Difference between revisions of "Han'ya/Lore"

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The Infernals carry the ancient authority of their masters, the Primordials, who created Creation simply by force of will. Their servants retain a vestige of this power, allowing them some limited powers over the Wyld. Twisted Laws of Nature is a dramatic action. The dice pool is the Infernal's (Lore+Willpower). The Charm takes six hours from start to finish. The roll automatically succeeds in regions of Pure Chaos, and has a base difficulty of 1 in the Deep Wyld,  3 in the Middlemarches, and 8 in the Bordermarches. The extra successes may be spent in the following ways:
 
The Infernals carry the ancient authority of their masters, the Primordials, who created Creation simply by force of will. Their servants retain a vestige of this power, allowing them some limited powers over the Wyld. Twisted Laws of Nature is a dramatic action. The dice pool is the Infernal's (Lore+Willpower). The Charm takes six hours from start to finish. The roll automatically succeeds in regions of Pure Chaos, and has a base difficulty of 1 in the Deep Wyld,  3 in the Middlemarches, and 8 in the Bordermarches. The extra successes may be spent in the following ways:
  
*<b>Land:</b> To create a stable region, such as land, the Infernal must have successes equal to its Resources value. If the Infernal wishes to shape a Demesne, they must have further successes equal to its level.
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*<b>Land:</b> To create a stable region, such as land, the Infernal must have successes equal to its Resources value. If the Infernal wishes to shape a Demesne, they must have further successes equal to its level. Land created by this Charm functions somewhat like a Shadowland. The area is tainted by Malfeas, and by day the Green Sun burns overhead, and Malfeas can be accessed by crossing the area's border. Demons may freely come and go, and the laws of Malfeas take priority over the laws of Creation. By nightfall, it functions by the physical laws of Creation, and all demons in the area must remain within its bounds.
*<b>People:</b> To shape extras, the Infernal spends one success per (Lore) beings. To shape non-extras, the Infernal spends one success per individual, plus three additional successes if the Infernal wishes to give them a starting Essence of 2. to create beings with advanced skillsets, such as soldiers or bureaucrats, increase the required successes by 1.
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*<b>People:</b> To shape extras, the Infernal spends one success per (Lore) beings. To shape non-extras, the Infernal spends one success per individual, plus three additional successes if the Infernal wishes to give them a starting Essence of 2. to create beings with preexisting advanced skillsets, such as soldiers or bureaucrats, increase the required successes by 1.
 
*<b>Wealth:</b> To create wealth, the Infernal spends successes equal to its Resources value. No more than 5 successes may be spent at once.
 
*<b>Wealth:</b> To create wealth, the Infernal spends successes equal to its Resources value. No more than 5 successes may be spent at once.
  
 
Items created by this charm are not real in and of themselves. They rely on the unshakable authority of the Infernals to sustain their own existence. If something created by the Infernals fails to interact with the Infernal or remain in their proximity during the course of a story, it loses its reality. Roll its creator's Essence at standard difficulty if the object fails to interact with the Infernal in some fashion during a story, and increase the difficulty to 3 if there is no interaction at all. Beings and intellects created by this Charm are not normally included in Creation's process of reincarnation and count as Unholy for the purposes of Charms, talismans, and the like.
 
Items created by this charm are not real in and of themselves. They rely on the unshakable authority of the Infernals to sustain their own existence. If something created by the Infernals fails to interact with the Infernal or remain in their proximity during the course of a story, it loses its reality. Roll its creator's Essence at standard difficulty if the object fails to interact with the Infernal in some fashion during a story, and increase the difficulty to 3 if there is no interaction at all. Beings and intellects created by this Charm are not normally included in Creation's process of reincarnation and count as Unholy for the purposes of Charms, talismans, and the like.
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<b><i>Shame of the Original Sin Method</i></b>
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<b>Cost:</b> 10m, 1w
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<b>Duration:</b> Instant
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<b>Type:</b> Supplemental
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<b>Keywords:</b> Obvious, Unholy, Emotion, Social
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<b>Minima:</b> 4/3
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<b>Prereqs:</b> Any Lore Excellency
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The Infernals hold the authority of their ancient masters, and can invoke the ancient oaths and the Great Geas that compelled the gods and spirits to obedience to further their own ends. This Charm is a dramatic action with a duration of 1 long tick. The Infernal rolls their Willpower against a difficulty of the god or spirit's Essence. A success creates feelings of intense shame in the target and creates a Compulsion effect. The god or spirit must execute the duties they were created for, and must strictly obey the Heavenly mandates on their behavior. Extortion of worship, laxity, and various other transgressions are forbidden. This effect lasts for a number of years equal to the Infernal's Essence. Note that this effectively forbids the spirit or god from going out of its way to aid the Infernal, unless they share a common purpose. Also recall that the Infernals are the enemies of the gods and spirits, and as such it might be difficult to get close enough to use this Charm.

Latest revision as of 21:27, 16 July 2007

Infernal Lore

Twisted Laws of Nature Method

Cost: 10m, 2w
Duration: Instant
Type: Simple
Keywords: Obvious, Unholy, Combo-OK, Shaping
Minima: 4/4
Prereqs: Any 2 Lore Excellencies

The Infernals carry the ancient authority of their masters, the Primordials, who created Creation simply by force of will. Their servants retain a vestige of this power, allowing them some limited powers over the Wyld. Twisted Laws of Nature is a dramatic action. The dice pool is the Infernal's (Lore+Willpower). The Charm takes six hours from start to finish. The roll automatically succeeds in regions of Pure Chaos, and has a base difficulty of 1 in the Deep Wyld, 3 in the Middlemarches, and 8 in the Bordermarches. The extra successes may be spent in the following ways:

  • Land: To create a stable region, such as land, the Infernal must have successes equal to its Resources value. If the Infernal wishes to shape a Demesne, they must have further successes equal to its level. Land created by this Charm functions somewhat like a Shadowland. The area is tainted by Malfeas, and by day the Green Sun burns overhead, and Malfeas can be accessed by crossing the area's border. Demons may freely come and go, and the laws of Malfeas take priority over the laws of Creation. By nightfall, it functions by the physical laws of Creation, and all demons in the area must remain within its bounds.
  • People: To shape extras, the Infernal spends one success per (Lore) beings. To shape non-extras, the Infernal spends one success per individual, plus three additional successes if the Infernal wishes to give them a starting Essence of 2. to create beings with preexisting advanced skillsets, such as soldiers or bureaucrats, increase the required successes by 1.
  • Wealth: To create wealth, the Infernal spends successes equal to its Resources value. No more than 5 successes may be spent at once.

Items created by this charm are not real in and of themselves. They rely on the unshakable authority of the Infernals to sustain their own existence. If something created by the Infernals fails to interact with the Infernal or remain in their proximity during the course of a story, it loses its reality. Roll its creator's Essence at standard difficulty if the object fails to interact with the Infernal in some fashion during a story, and increase the difficulty to 3 if there is no interaction at all. Beings and intellects created by this Charm are not normally included in Creation's process of reincarnation and count as Unholy for the purposes of Charms, talismans, and the like.

Shame of the Original Sin Method

Cost: 10m, 1w
Duration: Instant
Type: Supplemental
Keywords: Obvious, Unholy, Emotion, Social
Minima: 4/3
Prereqs: Any Lore Excellency

The Infernals hold the authority of their ancient masters, and can invoke the ancient oaths and the Great Geas that compelled the gods and spirits to obedience to further their own ends. This Charm is a dramatic action with a duration of 1 long tick. The Infernal rolls their Willpower against a difficulty of the god or spirit's Essence. A success creates feelings of intense shame in the target and creates a Compulsion effect. The god or spirit must execute the duties they were created for, and must strictly obey the Heavenly mandates on their behavior. Extortion of worship, laxity, and various other transgressions are forbidden. This effect lasts for a number of years equal to the Infernal's Essence. Note that this effectively forbids the spirit or god from going out of its way to aid the Infernal, unless they share a common purpose. Also recall that the Infernals are the enemies of the gods and spirits, and as such it might be difficult to get close enough to use this Charm.