Green Sun, Black Shadows (CG/Exalted)

[X] Contact the Knightmares
-[X] Plan The World is Insane
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]


When it fails, you know it's something that's under intelligent direction not to do so.
Interesting idea. Some sort of divinatory effect based on lack of chaos?

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!
 
Last edited:
4 success on ten dice? Slightly below average, but still much better than even an expert mortal.

And then the second excellency for an extra success, at a two mote cost. So five in total.

We'll probably be fine.

We were told the ambush had a difficult of one. (we're up against a big, stupid poodle monster - not hard to trick it)
 
We were told the ambush had a difficult of one. (we're up against a big, stupid poodle monster - not hard to trick it)
Ahh...

We utterly aced that then. Why did we even need the second excellency then? We were at ridiculous odds not to succeed. One in 1024, roughly.
 
Last edited:
Ahh...

We utterly aced that then. Why did we even need the second excellency then? We were at ridiculous odds not to succeed. One in ten billion, roughly.

I don't trust the dice. :p

And actually, the probability of failure with our dice pool was actually 0.6% - unlikely, but not impossible. Given we're likely to get the hell out of dodge after this, there's no harm in removing the possibility of failure.
 
I don't trust the dice. :p

And actually, the probability of failure with our dice pool was actually 0.6% - unlikely, but not impossible. Given we're likely to get the hell out of dodge after this, there's no harm in removing the possibility of failure.
Yeah, I did the maths wrong. Oops.

And no one trusts the dice. Pray to them, yes, like them, no.
 
I don't trust the dice. :p

And actually, the probability of failure with our dice pool was actually 0.6% - unlikely, but not impossible. Given we're likely to get the hell out of dodge after this, there's no harm in removing the possibility of failure.
Yeah, I did the maths wrong. Oops.

And no one trusts the dice. Pray to them, yes, like them, no.
In this quest, we should trust them even less than normal. Because while on this side, we have Lelouch, a master strategist and tactician of the kind that comes only once between dozens of generations and is boosted by Celestial Exaltation, what is in the other corner isn't a giant poodle monster. Its fricking Murphy. And I won't believe even for a second that moving Lelouch outside of fate's influence will help him in that regard.
 
In this quest, we should trust them even less than normal. Because while on this side, we have Lelouch, a master strategist and tactician of the kind that comes only once between dozens of generations and is boosted by Celestial Exaltation, what is in the other corner isn't a giant poodle monster. Its fricking Murphy. And I won't believe even for a second that moving Lelouch outside of fate's influence will help him in that regard.
I'm pretty sure Murphy is one of the shinma. No matter where we go, he will be there, screwing with our toast.
 
Interesting idea. Some sort of divinatory effect based on lack of chaos?

This one seems like something that should go later in the tree I think. Haven't decided which name I like better.
Not quite, I mean, it allows you to manipulate true chaos and chance.

E.g. you can declare that the weather is going to rain, because it's a matter of random chance that it'd rain right that moment due to long established weather patterns from the bureau of weather. It just nudges things so that Right Time coincided with Right Here.

If instead, some spirit had specifically changed the weather to fuck with you, it's no longer random chance and unaffected by the charm....or you just failed to roll enough successes to nudge it. Basically it's the same as a non-rigged card game, or a coin toss, or betting on what kind of random person enters the inn next, only larger in scale. Same charm, but different scale(Essence thresholds perhaps, or number of successes as a minimum difficulty). Sort of like finding a particular flower in a field where such a flower could exist.

Seems in line with Oramus's theme more than leaning on a specific game.
 
Last edited:
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?

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!
Not quite, I mean, it allows you to manipulate true chaos and chance.

E.g. you can declare that the weather is going to rain, because it's a matter of random chance that it'd rain right that moment due to long established weather patterns from the bureau of weather. It just nudges things so that Right Time coincided with Right Here.

If instead, some spirit had specifically changed the weather to fuck with you, it's no longer random chance and unaffected by the charm....or you just failed to roll enough successes to nudge it. Basically it's the same as a non-rigged card game, or a coin toss, or betting on what kind of random person enters the inn next, only larger in scale. Same charm, but different scale(Essence thresholds perhaps, or number of successes as a minimum difficulty). Sort of like finding a particular flower in a field where such a flower could exist.

Seems in line with Oramus's theme more than leaning on a specific game.
Those are interesting ideas, but let's make one step at a time. I thought it over, and I realized that My Lucky Chance lacks something:

Recklessness Is Business
Cost: -; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Possibility and the uncertainty of the future must be savored. When observing a game or some other event that involve luck the Infernal can automatically judge what are the general chances to success and what are those of failing. The greater either one is, the more precise the assessment ends up be. The Storyteller should communicate this information numerically, though the Infernal registers it as an intuition or guts' feeling.
Additionally, Oramus suffers cheaters only as future victims to be brought down: if someone cheats in the game observed by the Infernal, or if the game is rigged somehow, the source becomes Obvious to the warlock's senses.

My Lucky Chance
Cost: 2m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Recklessness Is Business

The Pattern Spiders have faithfully worked the Loom of Fate for aeons without vacation, yet their mastery pales in comparison to the knowledge of those who built it. During the Time of Glory the Primordials would often shred the delicate strands of Fate for their own goals, uncaring of the ruined labour of beings so far beneath their notice. Oramus was no exception, but his love of chaos, randomness and unpredictability made so he applied said knowledge less to further his own goals...and more to keep himself entertained.
When engaging in a game of pure chance that cannot influenced by an Ability roll without cheating, such as the use of Larceny in a game of dice, the Infernal may mimic his Primordial patron in exploiting luck: so long as his action is accompanied by a relevant stunt that involves random chance, such as a fly landing on the right card or the warlock stumbling over a stone while tossing a dice, the Infernal rolls his permanent Essence plus the stunt rating. Success on the roll means the Infernal accomplishes his twisting of Fate, altering the outcome of the game of chance in his favor. The more successes on the roll, the higher the prize the warlock receives.
The Shaping effect of this Charm targets the game itself, not any individual target: as such it can be countered only by anti-Shaping effects that operate on a large scale. If another participant or the one directing the game cheat, their efforts automatically fail; in the case they use a Charm or another magical ability their rolls suffer an external penalty equal to the successes rolled by the Infernal.


The structure is similar to Green Sun Nimbus Fire: there is a base effect, and following Charms expand on it. The aim should be to use the Luck Roll of MLC for a lot of things, like rolling to receive solid cash by luck (represented as a Resources Background with limited uses.

Basically a Charmset to make someone the expy of Gladstone Gander.
 
Recklessness Is Business
Cost: -; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Possibility and the uncertainty of the future must be savored. When observing a game or some other event that involve luck the Infernal can automatically judge what are the general chances to success and what are those of failing. The greater either one is, the more precise the assessment ends up be. The Storyteller should communicate this information numerically, though the Infernal registers it as an intuition or guts' feeling.
Additionally, Oramus suffers cheaters only as future victims to be brought down: if someone cheats in the game observed by the Infernal, or if the game is rigged somehow, the source becomes Obvious to the warlock's senses.

Is this supposed to be Permanent, or did you just forget to set a cost?
 
@Alexander89, I was looking at Ta'akozoka's charm set, and spotted this charm:
NACRE-MINTED NUMISMATICS
Cost: 4m; Mins: Essence 2; Type: Simple
Keywords: Compulsion, Shaping, Touch
Duration: Instant
Prerequisite Charms: Verdant Iris Envy
The Great Tentacled One has no need of obols or kowrie shells; her currency is her own. Activating this Charm, the Infernal transforms any amount of currency at least equal to one Realm koku (Exalted, p. 360, 363) she owns and holds on her person into personalized nacre coins. These opalescent coins bear their value and the endless tentacle knot—the sacred symbol of Ta'akozoka—on one face. The other is embossed with the Exalt's profile and a date reckoned from her Exaltation. Because she had no face of her own or an Exaltation, the coins belonging to the Great Tentacled One bore the profile of her Fetich soul and a date from the founding of Creation.

The coins have several benefits. First, they may be freely dispatched and retrieved from Elsewhere so long as they Infernal owns and touches them. Second, they emit a Compulsion effect that makes them universally acceptable currency, which cannot be resisted except through magic which automatically ignores Compulsions. Third, their value is intrinsically understood and, in their lowest denomination, is roughly equivalent to a Realm koku; a single coin will suffice for a peasant's monthly wages, a barely survivable income. With but a touch, the Infernal may compress several coins into one of a higher denomination or split one into several coins of lower value. The exact progression of the denominations is determined by the Infernal.

Finally, when the Infernal receives a nacre coin bearing her image from another being, she knows exactly how that being acquired it. If it was given to the being in exchange for a good or service, she knows both the value and nature of that exchange. For every dot of Essence she possesses above three, she gains this information for one additional prior exchange in the coin's journey.
Given this charm is central for Ta'akozokan characters, as well as allowing us to roughly work out how much certain items in Exalted cost now, could you tell us the conversion rate between the currencies of Exalted and modern day Yen and Pounds?

It's permanent. Should it have a cost in your opinion?
Perhaps make it cost one mote to reveal the source of the cheating to the infernal, or you only know that there js cheating in a more general sense?
 
As Estro mentioned, revealing the source of the cheating might need a cost. 1m would probably be fine. Knowing there's cheating is fine, making it Obvious where the Cheating is coming from for free... maybe not so much.
Ah, right. How's this:

Recklessness Is Business
Cost: -(1m); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

For Oramus possibility and uncertainty of the future must be savored. When observing a game or some other event that involve luck the Infernal can automatically judge what are the general chances to success and what are those of failing. The greater either one is, the more precise the assessment ends up be. The Storyteller should communicate this information numerically, though the Infernal registers it as an intuition or guts' feeling.
Additionally, the Dragon Beyond the World suffers cheaters only as future victims to be brought down: if someone cheats in the game observed by the Infernal, or if the game is rigged somehow, the warlock knows it and as an Innate Power may spend 1 mote to make the source Obvious to his senses.
 
So, I had an idea for another Cythera-Patroned Defiler. Basically, if Rakshata represents Cythera's willingness to help someone achieve their goals, IE building weapons for people, then this new Defiler represents Cythera's controlling nature. Basically, imagine a well-intentioned but overbearing and controlling mother. "You want to go into medicine? No. Teaching's more respectable. You want to take a break from studying to go to a party your friends are hosting? No, you need to keep your grades up, even if you have a 3.5 or higher GPA." Basically, the kind of person who does want you to succeed, but completely disregard your own opinions.

I was thinking that her story could be similar to Rakshata's, but where Rakshata decided 'you know what? Fine. These people obviously aren't going to give medicine the importance it deserves because of all the wars, so I'll just build a weapon so terrible no one will ever want to war again!' this Defiler decided 'you want weapons? You think medicine isn't important enough to justify spending? Too bad. You're getting medicines, whether you want them or not!"

Thoughts?
 
It's a neat idea and we need more Infernals who aren't loveable underdogs, but I'd suggest not doing another SWLiHN/Cytherea combo just for the sake of variety.
While we are on topic of infernals who aren't lovable underdogs, I had an idea for one who would have an urge to find and hunt down Abyssal Exalted. The basic idea was a knight Templar cop with high investigation, larceny etc. but I'm not sure what Yozi should be his patron and what abilities beyond that. I have considered making him an inspector javert or Sherlock expy but I'm not sure if those are good ideas. comments?
 
While we are on topic of infernals who aren't lovable underdogs, I had an idea for one who would have an urge to find and hunt down Abyssal Exalted. The basic idea was a knight Templar cop with high investigation, larceny etc. but I'm not sure what Yozi should be his patron and what abilities beyond that. I have considered making him an inspector javert or Sherlock expy but I'm not sure if those are good ideas. comments?
Given the state of Europe, a Poirot expy would be more likely to exalt.

Also, that would probably be another Defiler-caste, correct?
 
Back
Top