny Charm so we can actually try to avoid it? Like I said, I've tried googling Eyes Like Mirrors (and related keywords) and found nothing, and I don't actually own any relevant Exalted source books. Following the bureaucratic traditions of the charmsets is a worthy goal, but I can't work with an invisible benchmark.
 
It would honestly really help if you were able to post the relevant Szoreny Charm so we can actually try to avoid it? Like I said, I've tried googling Eyes Like Mirrors (and related keywords) and found nothing, and I don't actually own any relevant Exalted source books. Following the bureaucratic traditions of the charmsets is a worthy goal, but I can't work with an invisible benchmark.

The Szoreny Charms were linked earlier in the thread - here they are again. Googling "Szoreny Charms" would find this for you better than trying to find the individual Charm. The relevant Charm is Eyes Like Mirrors Oversight, in the second post.
 
The Szoreny Charms were linked earlier in the thread - here they are again. Googling "Szoreny Charms" would find this for you better than trying to find the individual Charm. The relevant Charm is Eyes Like Mirrors Oversight, in the second post.
Much obliged. I must have missed that.

Hmm. Looking at the Szoreny Charm, it does seem to be thematicly more about influence than sight specifically. I might still be able to work with it by changing the base effect and emphasizing the derangement aspect more. Your earlier comment about hallucinations might even be helpful. Perhaps even a more detailed charm that provides a benefit in opposition to the derangement (like personal information on someone suffering from amnesia, the plans/Motivations of anyone suffering from Delusions, combat advantage against those hallucinating, and so on?).
Honestly, I feel there's a ridiculous amount of the things that fit within the themes of Oramus exploiting madness/creativity, I'm just kinda hamstrung by not being very knowledgeable about the lesser-known parts of Exalted.
 
This is one of the minor things, but surprisingly convenient.

It can be, but keep in mind it's something that can be noticed by others. It's not so obvious in a modern setting, but for example in Earthscorpion's ZnT/Exalted crossover fic "A Green Sun Illuminates The Void" (highly recommend it if you haven't read it) Louise gets an Infernal Exaltation and has Transcendent Desert Creature from the start, and the maids notice that her chamberpot is always empty.

Not sweating might be a more noticeable sign in the modern world.
 
In canon Cecelyne was supposedly just as attracted to her brother as SWLIHN was.
Plus she is always hugging him.
Less hugging him and more "snapped in half and twisted around him in a horrid parody on par with the human centipede."

I recall reading somewhere that Cecelyne changed her sands silver in order to gain Szoreny's attention, but he only has eyes for Izzy.

Man... Hell is just one big drama.
 
It can be, but keep in mind it's something that can be noticed by others. It's not so obvious in a modern setting, but for example in Earthscorpion's ZnT/Exalted crossover fic "A Green Sun Illuminates The Void" (highly recommend it if you haven't read it) Louise gets an Infernal Exaltation and has Transcendent Desert Creature from the start, and the maids notice that her chamberpot is always empty.

Not sweating might be a more noticeable sign in the modern world.
Mostly for people close to her.

I mean, who keeps track of whether she goes to the toilet....
 
Defiler: Rakshata Chawla

Name: Rakshata Chawla
Titles: Fake-Smoker (by Lloyd), Chosen of the Mother of All
Motivation: Ending world conflicts to direct resources to more productive fields like medicine
Urge: Craft a Wonder that will redefine the paradigms of war (Cytherean)
Caste: Defiler
Patron Yozi: Cytherea
Anima Banner: A giant metal sphere with a large crack, from which can be seen circuits and a burning white core
Attributes: Strength 2, Dexterity 3, Stamina 2; Charisma 3, Manipulation 2, Appearance 4; Perception 4, Intelligence 5, Wits 3
Virtues: Compassion 3, Conviction 3, Temperance 2, Valor 2
Abilities: Craft (Air) 4 Craft (Fire) 4 Craft (Vitriol) 3 Craft (Magitech) 3 Craft (Water) 2, Medicine 3, Occult 3 (Art of Alchemy: Adept +2), Lore 5, Integrity 1, Resistance 1 (Working on a project +2), Investigation 3, Bureaucracy 2, Linguistics 2 (Native: Hindi. English, Old Realm), Socialize 2
Backgrounds: Backing (Yozi) 2, Cult (Yozi) 1, Influence (Yozi) 2, Unwoven Coadjutor (Varas) 4, Mentor (Astrea) 5, Artifact ?*, Contacts 2, Followers 2, Manse 3, Resources (Malfeas) 5, Allies (Coven) 4
Essence: 3
Willpower: 8
Other notes: the Unwoven Coadjutor is a Luminata-Naneke hybrid crafted by a Neomah. It has the form of a Luminata, but colored golden.
*This means I am not sure what Artifacts to give Rakshata. She owns at least 3 that help her crafting, but I need to come up with Helltech equivalent.

Traits from Unwoven Coadjutor: her hair glow softly in the darkness. (-0 Points)

Anima Power:
Infernal Exalted of the Defiler Caste may perceive Essence through their anima, allowing them to hone their senses for magic. By spending five motes, a Defiler may add (Essence) automatic successes on any (Intelligence + Occult) roll to identify a Charm or to analyze it with Essence sight, and on any (Perception + Awareness) roll made to notice a magical effect or Charm. In addition, this supernatural perception easily pierces through deception, adding a +3 bonus to the Infernal's Dodge MDV against unnatural Illusions. These effects come into play automatically once the Infernal spends 11+ motes of Peripheral Essence.

Charms:
First Cytherea Excellency, Second Cytherea Excellency, Cytherea Inevitability Technique, Cytherea World-Shaping Cosmogony

The Divine Ignition is the beginning, her birth and sudden expansion serving as the catalyst that brought forth the other Primordials, an ever-growing force of unbound creation and splendor. From her boundless potential the combined effort of the Primordials fashioned a world within the Wyld. During the War, she fought for the love of her creation and for the protection of her design. Perhaps because of this, she fought harder than the other Yozis, though by nature she is a designer and an architect, not a warrior; but what good mother lets her disobedient children misbehave? Unnecessary violence and killing is detrimental to the integrity of the design, but this does not mean she is afraid to take punitive measures.

Her surrender at the end of the War was a willing self-sacrifice, for she could no longer bear to witness to her precious family dying in a war they could no longer win. Cytherea now yearns to return to her Creation so that she may restore its former glory. To do so would be tearing it from the ruinous hands of the gods and their Exalted. Of this, she is unafraid. Her goals are of reclamation and restoration, not of torment and wrath. This, perhaps, puts her at odds with her Yozi siblings but she does not fear them, either.

Cytherea prefers to act behind the scenes, being the hidden benefactor to those she loves, guiding others to her own goals. Cytherea is possessed of ethereal beauty, and seeks to ingratiate others to her largesse, though she never demands repayment for her gifts. Characters may apply this excellency to any action in which they encourage or support others, especially in pursuit of a productive goal. This Charm may not be applied to any purely destructive effort. Cytherea abhors violence for the sake of violence, seeing destruction as a suitable tool only to further or defend her goals or protect her creations.

Cytherea Mythos Exultant

The Divine Ignition is an eternally burning engine, providing to all of her children's needs. If gaining motes, the Infernal may choose to grant them to an ally within (Essence x 10) yards from her.

Sorcerous Enlightenment of Cytherea
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Cytherea Excellency
The elegant design of the Mother of Creation is a constant cycle of growth and rebirth. Spells that naturally create life or promote growth cost 10 motes and 1 Willpower less (minimum 5 motes and 1 willpower). Spells that summon rather than create beings do not count. Examples of valid spells include: Floral Ferry, Food from the Aerial Table, Invocation of the Living Ship, Sprouting Shackles of Doom, Summoning of the Harvest, Water from Stone and Benediction of Archgenesis. Cytherea's initiation limits the Infernal's sorcery in two ways:
-It may never be used to blight Creation, disqualifying the use of spells such as River of Blood or Curse of Unyielding Mist.
-Any offensive spells must be capable of creating life among the destruction they create, for example Death of Obsidian Butterflies could take the form of a hail of razor sharp seeds. Spells that cannot be modified to meet this requirement cannot be used.
Slave-Spawn Summons (Emerald Circle)
Cost: 20+m
Target: One First Circle demon
When the Yozis require the services of an inferior slave to attend them, they reach out across the infinitudes of existence and drag the creature through the folds of Elsewhere, teleporting it to attend them. This spell has the same cost and overall effects as the spell Demon of the First Circle (see Exalted, pp. 252-253) but does not require a lengthy ritual and may be accomplished in the span of a normal Emerald Circle casting. Only sorcerers initiated via Infernal Charms may learn this spell.
The laws of fate and the warding power of the Unconquered Sun normally block this spell from working in Creation, Yu-Shan or any other realms where the Loom holds sway. However, a single crack opens at sunset each day through which a sorcerer can cast this spell. The spell functions in shadowlands as in Creation but does not work in the Underworld at all. As the Neverborn know too well, Primordials may scream for help or bellow orders in the barren darkness until the end of days and never be heard.
Demons bound by another casting of Slave-Spawn Summons may be stolen away and their bindings traded for new enslavement to the sorcerer. The current master feels the attempt and may resist, requiring the usurping sorcerer to overcome the owner in opposed rolls as though attempting to bind the demon. Neither sorcerer may spend Essence on this contest, and stealing a demon does not remove the need for a second struggle to bind it when it arrives. Demons bound by this spell may be stolen with Demon of the First Circle using this same system, save that the Exalted thief may spend Essence to lower the current master's dice pool as if he were the demon being summoned.
When this spell successfully binds a demon, the creature instantly develops an Intimacy toward the caster with a context of terrified awe or reverence as desired, which cannot be weakened during the period of binding. When this spell fails to bind demons, most flee the sorcerer rather than attacking him for fear of reprisal under Cecelyne's law. Only the stupidest, maddest or strangest demons dare attack, but the hordes of Malfeas hold no hortage of such monsters. The binding imposed by this spell is fully compatible with Abscissic binding rules (see The Books of Sorcery, Vol. V—The Roll of Glorious Divinity II, pp. 31-40).
This spell's second circle equivalent is called Fiend-Vassal Conscription. It costs 30+ motes and follows the same rules with the following exceptions:
The cost to lower the demon's resistance pools is 10 motes. The demon may only be summoned (as a basic Sapphire Circle spell with no ritual) at twilight on the new moon or during Calibration and not at all outside of this time frame. It travels through Elsewhere rather than Cecelyne and arrives at midnight with one Willpower drained by the rigors of its journey. Its Intimacy is based on either respect or hate.
The third circle equivalent of this spell is called All-Commanding Oversoul Beckoning. It costs 40 motes and may be cast at sunset on the night of the new moon or any night of Calibration, requiring a ritual lasting until midnight as normal. At that time, the targeted Third Circle demon teleports to the sorcerer's presence as a Blasphemy effect with severity equal to the demon's Essence. This cannot summon an already bound demon. The sorcerer cannot bind the will of the summoned demon, though an irresistable Compulsion prevents it from knowingly harming the sorcerer until he attempts to harm it or the first light of dawn strikes Creation. Its MDV is halved against the sorcerer during this period. It will not leave the sorcerer's presence until at least the end of the scene. Once the grace period elapses, the demon may act as it sees fit. Angered demons are unlikely to express their displeasure with the favored champions of the Yozis lethally, but Exalted hardiness leaves significant room for corrective lessons shy of that point. Wise Infernals treat the unquestionable as valued allies rather than conjured lackeys.

Emerald Countermagic (Emerald Circle)
Cost: 10 or 20 motes
Target: Caster or one spell
The sorcerer uses Emerald Countermagic to protect herself and her companions from hostile sorcery. This spell has special timing rules. The character can shape Terrestrial Circle sorcery to cast this spell as a reflexive action that takes 0 ticks. It follows all of the other normal rules for sorcery actions, and she must take a Cast Sorcery action as her next normal action.
If the character spends 10 motes of Essence, she secures her own person against hostile magic. She crosses her arms or makes a gesture of defiance, and a nimbus of multicolored energy surrounds her. For the duration of the Cast Sorcery action and for her next action thereafter, any spell that attempts to affect her in a fashion she considers undesirable shatters and its effects are wasted.
The sorcerer can also opt to spend 20 motes of Essence and shatter a Terrestrial Circle spell operating within a radius of (the caster's permanent Essence x 50) feet. If the spell is currently being shaped, its caster is automatically interrupted. Spells currently in effect are shattered. This does not banish demons or spirits, whose summoning has already been accomplished and is no longer considered a spell.
Emerald Countermagic is not a clean or quiet process. "Shattering" a spell means that it is literally torn apart. Its effects fail, and random trivial magical effects wash out over the area. The sorcerer is safe from undesirable consequences, but others in the area may suffer minor burns or damage. The precise effects are at the Storyteller's discretion, although they should be significantly less harmful than a hostile Terrestrial Circle spell.

New Keyword: Growth
Growth-Keyword charms must be used towards a productive means. This does not necessarily have to be positive, or physical, but should always lead to the design, development or production of something that had not previously been present. This must be a significant production. Simply changing someone's mind or inspiring a particular emotion is not enough - unless, of course, such at thing drastically change the world (some charms grant additional effects if used with a Growth means). Growth charms cannot be comboed with Desecration Charms that inflict Negative mutations, with the sole exception being Creature of Darkness.
Afloat in the Sea of Mind (x3)
Cost: +1m; Mins: Essence 1; Type: Permanent
Keywords: Stackable
Duration: Indefinite
Prerequisites: None
The Cytherean Prince sees things with a unique duality: the way things are and the way they should or could be, much in the same way the Forest Witches do but with much less delusion. The Prince's unnatural clarity grants him +1 MDV against Illusion keyword effects and +1 dice to all Awareness and Perception rolls (the effects doesn't apply twice to a roll with both), but only as long as he keeps the required motes committed - otherwise his dual-vision imposes a -1 internal penalty to the same rolls. This Charm may be purchased a maximum number of times equal to the Exalt's permanent Essence rating, with each purchase stacking the motes cost and the effects, both positive and negative.
Sharp Eye of the Designer
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Afloat in the Sea of Mind
Those who see with the Mother's eyes understand that the "real" world is flawed and that just beyond the flawed "reality" lies the possibility of what COULD be. The Green Sun Prince may apply this unique understanding to reality. When confronted with the task of repairing something (not limited to items, this charm may be expressly used to heal or cure an individual or restructure a "broken" society) halve the total difficulty, rounded up. This does not decrease the amount of time needed to perform maintenance.
The Flowering of Compassion/Conviction (x2)
Cost: 3m; Mins: Essence 3; Type: Supplemental
Keywords: Growth, Obvious
Duration: Permanent
Prerequisites: Sharp Eye of the Designer
The Mother blesses those who pour the whole of their hearts into their designs. Whenever the Infernal channels a virtue to further her greater designs (thereby satisfying the Growth keyword), she may spend 3m to turn the dices into automatic successes. This must be purchased once for each Virtue; subsequent purchases past the first cost 4 Xp. When this effect is used the ground beneath the Infernal bursts forth with multicolored, alien blossoms, even if (and especially when) the ground is unsuited for plant life. A shower of unearthly petals fall from beneath the character if she is suspended in the air. Even cursory inspection reveals the flowers/petals are not native to Creation.
Resurgent Compassion/Conviction Blossom (x2)
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: The Flowering of [Virtue] (any)
The Prince centers herself and inhales deeply, causing the petals from The Flowering of [Virtue] to swirl around her. She then draws the unearthly petals into her, through her nose and mouth. If a roll augmented by The Flowering of [Virtue] succeeds, the character may restore that Virtue channel but may do this only once per activation of The Flowering of [Virtue].
Instruct the Ignorant
Cost: 2m; Mins: Essence 2; Type: Simple
Keywords: Combo-Ok, Shaping, Touch
Duration: Indefinite
Prerequisites: Afloat in the Sea of Mind
The Prince spits in the dust and makes a paste, which he then smears over the eyes of his target. In the absence of available dust to spit in, simply covering a target's eyes will do. When she pulls her hand away or clears the mud off, the target is granted the full effects of Afloat in the Sea of Mind as the Infernal enjoy it, so long as he commits 2m to the target.
Helpful Mother Advice
Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Combo-Ok, Touch, Shaping
Duration: Instant
Prerequisites: Instruct the Ignorant
No one's plans, no matter how well-laid, can be greater than those of the Mother for her children. If the Infernal knows for sure that the target will in the future start a Craft project, she may lays a hand upon them (which may require a successful Martial Arts attack) and smiles warmly, giving out a sincere advice. If the target listens to her advice they gain (Infernal's Essence) dices to their roll, making the project easier. If they ignore, scorn or disregard the advice they lose (Infernal's Essence) dices to their roll.

First She Who Live in Her Name Excellency, Second She Who Live in Her Name Excellency, She Who Live in Her Name Inevitability Technique, She Who Live in Her Name World-Shaping Cosmogony

The Principle of Hierarchy is methodical and meticulous. She analyzes every variable and chooses the most efficient and orderly method by which to achieve victory. Her utilitarianism is absolute and consistent as clockwork. She is as brilliant as she is alien, cold and unfeeling. Her violence is dispassionate and perversely pure, unmotivated by sadism and yet capable of systematically disassembling every obstacle in her path without the slightest remorse. She builds and improves structures of all kinds and abhors chaos, randomness and free will in all its forms. She finds excessive effort wasteful and prefers to apply the minimum exertion necessary to attain the desired outcome. Her directives are fascist and totalitarian, but ruthlessly fair. She has no moral restraint against deception, nor any attachment to honesty, but her nature must choose the most expedient method even when it is not the solution that best matches her talents. She demands perfection, especially from herself.
Characters may apply this Charm to actions that create new order or reinforce existing order in any way, as well as actions that encourage others to join and loyally follow any hierarchical organization. She Who Lives In Her Name enhances efficient actions that demonstrate appropriate use of force; her power does not aid half-hearted or excessive efforts. Showing empathy for individuals invalidates that action for enhancement, though empathy toward society or another collective structure is permissible. The Charm enhances actions carried out methodically and logically but not improvised or unconventional solutions. Spreading chaos is never allowed, but ineffective organizations and policies may be dismantled to pave the way for a better order.

She Who Live in Her Name Mythos Exultant

The flame-filled spheres of the Transcendent Hierarchy know their purpose, individually and especially jointly as part of a greater identity. The Infernal doubles any Willpower points awarded by the stunt.
Factual Determination Analysis
Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Principle of Hierarchy recognizes the totality of truth. This Charm may be used to test any statement the Exalt reads or overhears and provides the Infernal with certain knowledge of whether the statement was presented as a complete truth. Any intentional deception or meaningful omission of relevant data in any part of the tested statement returns the same negative response, so it is best to test a long statement frequently to isolate where the truth breaks down. If this Charm contests another, add the Infernal's Essence rating in bonus successes to the roll-off. Truth is measured from the perspective of the speaker rather than based on objective truth. Factual Determination Analysis does not supply the truth along with its binary measure.
Essence-Dissecting Stare
Cost: Special (see below); Mins: Essence 2; Type: Simple
Keywords: Combo-Basic
Duration: One hour
Prerequisite Charms: Factual Determination Analysis
She Who Lives In Her Name sees all that matters. This Charm duplicates the benefits of All-Encompassing Sorcerer's Sight apart from its type and duration. The cost to activate this Charm is (8 - [lower of Perception or Occult]) motes normally or zero motes if the Infernal has Essence 6+.
Counter-Conceptual Interposition
Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Essence-Dissecting Stare
Faced with any physical attack, the Principle of Hierarchy may reshape reality to produce a phenomenon or event capable of neutralizing the attack. This Charm is a perfect parry against any attack the Infernal can perceive, even unblockable attacks. The default manifestation is an orb of crystalline fire that appears in the path of the attack, shattering to stop the blow or projectile just before it hits the Exalt. Where the sphere shatters, a ripple of bent space flows out like a stone dropped into a pond. It is possible to manifest any instant duration effect that could provide a parry, however, such as a spray of water to snuff out a firewand's torrent or a concussive thunderclap that knocks aside an incoming arrow. Such variations are stunts, so creative use can reduce the cost of the Charm to match the perfect defenses of other Yozis. Counter-Conceptual Interposition is vulnerable to the Imperfection of the Principle of Hierarchy.

IMPERFECTION OF THE PRINCIPLE OF HIERARCHY
The tenets and patterns of She Who Lives In Her Name give order and stability to a universe of mad chaos. That which she understands is less than her, and so unable to harm her. Against a type of entity which the warlock is not familiar with, whether it is an exotic species of animal, an Exalt of a type she has only heard rumors about, or a singular anomaly of the Wyld, a Charm bearing this Imperfection cannot be used to defend against the first attack made by such an enemy in a scene, and suffers a three-mote surcharge against subsequent attacks. Additionally, unexpected attacks and attacks enhanced with Charms or magic the warlock is unfamiliar with also incur a three-mote surcharge, unless made by a creature of the Wyld. These surcharges never stack.
Ego-Infused Pattern Primacy (x3)
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Essence-Dissecting Stare
It is not the place of the universe to dictate the identity of the Principle of Hierarchy. Whenever a Shaping effect alters an Infernal with this Charm in a manner her player does not approve of, the character's Essence reasserts its integrity like an immune system waging war on a plague. The offending Shaping reverses itself after one hour, during which time the character suffers a -1 internal penalty to all nonreflexive actions from the psychic effort of resistance and can't be further changed by continued exposure or reapplication of the same Shaping effect during this time. Thus, healing from Wyld-induced mutation ensures immunity to further mutation while recovering, but Shaping inflicted by a Charm would only leave the Infernal immune to that singular Charm. Until the Shaping reverses itself, the Exalt must still contend with all effects of his changed state. If the character suffers multiple undesired Shaping effects, they heal back in whatever order the Infernal's player chooses, but only one effect heals at a time. It is possible to initiate healing against Shaping the character originally permitted, should the change become undesirable.
A second purchase at Essence 3+ shortens the interval of regeneration to one minute. A third purchase (still at Essence 3+) allows instantaneous recovery for a reflexive cost of two motes, as the Infernal begins changing back before the offending Shaping fully resolves.
Mind-Hand Manipulation
Cost: 10m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Essence-Dissecting Stare
The spinning orbs of She Who Lives In Her Name have no hands with which to grapple and impose order on the world. They are not so crude. With this Charm active, the Infernal may move other objects with his mind as though manipulating them with his own body, exerting force or even lifting objects and carrying them through the air at speeds up to his own current velocity. His telekinesis trails Obvious ripples of spatial distortion and white light as prehensile tendrils of mental force. This Charm has a Dexterity equal to his Willpower and a Strength equal to his Essence. The associated Ability to use this Charm is Occult, whether for attacking with direct force or hurling objects, or to determine effective (Strength + Athletics) total for a mind-powered feat of strength. If a floating weapon is wielded this way, the Ability is the lower rating of the normal trait and Occult, and all actions using the weapon suffer a -3 external penalty. Unlike most Sorcerous Charms, the Essence for this Charm must be committed, but the effect may also be terminated at will by ending this commitment. Mind-Hand Manipulation can move perceived incorporeal beings and objects, but its effective Strength is halved.
Moving objects with Mind-Hand Manipulation requires the same actions as doing so normally. All actions suffer range penalties like an attack with a range interval of (Willpower + Essence). Objects that have been lifted into the air fall when the action taken to move them ends, though up to (Essence) separate objects may be held stationary between actions, reflexively levitated through force of will. Grabbing anything that resists requires a clinch attack, but opponents who win control of a clinch do not get to grapple the Exalt and may only choose to escape. Moreover, clinches can only be maintained with renewed control rolls as normal, so victims can't be held aloft with merely reflexive effort. Unlike most ranged attacks, telekinesis granted by this Charm may be used defensively to deflect projectiles and weaken blows, as represented by the parry option provided by the Charm's Defense rating.
Infernals with Essence 3+ add a third attack option, in which they can focus their mental force to scalpel sharpness with which to vivisect those who displease or intrigue them. Repurchase of this Charm at Essence 4+ allows an Infernal to spend one Willpower whenever a telekinetic attack would inflict two or more actual levels of damage. Invoking this power replaces all damage with a Crippling amputation of the Exalt's choice. Such injuries self-seal as though cauterized and do not even bleed. Telekinetically wielded weapons can't amputate victims this way. All of the attack options granted by this Charm ignore Hardness from armor.

Telekinetic Blow: Speed 5, Accuracy (Willpower + Occult), Damage (Essence)B/3B, Defense (Willpower + Occult), Rate (Essence up to 5), Range (Willpower + Essence). Tags: O
Telekinetic Clinch: Speed 6, Accuracy (Willpower + Occult), Damage (Essence)B/3B, Rate 1, Range (Willpower + Essence). Tags: O
Telekinetic Blade: As Telekinetic Blow, but Damage (Essence)L/3L piercing (aggravated to creatures of the Wyld).
Tool-Transcending Constructs
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Mind-Hand Manipulation
She Who Lives In Her Name needs no other habitation or external aid to work her genius. Whenever an Infernal has this Charm's prerequisite active, she can Shape her telekinetic force to serve in place of all tools required for Ability-based actions (but not raw materials), though this doesn't quicken task completion. Weapons can't be emulated; the Principle of Hierarchy has other Charms for that. Otherwise, "tool" is a broad term, encompassing musical instruments, writing implements, etc.
The actual effects of the enhanced action take place via precise alteration of reality, so forging a lump of metal into a sword would involve levitating the raw ore, searing it red-hot and stretching the slag to its desired shape. By default, this Charm only provides the equivalent of a basic workshop. Subsequent purchases of the Charm at higher Essence ratings upgrade the benefits to more sophisticated facilities: master's workshop (Essence 4+, two purchases); flawless workshop (Essence 6+, three purchases); ideal workshop (Essence 7+; four purchases).

Experiments made by the Defiler Caste Rakshata Chawla demonstrated that this Charm also allows to interface with any computer if the Infernal is familiar with the device necessary to do so, her Essence substituting for missing keyboards or security dongles.
Experimental Acceleration Mastery
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Tool-Transcending Constructs
The Principle of Hierarchy does not wait to recheck the perfection of her plans. Implementation is efficiency. Whenever an Infernal with this Charm emulates tools with Tool-Transcending Constructs to enhance or allow an action, the length of that action's interval is reduced by one degree of time (from years to seasons to months to weeks to days to hours to minutes to five seconds). Time dilates and warps around the affected target, quickening correct assembly to higher patterns, completion of a surgery, etc. However, the Principle of Hierarchy refuses to recognise those outside of her perfected layout; an action enhanced in this way cannot have the length of its intervals reduced any further by non-Yozi (or Primordial) Charms.
Principle-Invoking Onslaught
Cost: 1m (+1wp); Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: Instant
Prerequisite Charms: Mind-Hand Manipulation
All of existence is a weapon to the opened mind. This Charm can enhance any direct telekinetic attack using Mind-Hand Manipulation. Instead of exerting damage through projected force, a successful hit allows the Infernal to shape any instant-duration, damaging phenomenon into existence to injure the target, even if the phenomenon is wholly imagined and has no natural counterpart in Creation's patterns. It is theorized that truly fantastic and seemingly impossible attacks refract principles lost to the Three Spheres Cataclysm.
The default attack from this Charm is a pulse of disintegrating white fire, but the Infernal can conjure lightning, grinding earth, boiling acid mist, low-frequency screams that split bowels or new colors of light that erase mass. The nature of the effects can alter stunts, but the actual statistics of the attack follow basic telekinetic attack options. Should the attack kill the target, an appropriate Shaping can transmute her corpse to any other matter with a Resources value less than the Infernal's Essence. Thus, a golden fog that turns flesh to gold may leave alloyed statues of gold glistening with tarnished inclusions of emerald brass. Characters immune to Shaping effects can't be hurt by this Charm.
This Charm costs one mote and One Willpower to enhance a telekinetic clinch. A grapple augmented this way creates a lingering snare or binding that maintains the clinch using the Exalt's normal traits to do so. Independent Shaping clinches apply successes equal to half their dice pool in lieu of rolling and can only attempt to hold their target immobile. If the clinch is broken or dispelled or the creator wishes, the confinement shatters and its prisoner is free to act immediately. A maximum of (Essence) independent clinches may be maintained at one time.
 
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Urge: Create a Wonder that will redefine the paradigms of war (Cytherean)

huh, does this mean she's going to want to invent a weapon to supplant knightmare frames? or some sort of hard counter to them?

come to think of it, how exactly are knightmare frames able to outperform tanks? they can't carry as heavy weapons or armor, and most pilots can't dodge tank shells.
 
Oh, and let's not forget that she could wipe the floor with you socially as well...

Charisma 10, Manipulation 10, Appearance 15, Perception 10, Integrity 10 (Against Fair Folk +3), Performance 10 (Storytelling +3), Presence 10 (Seduction +3), Socialize 8

With Appearance 15 many characters simply fall in love with her at first sight.

Heh this is just making me imagine Lelouch accidentally falling for her and using all his TACTICAL GENIUS! in order to woo her.
 
*This means I am not sure what Artifacts to give Rakshata. She owns at least 3 that help her crafting, but I need to come up with Helltech equivalent.
Well, Infernal's sourcebook has Rod of Verdant Minerals, which allows the user attuned to it to create plant-like growths of more material from the base material, though mystical materials produce only their mundane equivalent, like gold from orichalcum. That seems pretty Cyntherea-themed artifact (even if made from one of Hrotsvitha's branches, which is 3CD of Isidoros), so it should fit well for Rakshata. I've been looking for others that would directly help in Crafting, but haven't had much success beyond Celestial Phoenix Cauldron, which automatically brews any alchemical concoction if you throw in the right ingredients.

Hmm. What about some homebrew artifact that gives bonuses when using Tool-Transcending Constructs for crafting, like speeding it up further, giving auto-sux, improving the workshop-benefits it provides by one or more degrees, and/or something else along those lines?
 
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