Difference between revisions of "SolarCraft/Gamlain"

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(Thanks and prereques)
 
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Revision as of 13:58, 22 July 2005

Demesne and Manse Godmastery </b>

<b> Cost:  15 motes, 1wp
 Type:  Reflexive
 Duration:  One Sceene
 Min Craft:  6
 Min Essence:  6, but I could see it at 5.
 Prerequisites:  Stability Confering Establishment, Crack Mending Technique, Edifice Smashing blow.   

Effect: All Your Manse and Demesne are belong to us. The Solar attunes and utterly controlls all aspects of the essence within any Manse or Demesne within his essence in miles for as long as the essence used to start the charm remains commited. This attunement takes controll of those Demesne which lie within that radius at the initial invocation of the charm - attuneing further Demesne outside that radius will require the charm to be re-activated, and the attunement is broken once the solar passes further than this from the manse to be controlled. While exerciseing godmastery of Demesne and Manse, the solar has absolute controll over the essence flow of the demense, allowing him to take any of the following actions once per turn with the energies of a typical manse or Demesne.

He can drain motes equal to double the manse rateing, or the Demesne rateing in an uncapped Demesne, directly into his pool each turn at will. He can cause secondary essence effects to flare up at his option, errupting into essence blasts of the appropriate element, causeing Demesne (L) damage or Manse *2 L damage targeted with Perception+Archery; Multiple attacks are possible by splitting the dice pool. He can animate a single portion of the terrain to form crude elementals (of the Demensne's element, and of maximum total essence equal to Demensne's rateing). He can command any non-essence useing animals native to the Manse to do his bidding without fail. In special manses or Demesne, he gains total controll over their special effects, bestowing and revokeing any special properties at will; The exalted master of Demesne and Manse Godmastery can generally be obnoxious, controlling all aspects of the terrain of the Demesne.

This charm specifically -can- take totall controll over a martial artist in Demesne and Manse form, and the exalt so controlling can force his victim to do nearly anything he pleases that is within the martial artists capabilities; The only resistance such a Martial artist can take is to attempt to end Demesne and Manse Form, which requires gaining more successes than the solar on an opposed willpower roll.

The controll over the Demesne - but not the attacks created by it - is a perfect effect; 'elementals' can be 'slain', attacks blocked, etc, but effects which take controll of the local essence flows fail.

If the Solar opted to drain essence from the Demense, the flow of essence in it is drained badly, preventing those attuned normally to it or it's hearthstones (if a manse) from gaining any essence regeneration from the manse for one hour per turn essence was torn from the place of power.


Comments - especially suggestions for different prerequisite charms - welcome. Yes, this is sick and evil, but it's an essence 6 solar charm, what did you expect? It amuses me way to much, too.

I am also vastly amused. Possibly because I like it when Sidereals get their comeuppance. Should this maybe be Occult, though? It's a bit unclear what abilities Manse-manipulation should fit into, but manipulation of Essence is normally Occult or Lore. -Kalisara

Thank you! It didn't occur to me untill I read your comment, but the effect also makes a great villian power, too. As to prerequisites, you definitely have a point. The vagueness of running Manse/Demesne is great enough that I could make a case for it being occult, craft or lore - I could even make a case for it requireing all three if I wanted to give it funky prereqs. I made it craft because I couldn't find any lore prerequistes that made sense to me, but it probably really should be lore, since that is the ability that governs Manse and Demesne attunement. Gamlain