1. We do not have a Knightmare Frame on hand the majority of the time we're acting as Lelouch, and at least part of the time when acting as Zero. If a Wyld Hunt is looking for us or we're up against an Abyssal that we've run into, then we can't be certain to have a Knightmare on hand.
Speaking of survivability on foot, I think we should slowly work our way towards other Malfean durability-enhancing Charms, when we later have more xp and time. Based on my limited understanding of the mechanics, I feel that at least that taking By Pain Reforged immediately followed by Scar-Writ Saga Shield is a must, as especially the latter seems to synergize pretty well with increased health levels.
Speaking of survivability on foot, I think we should slowly work our way towards other Malfean durability-enhancing Charms, when we later have more xp and time. Based on my limited understanding of the mechanics, I feel that at least that taking By Pain Reforged immediately followed by Scar-Writ Saga Shield is a must, as especially the latter seems to synergize pretty well with increased health levels.
I imagine that upon finding out about her Szoreny charmset, Lelouch would have politely requested Kaguya learn how to heal people of their crippling injuries.
Kaguya will likely take those on her own without Lelouch asking, and she's far more likely to find out first anyways. After all, she knows that Nunnally legs are crippled and that Nunnally means a lot to Lelouch - it's pretty much the fastest way into Lelouch's good graces. If she asked him to marry her right after he learned she healed Nunnally's legs, he'd probably say yes without a single moment of hesitation.
For those worried about linking Intimacies to demons, the solution is easy: like in The Path of a Thousand Whispers, make so that the Intimacy cannot be removed unless the demon dies. Since, you know, the Intimacy is now its own person.
While this preserves the demon, what if you need to drop the intimacy, or if it becomes illogical?
The way you feel about a certain thing is too transient to base an immortal (barring violence) existence off of. And locking yourself in that feeling risks being trapped in one mode of thinking forever.
But wouldn't it with our current Essence (and thus one automatic repurchase of the Charm) give us 5B/5L natural soak and 5B hardness? And as natural soak stacks with that given by armor, add Silken Armor of Zero (Soak: +5L/3B) and we get 10B/8L soak and 5B hardness. Shouldn't this be already enough to seriously mitigate damage from some of the lesser threats, mostly mortals? With the armor and the Weapon Ward added, our need to actually spend motes to survive if the situation goes bad is seriously lessened.
While this preserves the demon, what if you need to drop the intimacy, or if it becomes illogical?
The way you feel about a certain thing is too transient to base an immortal (barring violence) existence off of. And locking yourself in that feeling risks being trapped in one mode of thinking forever.
That's why I would suggest you choose to manifest only Intimacies you want to keep, in the 3-5 rating range.
On another note: @NSMS, in his genius gently worked on and provided an Abyssal Circle that operates in Japan. They will likely be principal antagonists. Oh, and they're strong enough to pose a threat so don't slack off on training! For the incredible job NSMS receives 12 Xp!
He is also going to post omakes about them. Look forward to it.
On another note: @NSMS, in his genius gently worked on and provided an Abyssal Circle that operates in Japan. They will likely be principal antagonists. Oh, and they're strong enough to pose a threat so don't slack off on training! For the incredible job NSMS receives 12 Xp!
He is also going to post omakes about them. Look forward to it.
*Whistles* A whole Circle and omake about it? Now that is impressive. As is the amount of xp that was just granted to us.
So, what we do with this sudden windfall? Immediate-training traits seem logical, as we have quite many Charms in training, of which I'm actually a bit unclear about. Do the training times run paralel to each other with no maximum, can we train only a one trait at a time, or is there some kind of "soft" limit on how many things we can be learning at the same time (mostly concerning Charms, as they don't require actual training like shooting moving targets to get better at Firearms)?
Anyway, I would suggest we max out Willpower with 9 xp for starters. The rest we could maybe spare for another time, or possibly spend for something like Presence and and specialty for it. Inspirational Speeches, anyone?
While this preserves the demon, what if you need to drop the intimacy, or if it becomes illogical?
The way you feel about a certain thing is too transient to base an immortal (barring violence) existence off of. And locking yourself in that feeling risks being trapped in one mode of thinking forever.
As the GM said, that's why you have to be careful about what Intimacies you manifest. The Intimacy for Chess is fairly harmless, for instance.
Also, some Intimacies can be changed and broadened. Hatred of Britannia won't make sense once Britannia is long gone, but that can be altered to be a general hatred of the type of ideology that Britannia espouses.
On another note: @NSMS, in his genius gently worked on and provided an Abyssal Circle that operates in Japan. They will likely be principal antagonists. Oh, and they're strong enough to pose a threat so don't slack off on training! For the incredible job NSMS receives 12 Xp!
He is also going to post omakes about them. Look forward to it.
*Whistles* A whole Circle and omake about it? Now that is impressive. As is the amount of xp that was just granted to us.
So, what we do with this sudden windfall? Immediate-training traits seem logical, as we have quite many Charms in training, of which I'm actually a bit unclear about. Do the training times run paralel to each other with no maximum, can we train only a one trait at a time, or is there some kind of "soft" limit on how many things we can be learning at the same time (mostly concerning Charms, as they don't require actual training like shooting moving targets to get better at Firearms)?
Anyway, I would suggest we max out Willpower with 9 xp for starters. The rest we could maybe spare for another time, or possibly spend for something like Presence and and specialty for it. Inspirational Speeches, anyone?
Well, seeing as how he earned so damn much of it, it might be prudent to let @NSMS suggest what he'd prefer.
Speeches generally fall under Performance, by the way. Presence more falls under things like convincing the terrorists to work with us at Shinjuku, even though they didn't know us. Still, Presence 5 is certainly impressive, as someone with it can "convince a member of the Wyld Hunt to embrace the worship of the Unconquered Sun". But yeah, if we want our speeches to be more inspirational, Performance is the way to go. Someone with Performance 5 can "start a riot with a short speech or play a song so beautiful that it will touch the heart of one of the Demon Princes of Malfeas".
For Charm suggestions I'd go with either Green Sun Nimbus Flare or Life Blighting Emptiness Attack so we've got an offensive Charm.
Wellll. I think that the chess intimacy is more that just Lelouch love for the game. Note that it's worded Chess (Competivenes). It includes things like will to fight, pride (Just look at all the Black King imagery), etc.
I prefer to see intimacies in a non-completely literal way. Our love for Nunnally also includes how we love (In a really, really obsessive way, and that soul probably will be somewhat yandereish*), our desires to give her a peaceful world, and other such things related with her.
And for those that are worried about losing a intimacy if the demon dies, well, is quite hard to kill a deva. First we have to summon it, then someone has to kill (And a 2º circle isn't a pushover) and use a spirit killer to destroy it totally. So is possible, but i doubt it will happen if we are careful and don't send one of our souls alone in a mission where she can be eaten by enemy Exalts.
*(Think about how Lelouch thinks about Nunnally. Now remove almost all other pieces of his personality, and think how the result is going to be)
As the GM said, that's why you have to be careful about what Intimacies you manifest. The Intimacy for Chess is fairly harmless, for instance.
Also, some Intimacies can be changed and broadened. Hatred of Britannia won't make sense once Britannia is long gone, but that can be altered to be a general hatred of the type of ideology that Britannia espouses.
Well, seeing as how he earned so damn much of it, it might be prudent to let @NSMS suggest what he'd prefer.
Speeches generally fall under Performance, by the way. Presence more falls under things like convincing the terrorists to work with us at Shinjuku, even though they didn't know us. Still, Presence 5 is certainly impressive, as someone with it can "convince a member of the Wyld Hunt to embrace the worship of the Unconquered Sun". But yeah, if we want our speeches to be more inspirational, Performance is the way to go. Someone with Performance 5 can "start a riot with a short speech or play a song so beautiful that it will touch the heart of one of the Demon Princes of Malfeas".
For Charm suggestions I'd go with either Green Sun Nimbus Flare or Life Blighting Emptiness Attack so we've got an offensive Charm.
For charms I'd go with LBEA over GSNF; it seems to fit Lelouch a little better thematically and Lelouch isn't really built for running up to someone and punching them the face anyway. Performance 5 definitely seems like a good idea, though; maybe get a specialty or two for making speeches on top of that?
If forced to pick between Performance and Charm, however, I'd go with the Charm. We're already pretty damn good at making convincing speeches, but an offensive Charm is something completely new to our arsenal.
[X] Suzaku is alive! Be happy but keep up your public mask.
-[X] "Suzaku..." You resist the urge to stare in shock. It takes a great deal of your will to keep up your carefully crafted mask. Your Essence Sight doesn't show him to be someone else magically disguised, so you're pretty damn sure it's him. You don't know how he survived, but you can catch up with him later, but for now you can't reveal anything that might link him to your secret past. "Well, I have to say I'm surprised, Suzaku. I would never have expected to see you here, but it's good to see you again." You say, smiling honestly. You turn to Rivalz. "Rivalz, have you met Suzaku? He helped me out after that idiot driver in the truck accident drove off with me inside."
-[X] Later when you're assured of privacy (the last thing you want is to give your fanclub ideas) give him a hug, let him know you're glad he's alive. The two of you have some catching up to do, and you're sure Nunnally would love to see him again.
Name: Milly Ashford
Titles: Ashford Academy's Student Council President, Party Queen
Motivation: To become an international celebrity
Urge: Make people renounce the rigid laws of Area Eleven (Psychotic)
Caste: Scourge
Patron Yozi: Hegra
Anima Banner: An harp made of iridescent gemstone surrounded by a storm
Attributes: Strength 2, Dexterity 2, Stamina 3; Charisma 4; Manipulation 3; Appearance 4; Perception 2; Intelligence 3; Wits 4
Virtues: Compassion 4, Conviction 3, Temperance 1, Valor 2
Abilities: Integrity 1, Performance 2 (Parties +3) (Harp +2), Presence 3, Investigation 1, Lore 2, Athletics 2, Awareness 2, Dodge 3, Larceny 1, Stealth 2, Bureaucracy 1, Linguistics 2 (Native: English. Japanese, Old Realm); Socialize 3 (Demons +1)
Backgrounds: Backing (Yozi) 1, Cult (Yozi) 1, Influence (Yozi) 1, Unwoven Coadjutor (Nassozra) 3, Allies (Coven) 4, Familiar (Zenész) 1, Influence 1, Backing (Ashford Academy) 4, Contacts 3, Resources (Ashford family) 2, Mentor (Carnueale) 5
Essence: 3
Willpower: 6
Other notes: both the Unwoven Coadjutor and Familiar are Angyalkae.
Traits from Unwoven Coadjutor: Her hair occasionally sway, even when there is no wind. (0 Points)
Anima Power:
Scourges have the power to mute the effects of their own animas. Whenever a Scourge spends Peripheral Essence, she can spend one additional mote to prevent the expenditure from adding to her anima banner. If the Peripheral Essence was spent to activate a Charm with the Obvious keyword, the Scourge must spend twice the normal Essence cost to prevent any addition to her anima banner.
The Scourge can also use her anima to conceal her own movements. By spending five motes, the Scourge can render herself utterly silent for up to a scene. She can choose to talk or deliberately make a sound, but otherwise, nothing she does will make any noise. While this power is active, the Scourge adds her permanent Essence in automatic successes to all Stealth-related rolls in which silence plays a part. This power does nothing to prevent others from perceiving the Scourge through other means.
If the Scourge spends 10 motes, she can surround herself with a zone of perfect silence that covers a radius of (Essence) yards from her person. No one within this radius can make any sort of mundane sound save by the Scourge's will. However, while a victim seized and garroted while this power is in effect cannot cry out and be heard, if he, for example, throws a dagger or some other object outside the effect's radius, any such noises will be heard as usual. Also, this power will not interfere with the casting of sorcery or necromancy spells in any way, even those that require some verbal utterance as part of their casting, nor will it interfere with Charms or any other supernatural effects that have auditory components, such as Demon-Wracking Shout.
Charms:
First Hegra Excellency, Second Hegra Excellency, Hegra Inevitability Technique, Hegra World-Shaping Cosmogony
The Typhoon of Nightmares is always excited, a manic being who revels in the sensous. Her erratic moods are constantly shifting through the spectrum of emotions, and she is subject only to her whims. Hegra clings to her dreams because they are more pleasing than reality, and wishes to share her vision. She brings both inspiration and terror, disturbing the sleep of dreamers with unwanted revelations. Her wrath is less deadly than her carelessness, as her catastrophic storms cause massive collateral damage, without her knowing. Despite the exuberant rejoicing that her aimless passage through Malfeas brings, her mercy is just as unintended as her malice. She enjoys all that she does as if giving an artistic performance or playing a game, because she will not do anything which does not please her.
Characters may apply this Charm to actions that resonate with their emotions and passions, or acts of flamboyant and over the top vivacity. Actions that focus on style over substance or seem heroic are always better than those that are merely effective, as Hegra's form is nothing but dreams and gossamer, shaped into her own self-image. Socially, she arouses passions and incites revolutionary changes, upsetting systems of oppressive control or restraint with out of control emotions. She exploits the feelings of others, using them to achieve her own satisfaction. This Charm can never enhance any action that conflicts with the Infernal's own emotions or Intimacies, as Hegra values fantasy over reality and cannot place necessity above what she wants.
Hegra Mythos Exultant
Hegra's rains bring madness, washing away the harsh realities of the world with their downpour. The Infernal may forgo the mote or Willpower awards of a stunt to cause a single character within (Essence x 10) yards to lose a point of Willpower, as a Shaping effect. Characters with awakened essence may choose to instead spend motes equal to (stunt rating x 3).
Ecstatic Passion Kaleidoscope (x2)
Cost: 5m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Emotion
Duration: One scene
Prerequisite Charms: None
Hegra subsists entirely on emotions, the whole of her being coalescing around her hysteric passions. Activating this Charm, the Infernal may instill herself with any emotion, passion, or feeling, exerting unnatural mental influence upon herself. The Infernal may add (Essence/2), rounded down, dice to any action which resonates with that emotion, which does not count as dice added by Charms. This Charm also exerts the usual penalties of an Emotion effect – a -1 internal penalty on any action that does not resonate the emotion instilled, or a -3 internal penalty on any action that directly opposes that emotion. The Infernal must spend a point of Willpower to cancel this Charm before its duration ends, or if they activate it again to change the emotion it creates.
A second purchase of this Charm allows the Infernal to re-activate it as an innate ability. So long as it is already active, activating it a second time to change the emotion it creates does not count as Charm activation, and they need not pay a Willpower surcharge to do so.
A third purchase of this Charm at Essence 5 allows the Infernal to waive its mote cost when activating it, and it extends its duration to Indefinite. However, they can never voluntarily cancel the effects of this Charm–they may change the emotion it instills with a subsequent activation, but cannot simply end its effects.
Extravagant Revelry Carnival
Cost: – (+1wp); Mins: Essence 2; Type: Permanent
Keywords: Emotion, Social
Duration: Permanent
Prerequisite Charms: Ecstatic Passion Kaleidoscope
Hegra's rains slick the streets of the Demon City with alien passions and vivid memories, fomenting sensual hallucinations. This Charm permanently upgrades Ecstatic Passion Kaleidoscope. Whenever the Infernal activates it, she may pay a surcharge of one Willpower to roll (Charisma + Performance) against the Dodge MDV of all characters who can see her. Any character whose MDV is exceeded succumbs to the same Emotion effect as the Infernal, a form of unnatural mental influence that can be resisted for two points of Willpower. This Emotion effect lasts for one scene. The targets do not gain the bonuses of Ecstatic Passion Kaleidoscope, only the base penalties of the Emotion effect.
In addition, while Ecstatic Passion Kaleidoscope is active, the Infernal may enhance any social attack that would rouse the same emotion it instills. Doing so costs a point of Willpower for Performance-based attacks, or two motes for Presence-based attacks, and inflicts the same unnatural mental influence as above if the social attack is successful. The target must resist this influence separately from the social attack if the Infernal's roll overcomes their MDV's. Enhancing a social attack in this way does not count as Charm activation.
Indelible Prismatic Stains
Cost: –; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ecstatic Passion Kaleidoscope
Hegra's heart is as the storm cloud–sometimes illuminated by brilliant lightning, sometimes choked with dark rains, and sometimes still and tranquil. Just as the storm, there is nothing that can bind or fetter her passions. This Charm upgrades Ecstatic Passion Kaleidoscope. While it is active, the Infernal may treat any mental influence that would cause her to feel or experience an emotion, or gain an Intimacy based on an emotional context, that is opposed or incompatible to the emotion she has inflicted upon herself as unacceptable orders.
A second purchase of this Charm at Essence 4 extends its benefits to all Infernal Charms she knows that exert an Emotion effect, so long as they carry the usual penalties for such effects. Any character subject to the mental influence of such a Charm gains the benefits of Indelible Prismatic Stains.
Ignoring Senseless Babble
Cost: 5m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Ecstatic Passion Kaleidoscope
Hegra's bright passions numb her to the world outside, letting her dream away the absurdities of her imprisonment. This Charm may be activated in response to any form of mental influence, allowing the Infernal to perfectly dodge it. This Charm may defend against undodgeable mental influence. If the Infernal has Ecstatic Passion Kaleidoscope active, she may activate this Charm for a reduced cost of three motes against any mental influence that does not align with the emotion created by it, or for one mote against influence that is directly opposed to that emotion.
Soul-Crucible Diabolism
Cost: – (1m); Mins: Essence 2; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Ecstatic Passion Kaleidoscope
The poisoned souls of the Infernal Exalted overwhelm any mere venom. This Charm permanently upgrades Ecstatic Passion Kaleidoscope. Whenever the Infernal would be affected by any form of poison while it is active, she may pay a single mote to absorb it into her system, consuming it harmlessly. The resultant backwash of toxins produces a slight euphoria, and the Infernal must change the emotion instilled in her by Ecstatic Passion Kaleidoscope, though this does not count as cancelling its effects.
Vibrant Rainbow Chorus (x2)
Cost: 5m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Ecstatic Passion Kaleidoscope
The Infernal experiences emotions as a synesthetic chorus of music, from the violet strains of love to the bright red cacophony of anger. This perception allows her to know the dominant emotion of all characters she can perceive, and she may place any character's emotions in context within the scene, if applicable. In addition, if any of a character's Intimacies or their Motivation resonate with their current emotional state, they are made Obvious to the Infernal. The Infernal may perceive this with any of her senses, allowing her to benefit from this information even if she is blinded or deafened–she might taste the different flavors of emotion on the air, or feel their psychic vibrations. This does not allow her to ignore any of the usual penalties for sensory impairment, however.
A second purchase of this Charm grants the Infernal (Essence) automatic successes on all Awareness-based actions to perceive any character whose emotions she can detect with this Charm. However, she suffers an equal external penalty on all Awareness-based rolls to perceive things without emotions or whose emotions she cannot read. In addition, even if blinded or deafened, she may still use the synesthetic perception of this Charm in place of her lost senses, allowing him to visually or audibly perceive characters without the usual penalties of her impairment, so long as she can sense their emotions. She still suffers the normal penalties for perceiving anything with no emotions, or whose emotions she cannot detect. The perception granted by this Charm extends to (Essence x 100) yards when used in this way as an independent sense.
Sky-Crisis Strike
Cost: 2m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Ecstatic Passion Kaleidoscope
Blizzards of fancy and lightning bolts of erotic passion rain down from Hegra's storm fronts, disasters as wonderful as they are destructive. Activating this Charm, the Infernal rolls (Charisma + Presence) as she hurls a bolt of prismatic lightning, a burst of gossamer ice, or some other form of emotional weather at a character within (Essence x 50) yards. Strong emotions draw down Hegra's wrath, and the Infernal receives a single automatic success on the attack roll if she attacks a character who is subject to an Emotion effect that exerts unnatural mental influence. The base damage of this attack depends on the stunt awarded to the Infernal's attack, equal to (Stunt Rating x 5) lethal piercing damage. Attacks not awarded a stunt at have a base damage of only (Essence), to a maximum of 5L piercing.
Firmament-Shaking Cataclysm
Cost: – (+2m per effect); Mins: Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Sky-Crisis Strike
Both Hegra's anger and her passions shake the sky, cracking its very foundation. The Infernal may channel a Virtue to enhance Sky-Crisis Strike without needing to spend a point of Willpower. In addition, upon purchasing this Charm the Infernal may choose any of the following upgrades to Sky-Crisis Strike. Additional upgrade may be learned for a cost of one experience point each, or one bonus point for two. An Infernal may choose to employ any of the upgrades she has learned when activating Sky-Crisis Strike, for a cost of two motes each. At Essence 3, the Infernal may pay 5 motes and a point of temporary Willpower to append all of the upgrades she knows to an attack.
Blinding Rainbow: Lashing ribbons of prismatic light emanate from the Infernal's presence, too bright to behold. If the attack successfully hits, the target must succeed on a (Wits + Dodge) roll to avert his eyes or be dazed, suffering a -2 external penalty on all non-reflexive actions until his DV next refreshes, as a Crippling effect. If he succeeds on the roll, he suffers only a -2 internal penalty.
Lightning Scourge: Shimmering lightning arcs from the Infernal's fingers to her victim. Rather than ignoring four points of soak from her target's armor, the Infernal ignores eight points of soak.
Whirlwind Strike: A roaring wind blows from the Infernal's own breath, buffeting down all who stand against her. If the attack successfully hits, the target must roll to resist knockdown or fall prone.
First Adorjan Excellency, Second Adorjan Excellency, Adorjan Inevitability Technique, Adorjan World-Shaping Cosmogony
The Silent Wind is restless, always in motion and never satisfied. She expresses the inevitability that bad things happen regardless of who you are or how many backup plans you have. She is catastrophe and calamity, the unconsidered variable that shreds the best-laid plans of Yozi and Exalt alike. She kills because it is her nature to hurt everything she touches, not because she revels in suffering. More than any of her siblings, Adorjan is insane and encompasses contradictions. Adorjan scours her enemies, breaking them to enlighten them, even if the lesson proves fatal. Her actions Her actions display vicious whimsy, especially toward the complacent and comfortable. She loves purposeful chaos that exposes the flaws in systems and lays low the proud, but she abhors chaos for the sake of chaos as much as she abhors stasis. She is a balancing force of wickedness against the excesses of the righteous. Her depredations inspire heroes to reach their full potential through the crucible of tragedy, invariably ruining their lives in the process. Greatness is the worst curse her touch imparts. She inflicts more pain on those she loves than those she hates. No one expects her. She refuses to be understood and torments those who try.
This Charm can enhance any action that causes unexpected or sudden harm, such as surprise attacks or attacks that are part of flurries. Actions that create ongoing discomfort or take away sources of comfort also fall under the purview of the Silent Wind. Socially, her attacks tear away Intimacies rather than building them, teaching people to let go of attachments and worries rather than continue meaningless cycles of love or vengeance. The behaviors she compels are mad and invariably disturbing, but she does not care how the minds of others break. Adorjan's power may be applied to any actions that help tear down structured society or spread anarchy, regardless of the reasons or methods for doing so. The Charm can't assist actions that are planned in great detail in advance, though it is permissible to do something whose consequences will not manifest until a later time. Actions motivated by insanity may only benefit from Adorjan's touch when there is some greater and immediate purpose behind them (even if the meaning isn't communicated to other characters). The Silent Wind embodies the madness of the freed mind, not an idiot's babbling.
Adorjan Mythos Exultant
The Silent Wind defines her path as a field of opposition over which she must scour her legend. Her passage is death. One perceived target within (Essence) yards suffers dice of unsoakable lethal damage equal to the stunt rating from flensing breezes that swirl around him. Magical beings may reduce the raw damage by one die per three motes spent, sheltering their souls within an ablative layer of Essence. The Infernal can manifest the flensing wind only when she receives a stunt reward.
Wind-Born Stride (x3)
Cost: —; Mins: Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
Where Adorjan blows, few can run fast or far enough to escape her touch. This Charm permanently enhances an Infernal's Dash actions. First, dashing carries a DV penalty of -0. Second, the character automatically succeeds in crossing treacherous terrain without needing a roll. Finally, the Exalt adds his Essence rating to his Dexterity for the purposes of calculating his base dashing speed and does not subtract wound penalties from this calculation.
These benefits apply equally to running and other means of locomotion encompassed by a dash action, such as climbing or swimming. Other effects that increase the Exalt's speed use the Wind-Born Stride-enhanced value as the Infernal's natural base speed before applying their modifiers. This Charm may be purchased a maximum number of times equal to the Exalt's Essence rating, with each purchase stacking to cumulatively increase dashing speed. The other benefits of the Charm do not improve with repurchase.
Who Strikes The Wind?
Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Wind-Born Stride
The Silent Wind blows around and through all opposition and adversity, untouched though the sky blackens with arrows meant for her. This Charm is a perfect dodge against any physical attack that is not unexpected, even if that attack can't be dodged. The Charm remains vulnerable to the Imperfection of the Silent Wind.
Unimpeded Perfection Of Exertion
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wind-Born Stride
Does the wind stumble? While the Infernal dashes, she automatically maintains balance and exerts no weight on solid objects, allowing her to skip from one blade of grass to another or waltz across the snow without leaving footprints. This weightless grace adds the lower of the Infernal's (Dexterity and Athletics) to the difficulty of all efforts to track her and ensures quiet passage, providing a temporary +3 Stealth specialty in "Moving Silently" that does not stack with other specialties.
Faster Than Sight
Cost: 5m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious, Velocity
Duration: Indefinite
Prerequisite Charms: Wind-Born Stride (x3), Unimpeded Perfection of Exertion
The wind is felt, not seen. So long as she maintains maximum dashing speed, the Infernal is invisible and as inaudible as desired. This state imposes a -2 external penalty on all attempts to notice or attack her and provides two bonus successes on contested Stealth rolls, but these benefits do not stack with each other. Ranged attacks against the Exalt automatically miss without aid of a Charm or stunt. Efforts to track the Infernal automatically fail. If a perfect tracking effect contests this effect, add the Infernal's Essence rating in automatic successes to the opposed roll.
Death-Dealing Journey
Cost: 3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Velocity
Duration: Indefinite
Prerequisite Charms: Wind-Born Stride
To merely outpace opposition is insufficient victory. The Infernal may dash reflexively each tick as though taking Move actions, enabling her to dash and take other actions without requiring a flurry. This Charm deactivates at speeds less than dashing at maximum rate.
Gravity-Rebuking Grace
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unimpeded Perfection of Exertion
Does the wind fall? This Charm expands the scope of its prerequisite. While dashing, the Infernal may move across vertical and even inverted surfaces as though they were the ground. If the Exalt slows below a dash while impossibly aligned on a surface, he falls normally.
Impatient Tempest Labor
Cost: 5+m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One hour
Prerequisite Charms: Wind-Born Stride
Demons evacuating ahead of the Silent Wind often congregate in places she recently ravaged, counting on her to seek a new venue of massacre rather than endure the tedium of a familiar arena. They are wise to do so. Adorjan has little patience for tasks that bore her or require her to stay in one place for any length of time and counts on her speed to rush through chores. The base cost to activate this charm is five motes, plus an additional five mote surcharge for each time the Exalt has activated the Charm in the past 25 hours.
While enchanted by this Charm, the warlock completes all Ability-based actions in half the usual time, provided that those actions normally would take ten minutes or longer to complete. The Charm is not cumulative with other quickening effects; only the best applies. Impatient Tempest Labor also can't quicken the casting of spells. Each dot of Essence above 2 cumulatively halves this time, so an Essence 5 Infernal works at sixteen times normal speed. It is not possible to work at less than maximum speed, given Adorjan's impatience. Not all tasks that can be quickened benefit from doing so; just because a warlock can recite the entire Broken-Winged Crane in the span of a second doesn't mean that a listener can absorb spoken information at that rate. The Charm also doesn't quicken fixed time limits that have nothing to do with how quick the Infernal is, such as cooking time on an alchemical reagent or the maturation of a sired offspring within a pregnant mother (unless the warlock is the pregnant one, since surviving childbirth is a Stamina + Resistance roll for mortals). The Storyteller should use common sense when adjudicating such cases. Adorjan struggles to build things that last because of her cultivated aversion to forming attachments. Consequently, the acceleration granted by this Charm may not allow a character to complete more than a day's worth of effort building or repairing items using any Craft Ability in a day. In the aforementioned Essence 5 example capable of completing 16 hours of work per hour, this limitation would allow her to spend a full hour of activation crafting, but slightly into the second hour, she would run against this limit and could not bring herself to "waste" any more time on crafts. She may use the remaining duration of accelerated speed for other tasks in the meantime, but she must wait a day before using the Charm for anything to do with construction or repairs.
For charms I'd go with LBEA over GSNF; it seems to fit Lelouch a little better thematically and Lelouch isn't really built for running up to someone and punching them the face anyway. Performance 5 definitely seems like a good idea, though; maybe get a specialty or two for making speeches on top of that?
If forced to pick between Performance and Charm, however, I'd go with the Charm. We're already pretty damn good at making convincing speeches, but an offensive Charm is something completely new to our arsenal.
That seems like a labour that can be shared. Let me help you with that a little. You can just quote, copy and paste Rakshata's charms below.
Name: Rakshata Chawla
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.
Servant-Spawn Summons (Emerald Circle)
Cost: 20+m
Target: One First Circle demon
When the Yozis require the services of an inferior soul 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 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 Servant-Spawn Summons may be stolen away and their existing 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 bind 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 shortage of such monsters. The binding imposed by this spell is fully compatible with Abscissic binding rules.
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.
Another thing you might want to do @Alexander89 is link the Coven's character sheets on Lelouch's sheet somewhere - they're rather scattered in the threadmarks, so it'd make them easier to find.
Another thing you might want to do @Alexander89 is link the Coven's character sheets on Lelouch's sheet somewhere - they're rather scattered in the threadmarks, so it'd make them easier to find.
Kaguya is also done: as Enjou guessed, she took Bitter Medicine to help Nunnally, though she is not so callous as to demand marriage right off the bat. She sincerely wishes to help Nunnally, and gratitude from Lelouch is good enough for now.
Buuut, I may have pushed her onto a strange road, because now she is going to use Bitter Medicine to heal any injured/ill person, and use Verdant Emptiness Endowment for the rest.
Which means I basically made so a 14 years old girl cut herself more than once a day to collect her blood. Which is...well, it does meake me feel strange, ya know?
Kaguya is also done: as Enjou guessed, she took Bitter Medicine to help Nunnally, though she is not so callous as to demand marriage right off the bat. She sincerely wishes to help Nunnally, and gratitude from Lelouch is good enough for now.
I didn't seriously think she'd demand it, more like continue to suggest/imply it.
Buuut, I may have pushed her onto a strange road, because now she is going to use Bitter Medicine to heal any injured/ill person, and use Verdant Emptiness Endowment for the rest.
Which means I basically made so a 14 years old girl cut herself more than once a day to collect her blood. Which is...well, it does meake me feel strange, ya know?
And yet that's exactly what Infernals is about. Though when Heretical Charms are figured out to be a thing she can make the Locust Mana hybrid I suggested.