Green Sun, Black Shadows (CG/Exalted)

[X] Use our powers to give him insane trust of us, and continue the ruse to extract more information.
-[X] The derangement induced is (Emotion) Trigger, with absolute trust as the emotion and a specific phrase Lulu puts into his sentences as the trigger.

Basically the "would you kindly" trick from Bioshock.
 
[X] Use our powers to give him insane trust of us, and continue the ruse to extract more information.
-[X] The derangement induced is (Emotion) Trigger, with absolute trust as the emotion and a specific phrase Lulu puts into his sentences as the trigger.

Basically the "would you kindly" trick from Bioshock.
That sounds very likely to raise alarm once he checks back and finds himself acting uncharacteristically, without the excuse of too much wine.
 
That sounds very likely to raise alarm once he checks back and finds himself acting uncharacteristically, without the excuse of too much wine.
He won't check back till the scene is over and we are gone. By that point him getting paranoid about someone who doesn't look like us and is possibly part of his fathers secret police can only work in our favor as it makes him look insane to his own men as he starts a witchhunt for secret police with mind control powers. Also that means we don't kill him when we are done or bind him to an oath of servitude before we go.
 
He won't check back till the scene is over and we are gone. By that point him getting paranoid about someone who doesn't look like us and is possibly part of his fathers secret police can only work in our favor as it makes him look insane to his own men as he starts a witchhunt for secret police with mind control powers. Also that means we don't kill him when we are done or bind him to an oath of servitude before we go.
The issue isn't him finding us it's him being wary about future attempts and taking measures to prevent it.
 
He won't check back till the scene is over and we are gone. By that point him getting paranoid about someone who doesn't look like us and is possibly part of his fathers secret police can only work in our favor as it makes him look insane to his own men as he starts a witchhunt for secret police with mind control powers. Also that means we don't kill him when we are done or bind him to an oath of servitude before we go.

Having him start a witch hunt among the Purebloods is better for us. It weakens a major Britannian faction in Area Eleven, causes political strife we can potentially take advantage of, and it may allows us to use the persona of Eric Granfield again in the future if we need to trick him again in the future.
 
Needing names here:
(??Name??)
Cost: -; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Glimpsed Through A Warped Mirror

It is said that once, during the Primordial War, a disguised Luna and a disguised Oramus passed past each other, none recognizing the other. For Luna was born from the nightmares of Oramus and, while possessing more forms, her progenitor is her only equal when it comes to master them. This Charm permanently upgrades Glimpsed Through A Warped Mirror, allowing the Infernal to choose a new Caste for his alternate selves. Not only that, he can choose to become another type of Exalted. Thus, be becoming a Dragon-Blood he is temporarily a Terrestrial Exalt and may do things such as use Reflexive Charms at will. Becoming a Sidereal lets him use astrology and Sidereal Martial arts, etc. Most traits remain as they are (health, Willpower points, motes) but adjust to fit the new pool sizes allowed for them. For health, apply current damage to the new health level track (this can kill a character who changes to a form with fewer health levels). The warlock loses access to his Infernal Charms, save for the ability to prematurely end this Charm and return to his real self, but can swap them with others appropriate with the type of Exalt he is impersonating, provided he meets the requisites. The transformed Infernal remains a creature of darkness and native of Malfeas, incapable of using Charms with the Holy keyword.
(??Name??)
Cost: -; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: (above unnamed Charm)

Gods, humans and the various races of Creation were made by the Primordials, intended to loyally serve them without fail. Many of them would balk at the prospect of playing as one of those inferior beings, but it is in the nature of Oramus to be unlike his siblings. This Charm permanently upgrades Glimpsed Through A Warped Mirror, allowing the Infernal to choose any being in existence for his alternate selves, barring other Yozi or still intact Primordials like Gaia. Unlike Artifacts he can mimic the panoply of a god or demon, provided he is of equal or greater Essence. Mimicking an existing god's portfolio makes that god's sanctum the character's own sanctum for the duration. For mortals Mutations can be chosen in place of Charms, exchanging one Charm for 3 Positive Mutation points; the Storyteller may confer other such perks as appropriate to the target.
 
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Not sure on names quite yet, but you might want to add an Essence restriction on the second one (can't impersonate a god with higher Essence) - otherwise the person could impersonate the Unconquered Sun at Essence 5, or any of the other Incarnae or super powerful god, and gain access to some rather overpowered stuff.
 
Not sure on names quite yet, but you might want to add an Essence restriction on the second one (can't impersonate a god with higher Essence) - otherwise the person could impersonate the Unconquered Sun at Essence 5, or any of the other Incarnae or super powerful god, and gain access to some rather overpowered stuff.
You're right: done.
 
Looks good.

For the second one, maybe "Divine Dressing Down"? Follows the naming theme of other Oramus Charms that everything is just a grand play and everyone is wearing costumes, and the Charm name is an insult to the gods because it involves dressing up as something lesser than you are.

Through a Looking Glass Darkly, for the first one. Charms are the literal cells/soul building blocks/legos of a primordial/'s souls, in a metaphysical way, so switching out charms is something that would have to be inherent to madness for them.

If you need name suggestions, how about "Living The Perfect Lie" for first one? :)
Thanks. I would like to ask your opinion one last time today:
Ornamental Lunatic Pyre Shintai
Cost: 15m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Blasphemy, Shaping, Sorcerous, Form-Type, Obvious
Duration: One scene
Prerequisite Charms: Play the Music, Light the Lights; Bright Costumes and Bold Makeup; Words that Twist Like Daggers; Sorcerous Enlightenment of Oramus

Oramus is not content to merely transmit the glory of the Beyond: he must celebrate it! Upon activating this Charm the Infernal bellows forth a gout of bright colors in all hues possible and impossible, which consumes her body instantly in a glittering bonfire of blazing, shimmering rainbows. The Infernal may activate Play the Music, Light the Lights at no cost at the same time she activates this Charm; the Primordial demesne created by this Charm radiates out from the warlock at all times. She may also use Bright Costumes and Bold Makeup to change her form as a Reflexive action at no cost. Additionally, this Charm grants the following benefits: first, the difficulties for the Wyld Exposure and Wyld Addiction rolls for any person other than the Infernal who is caught within the bounds of Play the Music, Light the Lights increases by the Infernal's permanent Essence; Essence-users may offset this penalty for any required Wyld Exposure roll by spending motes on a one-for-one basis, if they are not already immune to the Wyld's effects. Second, each target must make a Wyld Exposure and Wyld Addiction roll at the start of each of their actions while they remain within the bounds of Play the Music, Light the Lights (succeeding at a Wyld Addiction roll prompted by this Charm does not grant the target the normal +1 bonus for future rolls over a number of months as described on page 288 of Exalted). Finally, while this Charm is active, the number of successes required to mirror any spell using Sorcerous Enlightenment of Oramus is halved, rounding down, and the number of times the Infernal may use Sorcerous Enlightenment of Oramus is increased by the Infernal's permanent Essence.
What do you think the bolded part means?
 
Thanks. I would like to ask your opinion one last time today:

What do you think the bolded part means?
There is something called Sorcerous Enlightenment of Oramus, it allows people to mirror spells (copy catting spells? Mirroring can also be using a different source to get something in the internet, so maybe it lets people pretend to be able to do levels of Sorcery?), and this makes it take half as many successes to do. It also allows you to use this mirroring ability more times. Maybe the Enlightenment thingy only let's you use Sorcery a certain number of times, or something?
 
Thanks. I would like to ask your opinion one last time today:

What do you think the bolded part means?

I'm not entirely sure, but I think the author misunderstands something... either that or I do, since I'm not really familiar with sorcery. My understanding of Sorcerous Enlightenment of (Yozi) is that it grants your sorcery a benefit and a drawback appropriate to the theme of the Yozi in question. (I'm not sure as I don't have the manual in front of me at the moment, but you may be restricted to a single Sorcerous Enlightenment of (Yozi)) It doesn't read to me as a Charm you use, rather it's just a permanent effect you have to deal with regarding your use of sorcery, as such there's no restriction on the number of uses of it.

I think the general intent is that since you've taken Sorcerous Enlightenment of Oramus that while using this Shintai Charm you're able to copy and learn any sorcery others are using with only half the number of successes, though anything you learn is altered with the benefit and drawback of Sorcerous Enlightenment of Oramus in mind.
 
There is something called Sorcerous Enlightenment of Oramus, it allows people to mirror spells (copy catting spells? Mirroring can also be using a different source to get something in the internet, so maybe it lets people pretend to be able to do levels of Sorcery?), and this makes it take half as many successes to do. It also allows you to use this mirroring ability more times. Maybe the Enlightenment thingy only let's you use Sorcery a certain number of times, or something?
I'm not entirely sure, but I think the author misunderstands something... either that or I do, since I'm not really familiar with sorcery. My understanding of Sorcerous Enlightenment of (Yozi) is that it grants your sorcery a benefit and a drawback appropriate to the theme of the Yozi in question. (I'm not sure as I don't have the manual in front of me at the moment, but you may be restricted to a single Sorcerous Enlightenment of (Yozi)) It doesn't read to me as a Charm you use, rather it's just a permanent effect you have to deal with regarding your use of sorcery, as such there's no restriction on the number of uses of it.

I think the general intent is that since you've taken Sorcerous Enlightenment of Oramus that while using this Shintai Charm you're able to copy and learn any sorcery others are using with only half the number of successes, though anything you learn is altered with the benefit and drawback of Sorcerous Enlightenment of Oramus in mind.
As I thought. What do you think of this?

Ornamental Lunatic Pyre Shintai
Cost: 15m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Blasphemy, Shaping, Sorcerous, Form-Type, Obvious
Duration: One scene
Prerequisite Charms: Play the Music, Light the Lights; Bright Costumes and Bold Makeup; Words that Twist Like Daggers; Sorcerous Enlightenment of Oramus

Oramus is not content to merely transmit the glory of the Beyond: he must celebrate it! Upon activating this Charm the Infernal bellows forth a gout of bright colors in all hues possible and impossible, which consumes her body instantly in a glittering bonfire of blazing, shimmering rainbows. The Infernal may activate Play the Music, Light the Lights at no cost at the same time she activates this Charm; the Primordial demesne created by this Charm radiates out from the warlock at all times. She may also use Bright Costumes and Bold Makeup to change her form as a Reflexive action at no cost. Additionally, this Charm grants the following benefits: first, the difficulties for the Wyld Exposure and Wyld Addiction rolls for any person other than the Infernal who is caught within the bounds of Play the Music, Light the Lights increases by the Infernal's permanent Essence; Essence-users may offset this penalty for any required Wyld Exposure roll by spending motes on a one-for-one basis, if they are not already immune to the Wyld's effects. Second, each target must make a Wyld Exposure and Wyld Addiction roll at the start of each of their actions while they remain within the bounds of Play the Music, Light the Lights (succeeding at a Wyld Addiction roll prompted by this Charm does not grant the target the normal +1 bonus for future rolls over a number of months as described on page 288 of Exalted). Finally, while this Charm is active the cost to use any spell that resonate with Sorcerous Enlightenment of Oramus is reduced by a further 10 motes and 1 Willpower, while still meeting the minimum of five motes, one Willpower).
 
Might work. I'd need to know some examples spells to actually know if it'd be good or not. Again, I'm not all that familiar with Sorcery.
Some example from White Treatise:
Adamant Circle (Third Circle)

ABJURATION OF THE MAIDENS
Cost: 40m + 1lhl
Target: Area (Essence) miles in diameter
Creation's sky holds 25 constellations of special
import: five sets of five, each set in the domain of one
of the Maidens of Fate. The sorcerer takes five hours to
mark each constellation's sigil in an enormous circle
upon the Earth, one with a diameter that stretches a
number of miles equal to his Essence. The sorcerer
then may call upon the power of all Five Maidens to
defend that place. A small, central circle holds the
Unspoken Word, a glyph every thinking creature
understands but none may speak.
Once this spell has been invoked, the 25 great
signs—above and below—begin to glow, though the
constellations' gleam is seen only within the spell's
area. The caster cuts her hand and pours her blood
upon the central sign. Strands of her blood become
light as they fall from her fingers, as matching radiance
shoots into the sky from the 25 signs and surrounds the
warded area's boundary with an iridescent fl are.
For five days, neither Charms nor sorcery may pass
the circle's boundary. Powers that create an area of
effect may be used outside it even if their area would
normally extend into the protected space, but the magic
fails at the barrier and within. Hearthstones and their
effects, the magical materials and the abilities of spirits
with a higher Essence than the sorcerer are all unaffected
by Abjuration of the Maidens, but no Essence
wielder may use any other magic within its bounds.
Only a sorcerer whose Essence surpasses the caster's
may destroy this spell with Adamant Countermagic,
and that only while standing upon the central rune.
The spell may be renewed for another fi ve days at any
time, for the same Essence cost.

ATROCIOUS FIRE TRANSFORMATION
Cost: 35m
Target: Body of water
In the uttermost South, lakes and rivers of fi re
fl ow like water. The sorcerer copies the Essence of the
South's liquid fi re and casts it into a body of water—and
10-yard-high scarlet fl ames sweep over its surface. The
resultant burning water fl ows and eddies, just as normal
water does, but it also ignites everything it touches that
could conceivably burn. Everything caught in the fl ames
is destroyed, except enchanted objects or those made
from the magical materials. The fl aming water deals
environmental damage (6A/action, Trauma 5).
The burning water cannot be quenched. Other
water that comes in contact with it will be vaporized.
If the added water is a truly enormous quantity—if, for
example, a transformed fi re-river fl ows into a lake of
normal water—then the water will heat, but not boil,
with the burning water fl oating on top of it.
Atrocious Fire Transformation lasts a number of
hours equal to the sorcerer's Essence, and the caster
herself is immune to the fl ames. This spell works on
any body of water, even that created or enhanced with
magic. The fl ames extend one mile outward from the
caster. On still waters the effect is static; on a river, the
fl aming water fl ows downstream, and new fl ames continually
appear at the point of casting. A medium-sized
river—for these purposes, any river that does not appear
on the map printed on the Exalted endpapers—can
be covered in fl ames from bank to bank.
For the duration of this spell, elementals associated
with the transformed body of water become
fi re elementals. All their traits remain the same, but
their Charms become fi re-based and their attitudes,
appearances and emotions fl uctuate violently, at the
Storyteller's discretion.

BENEDICTION OF ARCHGENESIS
Cost: 40m
Target: Area
Within herself, a Solar Circle sorcerer holds a living
power to compare with the fury of a tsunami, the
force of an earthquake—or the still, quiet resilience of
an ancient forest. As she chooses to give herself to the
land around her, the Solar grants it all the bounty and
vitality of her own Exalted Essence. Whether a stinking,
rotting swamp or a barren, rocky plateau, any land may
be remade, lush and arable. The benediction covers up
to (Essence x 100) square miles of consistent terrain—all
desert, all mesa, all marshland or the like.
At sunset on the new moon of Ascending Water,
the character begins casting Benediction of Archgenesis
from the geomantic center of the domain she wishes to
revitalize. Shaping this spell is a dramatic action that lasts
until sunrise. The sorcerer cuts her bare feet so that her
blood falls upon the ground. From then on, she walks in
an expanding spiral, pouring her life into the earth drop
by drop, sacrifi cing fi ve levels of aggravated damage. At
sunrise, clouds gather overhead and release a soft, warm
rain to wash the sorcerer's blood into the land.
The effects of the benediction become apparent to
the naked eye just after the rain stops. Any snow or ice
on the ground has melted completely, and for a few days
thereafter, any fl owering plants already in the region will
bloom. By Resplendent Earth, all the plants throughout
the region grow larger and healthier. Animals come
to nest and play. By summer, the place is transformed.
Desert becomes soil; bogs drain. The Blessed Isle never
saw such lush growth. The weather is more temperate,
the days blessed only by the briefest of showers. Both
local animals and people bear unprecedented numbers
of healthy offspring. This effect reduces the diffi culty of
all Survival rolls in the region by one and increases the
typical Compassion of extras from that region by one
dot. Transforming wasteland into land where people and
wholesome creatures can easily live is a Shaping effect.
Only Adamant Countermagic can disrupt the new
environmental harmony if someone uses it for that purpose
within the fi rst year. Otherwise, the place remains a lush
and fertile land. Although the region's initial, supernatural
fecundity will not continue after the fi rst year, the blessed
region will remain arable forever, with proper care.
Gaia's gifts have limits, though. Using Benediction
of Archgenesis on land that can already be
farmed gives one year of frenzied, hyper-normal fertility—
followed by 10 years of deadly famine from the
exhausted earth.

CLEANSING SOLAR FLAMES
Cost: 50m + 10m per 50 square miles beyond the fi rst
Target: Touched shadowland
This spell must be cast during the day at the geomantic
center of a shadowland—that place through
which all its Essence fl ows are poisoned. As the sorcerer
casts Cleansing Solar Flames from that point, sunlight
pierces the shadowland's miasma, shining warmly
upon the caster and collecting in growing clouds
until a thunderhead of light rises above her, visible
for miles. And then, the sorcerer lifts her head in a
piercing cry as the sun-cloud impales her with a bolt
of golden lightning that passes through her into the
ground and explodes outward in a glittering wave. The
solar lightning holds the sorcerer for 10 minutes per 50
miles of shadowland she converts. When she is done,
the sun-cloud dissipates, and normal sunlight shines
over land that is now severed from the Underworld
and fully part of Creation once more.
If the sorcerer is moved or her attention wavers at
any time during the cleansing, then this entire spell
fails. Black storm winds of deathly Essence rip across
the sky and scatter the sun-cloud in a terrifying (though
harmless) backlash.
Sapphire Circle (Second Circle)

THE BATTLE'S END
Cost: 30m
Target: Area
Silur herself devised this variation on the older
Wheel of the Turning Heavens (see pp. 85-86). The
sorcerer pours violet Essence into the sky and makes the
Sign of Battle's End. The Essence forms a great wheel of
light. The edges of the slowly spinning wheel bear mystic
sigils of peace and harmony, while the center holds the
symbol of the Maiden of Endings. This wheel lasts for
(Essence x 20) ticks and covers an area (Essence x 100)
yards wide. The wheel's center can be up to 50 yards
from the sorcerer.
All combat stops below the violet wheel, as soldiers
stare into the sky, their minds filled with the compulsion
of quietude. Mortals simply stand entranced. Exalts
and other Essence wielders may spend two Willpower
to break free from the unnatural mental influence.
Anyone who resists the spell's effect can snap everyone
else out of their trance just by yelling a bit, but
those people still cannot fight. They can do anything
else they want, though, and they remember their actions
from then on. If anyone who spent Willpower
performs an act of violence, however, she shatters
the spell as a whole. Moreover, if the caster himself
breaks the peace, he immediately loses three points
of temporary Willpower as a heavenly punishment for
invoking the Sign of Saturn falsely.
When used in war, this spell stops an engagement
between two combat units whose Magnitude does not
exceed the sorcerer's own. Both sides lose their action
unless a commander or other special character spends
Willpower to break the spell-created truce.

CANTATA OF EMPTY VOICES
Cost: 30m
Target: Area
The sorcerer makes the Mudra of the Tomb-Harp,
and her Essence forms a chorus of vaporous entities
that sing in perfect harmony. Their crystalline song
inspires lethal grief and pain. Every sentient being
within 100 yards of the sorcerer weeps and suffers
environmental damage (2L/5 ticks, Trauma 3). The
stinging tears and agony infl ict a -2 internal penalty to
all actions. Essence wielders who reduce the environmental
damage by at least one step may ignore these
penalties. The cantata continues for (Essence x 10)
ticks. The caster is immune to the singing and may
take normal actions once the spell is cast. The visages
always surround him, but they are without substance
and grant him neither cover nor defense.

CLOUD TRAPEZE
Cost: 25m
Target: Caster
While the sorcerer speaks the Invocation of Heavenly
Transport used to signal the cloud chariots in Yu-Shan, his
anima envelops him in a thick vapor. Although it looks
like a bank of mist from the outside, people inside the
cloud trapeze can see though the vapors. The cloudbank
lifts the sorcerer and any passengers or cargo into the air
and propels them along, without disturbance from wind
or weather, at 100 miles per hour.
No one could mistake this conjured conveyance
for a normal cloud when it travels at full speed, but the
sorcerer may slow its travel and allow it to drift in a bank
of natural clouds. The sorcerer's player may roll (Wits +
Occult), adding a number of automatic successes equal
to his Essence. The total successes on this roll indicate
the diffi culty to spot the cloud trapeze in the sky.
Only supernatural means can track the progress
of the occupants of the cloud trapeze. Even then, the
tracker must be able to take fl ight, track by knowing
their target's place in Creation, or use similar means
not limited by a need for physical traces. The sorcerer
cannot attack, cast spells or use Charms while maintaining
the spell. He can still speak, issue commands
and retain his full DV while operating the cloud,
however. The cloud trapeze lasts as long as the sorcerer
concentrates upon it. Creatures outside the cloud may
attack its occupants, but they attack as though they
were blind, unless they have some special means of
seeing the occupants through the opaque cloud.
Emerald Circle (First Circle)

BURNING EYES OF THE OFFENDER
Cost: 10m
Target: Caster
The sorcerer's anima ignites in a colorless fi re that
refracts and magnifies the hues of her Exaltation. Sorcerers
without animas (such as God-Bloods) radiate a blank,
white brilliance. All who gaze upon the sorcerer weep
uncontrollably, their eyes stung by her blazing halo.
This spell imposes an internal penalty equal to
the caster's Essence against all attacks against her that
originate within 100 yards, whether the sorcerer's DV
applies to such an attack or not. It does not affect allies
standing next to her. Opponents who are blind or
who avert their eyes do not suffer this penalty (but see
Exalted, p. 152, for info on attacking blind). Moreover,
combatants who close their eyes run the risk of
incoming attacks being considered unexpected attacks
(see Exalted, p. 155). The (Perception + Awareness)
roll to avoid unexpected attacks receives the normal
-4 penalty for being blind, of course.
The sorcerer may dispel Burning Eyes of the Offender
as a reflexive action.

CALLING THE WIND'S KISS
Cost: 10m + 2m per additional hour (max. 30m
expended)
Target: One sailing vessel
The sorcerer completes this spell with the Azure
Sign, a glyph that epitomizes the Element of Air. He
fi lls a target ship's sails with a powerful wind suffi cient
to drive it forward at its maximum speed without sacrifi
cing handling or safety, and also ignoring currents
or small storms. He may target any sail-powered vessel
(including Haslanti air boats) he can see, up to (Es-
sence x 3) miles away. The sorcerer can always cancel
this spell as a refl exive action.
Calling the Wind's Kiss remains in effect for a
number of hours equal to the caster's Essence, plus one
additional hour for every two additional motes spent.
Here, the sorcerer has a choice. He may expend the
Essence at the casting and let the spell run by itself. To
Essence sight and other magical senses, the additional
motes manifest as the Azure Sign glowing on the mainsail.
Alternatively, the sorcerer can actively maintain
the spell. The character must remain on deck for the
spell's duration. Every hour, he traces the Azure Sign
again and channels two more motes into the spell. He
can perform no other actions, not even meditate. A
sorcerer cannot start by investing Essence, then change
his mind and add further motes to the spell.
If cast to a ship's benefi t, Calling the Wind's Kiss
appears as a funnel of blue Essence behind the sails,
though on a sunny day it blends with the sky. When
using the Complex Travel rules (see Exalted, p. 266),
treat diffi cult terrain (such as seasonal squalls or shifting
crosswinds) as open, and the make haste bonus applies
for the spell's duration. Heavy storms, unusually strong
(or supernatural) currents and obstacles still make
sailing diffi cult, but the spell grants a +3 bonus to all
Sail checks to cope with the hazards.
If the spell is cast to oppose a ship, a gray-tinged
funnel of Essence swirls in front of the sails, though it
blends in with stormy skies. The spell reduces the ship's
speed. When using the Complex Travel rules, the terrain
type is worsened by one category (i.e., from open
terrain to diffi cult, or from diffi cult terrain to extreme),
and the ship is considered substandard for the duration
of the spell. The spell infl icts a -3 internal penalty to
all Sail checks to retain control of the ship.
Countermagic or casting an opposing Calling the
Wind's Kiss destroys the spell. Additionally, an air elemental
or other air spirit whose Essence exceeds the
sorcerer's can usurp control of the spell through a successful
Willpower roll (diffi culty equal to the sorcerer's Essence).
If the spirit succeeds, it can let the spell operate as it was,
negate its effects or even reverse them. The spirit cannot
spend Essence to extend the spell's duration.

COIN OF DISTANT VISION
Cost: 10m
Target: Black ceramic coin
The sorcerer spits into her palm and conjures into
her hand a black ceramic coin inscribed with arcane
sigils. She can place the coin where she likes. Thereafter,
she can concentrate and perform a miscellaneous
action to project her consciousness to the coin (Speed
5, DV reduced to 0 for the duration of the projection).
She sees, hears and smells everything as if she
stood at the coin's location. If the coin is in a pocket,
pouch or container with at least one opening, she can
sense the environment both inside and outside that
container. She senses only the inside of a container
that's completely enclosed, such as a strongbox. As they
occupy the coin's vicinity, her senses are identical to
her senses in her body, and she may benefi t normally
from all sense-enhancing Charms. Because she cannot
project her sense of touch, she knows instantly if her
body is shaken or injured.
The sorcerer instinctively knows the distance of
her senses from her body and the direction to the coin.
She can fi nd the coin just by traveling toward it, concentrating
periodically to discover if it has moved.
A sorcerer may have only one coin of distant vision
at a time. To create a new one, she must fi rst concentrate
a moment to reduce her existing coin to dust. Doing
so is a miscellaneous action identical to projecting her
senses, but it costs five motes of Essence. The coin of
distant vision functions as an arcane link to the sorcerer
if someone discovers it, but the dust does not.

3e Sorcery is more form free, but it's illegal posting direct quotes.
 
Hmmm, another thought on the Pureblood Conspiracy. It's not something we're mentioning as part of the plan, but Clovis's men who were sent to retrieve C.C. are not only dead, but they were eaten by spiders demons. With no corpses, any investigation of the area won't have them turn up. Clovis may assume them part of the conspiracy... and they weren't necessarily Purebloods. Which means the conspiracy must extend even beyond the Purebloods. And those men sent were supposed to be super loyal. So who can be trusted? Nobody. I could easily see this ending in Clovis becoming super paranoid, having him searching for traitors everywhere, starting a general purge of the Area Eleven government and nobility. I imagine this will cause a great deal of malcontent and paranoia within the ranks - nobody will be safe. It will be utter madness! Oramus will be pleased.
 
You can abuse SO MUCH the 'be any type of Exalt' charm. Seriously, choose one Solar and one Sideral form and you're set forever.
 
Just looking over some stuff for XP...

XP we've earned (some conjecture):
Scene: Shinjuku 1.1 - 5 XP? Not sure if we get any XP for the scene where we just Exalt. We didn't do anything to succeed or fail here, as there was no objective to this scene. For now I'm going to presume no, but that's up to the GM ultimately.
Scene: Shinjuku 1.2 - 5 XP for completing. 4 more XP for getting the Sutherlands and recruiting the terrorists. Maybe bonus XP for getting all 14 Sutherlands and having them all be very well equipped.
Scene: Shinjuku 1.3 - 5 XP for completing. 4 more XP for successfully whipping Britannia's ass and forcing them to send the Lancelot.
Scene: Shinjuku 1.4 - 5 XP for completing. 4 more XP for successfully getting an audience with Clovis. Likely a full +3 bonus XP for heavily damaging the Lancelot and having the terrorists not only successfully retreat but also help civilians. Maybe more for the success in the earlier action for gathering intelligence and learning about Lloyd being a Dragonblooded? Anyways, I'm confident we'd get the max bonus XP here.
Scene: Shinjuku 1.5 (yet to be written and completed) - 5 XP if we complete, 4 XP if we succeed in getting the information. Maybe some bonus XP for fucking over the Purebloods, and maybe some if Clovis calls off his forces and we save the remaining civilians.

So, presuming we succeed in the next Scene, we'll have a minimum of 39 XP plus however much extra bonus XP we get and however much XP from voting the GM gives us. Not a bad haul.

Priorities for XP expenditure...
- Essence 3. It's somewhat expensive at 16 XP, but as a primarily social build we rely heavily on Charms that work best when we don't have a totemic pillar of green light and shadow flaring into the sky complete with seven kaleidoscopic light wings. Increasing our Personal Essence pool is kind of important for us. Waiting to complete something regarding our Motivation that is epic enough to increase it isn't likely worthwhile given how long it'll take. Also, if we get this then Dual Gaze Paradox is probably something we want to purchase ASAP.
- We need some combat capabilities. Right now Lelouch isn't particularly suited towards it, even against mundane foes. I think putting points into Archery/Firearms would be good, as we already have a point there. It also works well with our ability to make surprise attacks. Some points in Dodge wouldn't be a bad idea, either. We could also throw some points into Dexterity, as Lelouch has three dots in it and being fast moving is more important than being super strong if you're using firearms as your primary weapon. Plus I think it'd be funny to be able to dodge Suzaku spin-kicks, or actually do the kind of things ninja-maid did when disguised as Lelouch in canon while running from the various students... and I think he'll need to do that more often anyways.
- Increasing our Ride/Drive and Knightmare Frames (Drive) abilities will be very useful, though it's not necessarily an immediate priority. Being able to compete with the likes of Suzaku and other elites on the battlefield if it comes down to it would be important, especially once we've gotten Lelouch his own custom Knightmare Frame. We can't always be sure Kallen will be around to protect us.


Dex 5 is a must have first purchase.
 
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