frozenchicken
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That's kind of like throwing a cupful of water on a forest fire at this point.
This first charm I've adapted from MrGazzer's 'Stumble on Secrets Method' idea as best I can. They were good ideas, just not really on-target thematically.
Mysterious Luck Comprehension
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: My Lucky Chance
Whilst many denizens of Creation rely on the machinations of Fate and seek accurate predictors of the future, Oramus comes from a time when the only possibilities were those forged from Chaos itself. Inspired by possibilities both real and imagined, Oramus takes strength from the chance and uncertainty of the world.
Whenever the player either rolls a botch or succeeds an opposed check by over twice the required number of successes, he gains a point of temporary willpower.
[Adjust this to be less gameable I think? Either make it only work in combat, or have it just add an Overdrive mote. Trouble is that Oramus already has an Overdrive pool based on Derangement]
Interesting idea. Some sort of divinatory effect based on lack of chaos?When it fails, you know it's something that's under intelligent direction not to do so.
This one seems like something that should go later in the tree I think. Haven't decided which name I like better.
Detecting Motion in Chaos/Certainty through Chance
Cost: 2m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Mysterious Luck Comprehension, (Play the Music Light the Lights/Wyld Dragon's Breath/Impossible Constitution?)
Oramus takes pride in being the master of both chaos and shaping existence, with insights that few others can even hope to grasp. His mere breath turns the air to utter randomness, and thus he knows that the presence of any pattern proves the influence of others.
This charm informs the user of the existence of any active uses of Essence within (Essence x5) yards, though not the nature of the effect. This effect is only effective if the user is not near a location that is Wyld-tainted or Geomantically powerful, as these overpower the neccessarily subtle chaos of the effect.
An Essence 4 repurchase increases the detection area to (Essence x100) yards, allows it to be used near any source of geomantic power and informs the user of the Essence level of the effect's creator.
An Essence 5 repurchase increases the detection area to (Essence x1000) and allows it to be used in any wyld-tainted locations that are less chaotic than the Deep Wylds.
I'm thinking of taking that last repurchase and spinning it off into another charm that enhances this one, that in exchange for inflicting a permanent Derangement, makes it usable anywhere, indefinite in length, and informs the user of the type of effect. Fluff-wise, that'd be someone driving themselves beyond sanity in order to comprehend the full powered version of the charm. Depending on whether people think it's too over or underpowered, I might make it permanent or just a cheap commitment cost.
This next one is another attempt to adapt the Captain Tylor methodology into something properly in theme.
Unexpected Coincidence Protection
Cost: 3m; Mins: Essence 4; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Mysterious Luck Comprehension, Detecting Motion in Chaos
Though Oramus does not control the chaos and strange fortune that flows from his breath, it is filled with his intent, sometimes creating a strange cloud of fortune that expends itself in times of need. This can express in myriad ways, from a stumble that causes an arrow to fly overhead, to a bit of pollen that tickles the nose of a potential ambusher.
(Basically a protection against Unexpected Attacks, though the hard part is thinking of a way in which it is different to other Yozi examples. Maybe just a straight Essence vs. Essence roll-off, that subtracts Unexpectedness? Having it be an Uncertain protection actually seems about right.)
[If an Unexpected Attack fails to connect with the user of this charm, they do not become aware of the attack?]
Last charm idea: Do the Impossible- a charm that lets you trade straight willpower for extra (dice? successes?) on an opposed roll, up to a maximum of however much higher the opposition's Essence level is than the user's essence.
More in line with Oramus' theme of impossibility, not luck, so it might not go onto this tree.
I need sleep, so I'll leave this thread to grow in my absence. This is at least a rough outline of a tree, so any other ideas have a context to be created in. Happy charm-making!
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