Green Sun, Black Shadows (CG/Exalted)

I am going to propose the "My Lucky Chance" Charms on the Exalted General Discussion. Wish me luck.

Oh, and something I made up under the shower: it was too funny to pass on :D

Name and Mischief Method
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Social, Illusion, Sorcerous
Duration: (Essence) days
Prerequisite Charms: ???

Names have power. The Primordials learned this lesson well after the Primordial War, when they were forced to forge the Surrender Oaths upon their sacred names. One may think it is for this reason that the Principle of Hierarchy keeps her own name secret to the many. Those daring enough among her Souls would say otherwise if asked: it was Oramus' fault.
To use this Charm the Infernal must first select a target that she sees and is within hearing distance. As long as he remain within her sight the warlock will instinctually know when the target is about to speak his own name. At that point she says loudly a different name from the target's own: everyone who hear the Infernal becomes convinced that it is the target's real name, even the target himself who ends up saying repeating the name spoken by the Infernal. Unless appropriate Countermagic is used, for the remaining of the Charm's duration those affected will keep believing the different name is real and will refuse to believe any proof to the contrary, their memories relative to the target changing to fit the new perceived truth. When the Charm ends the target is the first to realize the deception, experiencing profound shock as he recall the events of the past days with crystalline accuracy and incredulity at how he forgot his real name.
 
I am going to propose the "My Lucky Chance" Charms on the Exalted General Discussion. Wish me luck.

Oh, and something I made up under the shower: it was too funny to pass on :D

Name and Mischief Method
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Social, Illusion, Sorcerous
Duration: (Essence) days
Prerequisite Charms: ???

Names have power. The Primordials learned this lesson well after the Primordial War, when they were forced to forge the Surrender Oaths upon their sacred names. One may think it is for this reason that the Principle of Hierarchy keeps her own name secret to the many. Those daring enough among her Souls would say otherwise if asked: it was Oramus' fault.
To use this Charm the Infernal must first select a target that she sees and is within hearing distance. As long as he remain within her sight the warlock will instinctually know when the target is about to speak his own name. At that point she says loudly a different name from the target's own: everyone who hear the Infernal becomes convinced that it is the target's real name, even the target himself who ends up saying repeating the name spoken by the Infernal. Unless appropriate Countermagic is used, for the remaining of the Charm's duration those affected will keep believing the different name is real and will refuse to believe any proof to the contrary, their memories relative to the target changing to fit the new perceived truth. When the Charm ends the target is the first to realize the deception, experiencing profound shock as he recall the events of the past days with crystalline accuracy and incredulity at how he forgot his real name.
I'm not sure... what the use of that would be?

I mean, it's a good prank, but does it have a practical usage at all?
 
Name: Eila Skye
Age: 14
Motivation: To save those who would be trampled by schemes they do not know.
Urge: Bring love to the hearts of the mighty for those they would ruin.
Caste: Slayer
Patron: Adorjan
Favored: Adorjan
While interesting, the Favored and Patron Yozis must be different. From her charmset it looks like you meant to pick Malfeas?

Name and Mischief Method
Hah! Funny, but that sort of dickishness seems more appropriate for the Ebon Dragon. Twist it up a little bit so that he can declare someone else to be the perpetrator of a crime.
 
I'm not sure... what the use of that would be?

I mean, it's a good prank, but does it have a practical usage at all?
Hah! Funny, but that sort of dickishness seems more appropriate for the Ebon Dragon. Twist it up a little bit so that he can declare someone else to be the perpetrator of a crime.
Certainly interesting, but what's the actual use of it? What's a scenario where the user would benefit?
That's the point: it's a prank. A prank made with cosmic power from a cosmic being for none other purpose that to make a prank :rofl:

More seriously, I am thinking of Expansion Charms where we can change more than the name. The end result would be to give people a kind of "role" to play, to use an unknowing actors in a scheme. Thoughts?
 
That might work. Charms that delude people into acting out a role could be very funny. Convince someone to think he's Prince Schneizel, and then have him act it out, with him declaring the real one an imposter. You could ruin someone in that manner.
 
I'm not sure... what the use of that would be?

I mean, it's a good prank, but does it have a practical usage at all?
*shrugs* It'd be useful for weaseling your way out of a name-bound oath, or for dealing with creatures that place overwhelming importance on names, like most things from the Wyld. There are a lot of Charms out there of questionable utility at best, that's what happens when you give a bunch of random people the ability to warp reality as they see fit.
 
That's the point: it's a prank. A prank made with cosmic power from a cosmic being for none other purpose that to make a prank :rofl:
Well, it's a prank alright, but I wouldn't sink 8 xp for a prank.

And honestly it feels more like a Raksha charm than Oramus. The luck charms as well; I think we're stepping too far away from the twisted primordial madness and into gag territory.
 
I think a better fit for Oramus would be
Failure is success
Cost: 10m, 1wp; Mins: Essence 3; Type: reflexive
Keywords: shaping
Prerequisite Charms: ???
Immediately after making a die roll, a player may pay 10 motes and 1 temporary willpower then describe a stunt in which the die roll is a is a horrific failure yet somehow leads to the same results as a success. Turn all '1's rolled into '10's and all '10's rolled into '1's.
At essence ?, the infernal may retroactively apply to an attack CALCULATING DHO-HNA ANGLES when using this charm on a roll made as part of an attack.
 
So, I got introduced to Sorcerous (sp?) Workings recently and how hilariously they can end up stacking. Do Infernals have anything useful or am I missing something. Like I said, very recently introduced to them and it was on a DB game so it was mostly Terrestial at that.
 
So, I got introduced to Sorcerous (sp?) Workings recently and how hilariously they can end up stacking. Do Infernals have anything useful or am I missing something. Like I said, very recently introduced to them and it was on a DB game so it was mostly Terrestial at that.
Workings are generally Homebrew or Third Edition, so it's not likely that they'll apply here.
 
Speaking of editions, what are the major differences between them?
In 3E:
-Motes regenerate 6 per turn while in combat
-Sorcery can be learned through various methods, ranging from spiritual alchemy/enlightenment to pacts with various beings to too much Wyld exposure
-Sorcery uses Sorcerous Motes, gathered from environment by rolling Occult, not your own motes
-Casting succesfully a spell returns you 1 WP, potentially making it completely costless if you do not count the time
-The already mentioned Sorcerous Workings
-Evocations, Charm-sets that can be learned from Artifacts and only work (barring a few exceptions) with those Artifacts; Think Noble Phantasms, and you get pretty close
-Combat works with Initiative (how well you are doing currently in the fight against the enemy) that can be raised by certain actions and damaged by withering attacks, and "real" damage made by decisive attacks that consume Iniative

And that is all that I remember. Mind you, these might have changed, as I got my information from that one playtest pdf leak.
 
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-Evocations, Charm-sets that can be learned from Artifacts and only work (barring a few exceptions) with those Artifacts; Think Noble Phantasms, and you get pretty close
Rihaku's more recent-ish Solar quest showed this off pretty well actually. That guy was... broken. In a few ways unfortunately. He was a pretty good idea on what an alternative Sol Invictus could have looked like if he never turned away from Creation to the Games.
 
Y'know, thinking about it, I'm not sure Nemesis-Self Imagined anew is really all that helpful. It costs a charm, we can only use it on someone stronger than us if we wish to benefit (and that assumes we'll know that they have a higher essence, which we very much might not), and we need to destroy the goal of that stronger someone. There just aren't that many E4+ foes around for us to screw with, and for those there are, screwing with them is likely a sidequest on it's own, that might take as long as it takes to train the Essence anyway. It's a cool idea, but surely there are plenty of other options of more immediate benefit, like working on the Wyld tree?

TBH though, all this is actually aside to my real dislike of the charm, in that it messes with Lelouch's head. This is a very character-driven story, and we can't really count on OOC player control to stop things getting out of hand, like it would in a proper exalted game.
Personally, I've always seen it as a roadblock Charm we have to take before we start buying Puissance Mimicry Intuition. It's a Charm with two upgrades that lets us spend motes to copy Abilities, then Attributes, then Charms from whoever we've used NSIA on, and does not automatically deactivate with its prerequisite.
 
I just noticed something that could potentially be game-breaking if I'm not misunderstanding game mechanics: by learning Flesh of Horrible Hallucinations and Fractured Mind Empowerment, couldn't we get an infinite amount of positive mutations (capped by the normal limit of number of mutations)? Take a maxed Derangement by FME, get six motes out of it based on Revlid's version of Mutations and Derangements (that I think we are using?), convert it to a positive mutation (for the rest of the scene) by using FoHH with the cost of five motes.

So in short, we get a net positive of one mote and one maxed out positive mutation. That doesn't seem very balanced. :V

Mind you, this could be easily be amended with adding to FME description something like this: "These Derangements can't be removed by any method until they dissappear at the end of the scene by themselves".
 
Personally i'd rather not go into the Nemesis charm tree. Not just because it seem slightly convoluted, but because it also starts to delve into part of TED's thematics i'd rather not Lelouch internalize.

Oramus already has charms that hide indentity and shift around stats, we could just use that to become an alternate universe version of someone.
 
There's actually a fair bit of trickiness in keeping different Yozi disguise abilities unique. TED is 'diametrically opposed evil twin', Szoreny is 'Disguise' in general, and Oramus is more like 'shapeshifting whilst still staying yourself'.
That might work. Charms that delude people into acting out a role could be very funny. Convince someone to think he's Prince Schneizel, and then have him act it out, with him declaring the real one an imposter. You could ruin someone in that manner.
I think there's an Elloge charm for that.
 
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I just noticed something that could potentially be game-breaking if I'm not misunderstanding game mechanics: by learning Flesh of Horrible Hallucinations and Fractured Mind Empowerment, couldn't we get an infinite amount of positive mutations (capped by the normal limit of number of mutations)? Take a maxed Derangement by FME, get six motes out of it based on Revlid's version of Mutations and Derangements (that I think we are using?), convert it to a positive mutation (for the rest of the scene) by using FoHH with the cost of five motes.

So in short, we get a net positive of one mote and one maxed out positive mutation. That doesn't seem very balanced. :V

Mind you, this could be easily be amended with adding to FME description something like this: "These Derangements can't be removed by any method until they dissappear at the end of the scene by themselves".
Max limit is (Willpower + Essence) points of positive mutations at once. We've got a current cap of 10 (wp7 + e3). It'll let us grab some good effects, but it's not really gamebreaking.

The fact that it actually refunds you is a problem, though. I'd suggest the cost of FoHH being (value of Derangement x 2) motes. It should cost something to gain this advantage, as it is otherwise a free mote generator.
 
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