Green Sun, Black Shadows (CG/Exalted)

@Alexander89 - I know we were talking about giving Oramus a breath attack Charm tree, so I came up with this...



Might need some tweaking, but I think this is a good start.
There is a major unintentional mechanical flaw in that you didn't give the attack a roll. That means you have basically made the charm the ability to simply declare everyone present loses 2 levels of health with absolutely no possible way to defend because it bypasses the attacking system. You need to make it a normal area of effect attack instead. Maybe you could take the mechanics of Death of Obsidian Butterflies and add on the wyld mutations and aggravated damage to Raksha.
 
There is a major unintentional mechanical flaw in that you didn't give the attack a roll. That means you have basically made the charm the ability to simply declare everyone present loses 2 levels of health with absolutely no possible way to defend because it bypasses the attacking system.
Unquestionable Oramus scoffs at the normality of the average combat charm tree. His Insane grandeur allows him to effortlessly ignore the boundaries of balanced gameplay. As such, the first charm on his combat tree is a perfect attack, subject to the imperfection of the Dragon beyond the World.
 
Unquestionable Oramus scoffs at the normality of the average combat charm tree. His Insane grandeur allows him to effortlessly ignore the boundaries of balanced gameplay. As such, the first charm on his combat tree is a perfect attack, subject to the imperfection of the Dragon beyond the World.
But it isn't really a perfect attack. Even those can have perfect defenses applied to them and deal normal damage that doesn't bypass soak. They also often are only unblockable or undodgeable. This charm basically lets you autokill anything with a single flurry bypassing any possible defense.

The imperfection doesn't matter because those only apply to defenses*, and it's basic function requires it work on non-magical things as it effects the environment.

*Although if you want to incorporate the thematics of his flaw into the attack maybe have it deal bonus damage against targets that used a charm to defend against the attack.
 
There is a major unintentional mechanical flaw in that you didn't give the attack a roll. That means you have basically made the charm the ability to simply declare everyone present loses 2 levels of health with absolutely no possible way to defend

Enviromental defenses say hi.

This is exactly the kind of thing Element-Resisting Prana exists to defend against.
 
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Hmm, this just got me thinking. What about a charm that always hits those that try to defend against it, but cannot hit those who ignore it?
 
General Andres Granados
+5 Xp to you.
Character introduction omake: Lucky Duck
Ethan is a dick. But to know Pattern Spider Touch, he is a powerful dick. Luckily for Matthias, if there is a way to reverse the transformation is in Hell.
Incidentally, how does Reinart look like? In any case have 5 Xp. I also thank you for giving me an idea of what the Lunars could do in Indonesia.
@Alexander89 - I know we were talking about giving Oramus a breath attack Charm tree, so I came up with this...
Good, but like the others said it needs a dice pool. For that, I would like to propose some examples:
Narrative Shredding Bolt

Cost: 35m
Target: Self

Breathing in deeply, the sorcerer exhales a seven syllable name that is not one of the impossible names of Oramus into his cupped hands, charging it with Essence. Five days in the past, the Dragon Beyond the World did not hear the name that is not his, but there is just enough sympathetic resonance for a trickle of blood from his broken wings to escape, hissing and drying as it crosses the barren wastes of Cecelyne, to emerge in the hands of the sorcerer as the Narrative Shredding Bolt, a slender barb of notched impossibility. To use the arrow, it may be fired from any bow, or alternatively thrown, by the sorcerer and must be used within the scene. No more than one such arrow may exist at any one time per sorcerer. It acts like a conventional frog crotch arrow, except it adds (Essence) to the raw damage of the attack.

However, that is not by any means the true power of the arrow. As soon as the arrow comes to a stop, whether by being parried, dodged, or hitting its target, it releases the impossibilities contained within as a thunderous detonation of narrative-shredding chaos. Everything within (300 + {Target's Essence x 100, if it hit and injured}) yards, including terrain and inanimate objects suffers a hand-to-hand attack of flying fragments of impossible blood, which rolls a number of successes equal to that of the Archery or Thrown attack used by the sorcerer. The attack is resolved separately against each target, so powers which protect one person will not affect others in the blast area. If the original target was injured by the original attack, it is undodgable, unblockable, and unsoakable against that target. Against creatures of static reality (Creation-born, inhabitants of Malfeas or the Underworld, and individuals on the Design of Autocthon), it does base damage of 2B, and conveys to injured targets a single Oramus-themed Pox as a Desecration effect. Against Creatures of the Wyld, on the other hand, it is far more dire, tearing their inner narrative apart like rice paper, as the meaningless of a story in a universe where anything is possible is revealed. The burst does a base damage of 16 levels - not dice - of Aggravated damage, and reduces any Attributes they had rated at 6 or higher to 1 as a Crippling Effect, until they heal all the damage inflicted by the Arrow and recover their grasp on their own narrative. All fantasies in the area are torn asunder as a Shaping Effect. This attack perforates Creation with impossibilities too; for the remainder of the scene, it counts as being Calibration in the area within the blast area, as the Loom resets to cover the area. This is a Blasphemy Effect and for the next five Calibrations, the affected area is contaminated with Yozi Essence. Not surprisingly, in the First Age, use of this spell was usually restricted to Wyld pockets and on safaris.
ELEMENTAL BOLT ATTACK
Cost: 1m per 2L; Mins: Lore 2, Essence 2; Type: Simple
Keywords: Combo-OK, Cooperative, Elemental, Obvious
Duration: Instant
Prerequisite Charms: None
Sometimes referred to as "the Dragon's Claw," this Charm
permits a Dragon-Blood to fi re a bolt of elemental energy appropriate
to his aspect from his hand toward a target. The bolt is targeted
with (Dexterity + Athletics) or (Dexterity + Archery), whichever
is preferred, with an Accuracy bonus equal to the Dragon-Blood's
Essence and a range of (Essence x 20) yards. The bolt infl icts 2L
per mote spent up to a maximum number of motes equal to the
Dragon-Blood's Stamina. The bolt also has an elemental aspect
and triggers the following elemental effects: Air buffets the target,
subtracting two dice from her next action. Earth triggers a tremor
beneath the target's feet, forcing her player to roll (Dexterity +
Athletics), diffi culty 4, to keep the character from falling. Fire
sets the target ablaze for a single action (+4L to the attacker's
damage pool). Water fi lls the target's lungs with seawater, adding
three ticks before her next action due to violent coughing. Wood
exposes the target to a plant toxin, requiring a refl exive (Stamina
+ Resistance) roll, with a diffi culty equal to (the Dragon-Blood's
Essence), to avoid suffering a -1 penalty on all actions for the
remainder of the scene.
Dragon's Suspire—The elemental can make a ranged attack
that emanates from its body, usually in the form of breath,
that strikes its targets with an effect based on its affi nity. This
effect might be a gout of fl ame, a rain of splinters, a thunderclap,
an explosion of rock or a freezing fountain of water. The
elemental must pay fi ve motes of Essence and one temporary
Willpower to activate this attack, then the Storyteller rolls its
(Dexterity + [Athletics, Archery or Thrown]) to hit. Dragon's
Suspire has an area of effect 10 feet long and fi ve feet wide, and
it deals four lethal health levels of damage, plus extra successes
on the attack.

DRAGON'S SUSPIRE
Some elementals (most famously, the lesser elemental
dragons) can make a ranged attack that emanates
from their bodies, usually in the form of breath. This
effect might be a gout of flame, a rain of splinters, a
thunderclap, an explosion of rock, a freezing fountain of
water or any other appropriate effect. Dragon's Suspire
is effectively a mode of attack that costs five motes and
one Willpower point to use. By default, an elemental
using this attack takes a Speed 6 and Defense Value -1
action to exhale a burst of elemental force 10 yards long
and five yards wide. Every individual within the blast
is subject to an attack with an Accuracy equal to the
elemental's (Dexterity + [highest of Athletics, Archery
or Thrown]) and a damage of 4L. Extra successes on the
attack add dice to the damage roll per normal. Some
elementals possess versions of Dragon's Suspire with
altered traits, as noted in their descriptions.
It should be something that has the weirdness of Infernal, like Charisma+Occult for Sandstrike Blast and Willpower+Occult for Mind-Hand Manipulation. Or it can be an environmental hazard.
Oramus has been busy with violating the space-time continuum...
:cool:
A little late to the party, but is there a compiled Oramus charmset/cascade? Or just the charms listed in the shop/charsheet?
Those in the shop/charsheet. There is no one who took the time to make a truly detailed one, like Revlid's Isidoros, so I gathered attempts from all over the web and refined them with the help of the players.
 
Unrolled damage is an enviromental effect by default.

That said, the charm probably works better as an unblockable AoE atack.
This is 100% wrong. Environment effect work according the the poison rules with some alteration, and have to be specifically called out as environmental effects.

From Core in the section on poison and environment effects starting on page 130 but the quote is from pg 131.

A variation of the preceding rules also handles conditions
inimical to life, ranging from temperature extremes to acid baths.
Environmental effects substitute Trauma for Toxicity and do
not have a Tolerance, Penalty or associated Resources cost. By
default, mortals roll at the same diffi culty as Exalted, so the "M"
tag is assumed. Moreover, damage is not always infl icted one
die at a time, so the listed damage indicates the actual damage
infl icted at every interval of exposure. Exalted characters who
do take damage subtract their natural lethal soak as normal (to
a minimum of one die).
Example: A bonfi re has a Damage of 4L/action and a Trauma of
3. The player of a character unwisely standing in the middle of a bonfi re
would need to make a refl exive diffi culty 3 (Stamina + Resistance) roll
every fi ve seconds of narrative time or at the beginning of every tick in
which she acted. The Resistance roll would reoccur at this interval for as
long as the character remained in the fl ames. On a success, the damage
would be 4B; on a failure, 4L. In either case, the character could reduce​
this damage with natural soak to a minimum of one die.

ENVIRONMENTAL EFFECTS
Name Damage Trauma
Acid Bath 5L/action 5
Blistering Heat/ 1B/hour 1
Numbing Cold
Bonfi re 4L/action 3
Severe Sandstorm 1L/minute 2
Supernatural Ice 2L/minute 2
Storm​
The Silent Wind 6A/action 5L

The proper way to make it a mechanical effect would be to make it create a action long environmental effect that does 2L damage and has a trauma of (pick a value, probably 3 to be comparable to a bonfire.) This would fit the exalted themes by allowing a defense specifically a (resistance+stamina) roll of a difficulty of 3 which would allow you to reduce it from 2 lethal damage levels to dice and 6 successes reduce the damage to being bashing.

If I was to fiddle with the numbers more for game balance reasons I would shift it to deal (essence+1) lethal damage dice so the lowest essence infernals who can by the charm do the same damage as a bonfire and it gets stronger over time. I would also give it a trauma of (essence) for the same reason a E3 infernal's fire is the same as a bonfire beyond the special effects but it gets increasingly hard to resist as he goes up in essence. Using dice instead of levels is because this allows a exalt with a sufficienty good (stamina+resistance) roll shrug off the effects if they double the trauma on their defense roll. Generally only exalts who deliberately invest in resistance will be able to do so even for a low essence infernal.

When scaled up to E10 this makes a fire attack that kills extras automatically as they lack the dicepool to even have a chance of survival and, even requires exalts to either have sufficient soak to reduce the damage or a fantastically good (stamina+resistance roll)
 
I added the "Fourth Soul" Charms to the Charms Shop. Not all of them because some require Charms from other Yozi, but I left those from Malfeas since some are thinking to unlock that Charmset.
 
Alexander asked me to post this here:

Name: Ernst Lehrmann
Gender: Male
Age: 32
Caste: Slayer
Patron Yozi: She Who Lives In Her Name
Concept: One-man Tank Crew
Motivation: Disprove the battlefield supremacy of Knightmare Frames
Urge: Malfean

Attributes: Strength 3, Dexterity 4, Stamina 4, Charisma 3, Manipulation 2, Appearance 2, Perception 3, Intelligence 2, Wits 4

Abilities: Archery/Firearms 3 (Vehicle Weapons +1), Martial Arts 1, War 3 (Armored Vehicles +1, Countering KFs +1), Integrity 2, Presence 2, Resistance 3, Lore 2, Occult 3 (Mind-Hand Manipulation +1), Athletics 2, Awareness 3, Dodge 2, Bureaucracy 1 (Military Procurement +1), Linguistics 2 (Native: German, English, French), Ride/Drive 3 (Tanks +2), Socialize 2 (Military +1),

Virtues: Compassion 2, Conviction 2, Temperance 2, Valor 3
Essence: 2
Willpower: 8

Backgrounds:
Resources 2
Contacts (EU Military) 2
Rest probably into Coadjutor or the like.

Intimacies:
His (former) tank (possessiveness/nostalgia), Knightmare Frames (hate), his wife and family (love), his tank crew and unit (camaraderie, regret), Britannian military tactics/hierarchy (disdain)

Charms;
Malfeas:
- By Pain Reforged
- Kneel or Be Knelt
- Insignificant Embers Intuition
- Green Sun Nimbus Flare

SWLIHN:
- Factual Determination Analysis
- Essence-Dissecting Stare
- Mind-Hand Manipulation
- Precision Thought-Force Exercise

Remaining picks into whatever's necessary/appropriate
Somewhat unfinished, I know; I'm leaving a fair amount of the details, such as what demon transported his Exaltation, to Alexander.

No omake, but as a gist, he's one of the people who recognize the way that KFs effortlessly curbstomp everything else, including vehicles that are very specialized and well-suited for their role and thus should have the advantage over KFs in their respective roles (such as tanks in open battle, or - later in the series - fighter jets in the air) as the humongous amount of bullshit and plot armor it is, and basically gets pissed off at it.

So, he's gonna grab his tank - that he crews all by himself through copious use of mind-tentacles - and go murder a bunch of Britannian Knightmare Frames and soldiers with it and generous amounts of green hatefire.
 
Good, but like the others said it needs a dice pool. For that, I would like to propose some examples:

It should be something that has the weirdness of Infernal, like Charisma+Occult for Sandstrike Blast and Willpower+Occult for Mind-Hand Manipulation. Or it can be an environmental hazard.

Ok, how about this?

Wyld Dragon's Breath
Cost
: 8m or 4m; Mins: Essence 3; Type: Supplemental
Keywords: Sorcerous, Desecration, Shaping, Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Impresario's Sure Hand

Oramus is not only a dragon, but the first and most unique of all dragons. It was he who declared that all dragons must have a breath attack, for even if they were but pale imitations of his majesty it would be an insult if the did not emulate him correctly.

Upon taking this Charm, the infernal's belly is filled with Pure Chaos. By spending 8m in Creation or Yu-Shan or spending 4m in a Wyld zone, Malfeas, or the Underworld the warlock may unleash a stream of Pure Chaos in the form of prismatic fire from her mouth as a breath attack extending (Essence x 10) yards from the Infernal with a width of (Essence) yards. The Infernal rolls (Appearance + Performance) to hit as an unblockable ranged attack to cause (Essence) lethal damage to those caught in the blast. Against Raksha the damage is aggravated. Those caught in the blast must also roll (Essence + Willpower) with a difficulty of (Infernal's Essence + 2, maximum 7) to avoid gaining a random negative Wyld mutation as a Shaping effect that lasts for the remainder of the scene. At Essence 5 the mutations caused by this Charm become permanent. Any landscape or mundane objects caught in this Charm's area of effect that are not destroyed become slightly twisted to better match the themes of Oramus.

It may also need a speed value and a Defense penalty while doing it, but I don't understand the mechanics behind that at this time to make it balanced so someone else could figure that part out. Further balancing may also be needed. The name is also something that could be changed.

A possible expansion Charm of this might make it create a temporary environmental hazard that is essentially Pure Chaos and forces everyone caught within to make an (Essence + Willpower) roll every minute to avoid a mutation.


Also, one thing Alex - the time for a mutation to occur for being in a Bordermarch is a month, not a year, at least according to Celestial Directions Vol. 2 pg. 113 - Lelouch can probably just take the hearthstone out of its amulet and then put it back in to reset thing until he gets permanent immunity, if we haven't already gotten it within a month.
 
@Alexander89 - I know we were talking about giving Oramus a breath attack Charm tree, so I came up with this...

Might need some tweaking, but I think this is a good start.

Pure Chaos it not an energy attack - it is lack of reality. It does not inflict damages by itself. Coming apart at seams due to lack of anything to keep you real does.

Anyway, Pure Chaos is a fun idea to play with. Mainly due to fact, that if it is pure chaos then all sizes and dimensions within cease to matter.

You can create sphere of pure chaos size of a fist, and then with some luck put your whole arm inside, without it ending out out other side of the sphere (assuming that arm did not change into mini-tentacle, or something simillar). You can create sphere of pure chaos size of a horse, throw someone inside, and with some luck have him try to get out for subjective year, crossing what it feels like thousand miles.

My proposition would be something like that:

Reality ripping paradox
Cost
: 0+ Mins: Essence 3; Type: Supplemental
Keywords: Sorcerous, Desecration, Shaping, Combo-OK, Obvious
Duration: Indeterminate
Prerequisite Charms: Oramus World-Shaping Cosmogony

Oramus is guardian of all things Within and Without. He is ultimate barrier, the primal separation. But things he guards remains separate at his sufferance. What Is need not remain so.

Upon invoking this charm Infernal speaks one of hidden names of Oramus, invoking his primordial authority of things that are and are not. Effect of the charm rips apart and destroys very foundation of reality in radius up to Essence x 10 yards from the Infernal. In result, as long as motes are commited, reality is weakened, and shifted two "levels" towards Pure Chaos. Creation becomes bordermarches. Tainted land becomes Middlemarches. Bordermarches becomes Deep Wyld, and Middlemarches changes into Pure Chaos.

Charm can be bought second time at essence 4, which shifts reality 3 "levels". At essence 5, charm can rip reality so completely, as to change Creation or Yu-Shan into Pure Chaos.

This Charm has a tiered cost. If the Infernal is in Creation and Yu-Shan, it costs 8m. In the Bordermarches or the Underworld, it costs 6m. In the Middlemarches or Malfeas, it costs 4m. In the Deep Wyld, it costs 2m. In Pure Chaos, it costs 0m. There is no limit how many instances of the charm can be active at the same time, but affected areas cannot overlap. After it ends, charm leaves area of Tainted Land behind.

Something like that can be useful for very wide array of things, and developed in very large array of ways. It could be used as a weapon - as few have active defence against shaping. As a way to get magical components - Wyld mutates, and created wonders. Quite a few of them can remains after charms is done.

Good follow-up would be a charm that gives some authority over affected area. It's not possible to truly control chaos, but it should be doable to give it a theme to follow.

Reality guiding song
Cost
: - Mins: Essence 3; Type: Supplemental
Keywords: Sorcerous, Desecration, Shaping, Combo-OK, Obvious
Duration: Permanent
Prerequisite Charms: Reality ripping paradox

Great Oramus sings to itself, as it shapes impossibilities in his forge of things that are not.

Effect permanently enhances prerequisite charm. When Wyld area is created, Infernal retains some control over effect of Wyld in the zone. While invoking effects at will is not possible, it is possible to set general 'theme' of given area. Example of such theme may by "fire", which would then create things like burning cats, fiery passion-butterflies, mutation of blood into a fire or happily singing magma. Effect are still random and unpredictable, but theme is visible in chaos.

Charm can be bought again at essence 4. It allows to exert more control over chaos, channeling it into more narrow bounds. Example of such more narrow theme may be "harmless beauty". Or "nostalgic sadness".

Charm can be bought for the third time at essence 5. Informal can change theme of existing area by spending single willpower point. He can also insert single note of order into heart of chaos. For example: no gravity. Or "no direct attacks". Or "only truth is heard".

It can be a weapon. A way to create quasi-sorcerous effects. It can be used to create things. Etc.

More advanced charms could tie small sphere of Pure Chaos to a hand, or to an end of a weapon. With correct theme, it could destroy close to anything.

All that is balanced with the fact, that shaping defence is relatively easy to get... Though is someone with perfect shaping defence enters sphere of Chaos bound to the theme of being bigger-on-inside labyrinth, then shaping defence will not help that person all that much.

Other way to develop it is transportation. You have two spheres of Pure Chaos. Inside the distances, sizes and dimensions have no meaning. It is possible that You can enter one sphere, and exit another, regardless how far they are in Creation. It would require speficic charm probably, but hey, Oramus. It is his domain after all.
 
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Pure Chaos it not an energy attack - it is lack of reality. It does not inflict damages by itself. Coming apart at seams due to lack of anything to keep you real does.

In this case the Pure Chaos is being shaped into prismatic fire (or something like fire in that it burns and inflicts damage - it's not actually Elemental Fire).

Alexander89 has indicated a desire for an Oramus breath attack, so I'm trying to figure out something that would be suitable.
 
A little late to the party, but is there a compiled Oramus charmset/cascade? Or just the charms listed in the shop/charsheet?

Those in the shop/charsheet. There is no one who took the time to make a truly detailed one, like Revlid's Isidoros, so I gathered attempts from all over the web and refined them with the help of the players.

I made an Excel Sheet/Chart to map out the Oramus Charm Tree, as well as Metagaos, Isodoros, and Revlid's SWLiHN. I still haven't done the others though.
 
Hmm.
Still trying to figure out an attack charm, which is kind of the reverse of Oramus's imperfection.

Basically, it only hits if they defend against it, or aren't in range.
 
A little late to the party, but is there a compiled Oramus charmset/cascade? Or just the charms listed in the shop/charsheet?
I made an Excel Sheet/Chart to map out the Oramus Charm Tree, as well as Metagaos, Isodoros, and Revlid's SWLiHN. I still haven't done the others though.

If you download the Anathema character generator, then grab the custom charm files I typed up, you get the charm cascade. Here's a picture of what the "Beautiful In My Way" tree looks like. I split his charms into two trees for aesthetic reasons.
Charm boxes colored green means the character knows that charm. Why it shows up that way in the cascade view, I don't know.
 
If you download the Anathema character generator, then grab the custom charm files I typed up, you get the charm cascade. Here's a picture of what the "Beautiful In My Way" tree looks like. I split his charms into two trees for aesthetic reasons.
Charm boxes colored green means the character knows that charm. Why it shows up that way in the cascade view, I don't know.

My Lore Ability is of an insufficient rank to perform such operations. I just don't get it even with instructions which annoys me to no end. Add in external difficulties imposed by hardware and network, it makes it almost impossible for me to do that.

Gotta improvise and use Low Tech solutions instead. :V
 
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