PassengerPigeon/SiderealCharms

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  • This Charm is directly stolen from Charlequin, and viciously hacked about to suit my personal desires. It replaces Of Truths Best Unspoken and Of Things Desired and Feared. Yes, this makes it slightly easier to get to Transcendent Hatchet of Fate. Good.

Of Things Yet Unknown

Cost: 10 motes
Duration: Three hours
Type: Simple
Minimum Lore: 3
Minimum Essence: 2
Prerequisites: Systematic Understanding of Everything

Though the web of fate is intricate and strange beyond the understanding of mortals, it is said that some patterns emerge within it, for those who know where to look. Using this Charm, three or more Sidereals of at least three distinct castes may come together to create such a juncture in the web of fate, and gaze through it into the events of tomorrow. Each of the three must invoke this Charm and conduct a ritual divination over the course of three hours, typically involving an elaborate astrological consultation. At the end of this time, each Chosen rolls their Lore rating in dice; pool the successes together. The number of successes determines how detailed the information is; 1 success provides only the vaguest hint of the answer, while 5 successes provides an elaborate and detailed breakdown. This roll has a base difficulty equal to the Essence rating of the highest Essence being centrally involved in the situation being prophesied.

A given Sidereal may only use this Charm once per season as part of any specific combination of Castes. Chosen of Journeys may always use their Temperance with this Charm; Chosen of Serenity, their Compassion; Chosen of Battle, their Valor; and Chosen of Endings, their Conviction. Chosen of Secrets may spend 1 willpower when using this Charm to add their Essence in dice to the roll.

If more than three Sidereals gather, this Charm is ever more effective. One prophecy is granted for EACH permutation of three Sidereals of different castes who use this Charm together; thus, if four Sidereals of different castes use this Charm, three prophecies are created, and if a perfect circle uses it, ten prophecies are the bounty. Further expansions are left as an exercise for the reader, who is presumed to have taken combinatorics in high school.

The information granted by the use of this Charm is dependent upon the specific selection of castes who participate in its use. Each type of prophecy has a separate name, and answers a different question:

Journeys, Serenity, Battles -- Of Battle Lines Undrawn: Divine a course of action that will most directly impact the plans of a particular enemy or adversary. If this course of action is pursued, it will automatically result in an important conflict with that enemy.

Journeys, Serenity, Secrets --

Journeys, Serenity, Endings -- Of Things Desired and Feared: Divine a course of action that will result in a certain outcome, if a certain price is paid. As the Charm of the same name in the book.

Journeys, Battles, Secrets -- Of Foes Yet Unmade: Divine the biggest obstacle to a course of action. If the course of action is pursued, it will automatically result in conflict with this obstacle.

Journeys, Battles, Endings --

Journeys, Secrets, Endings -- Of Treasures Long Forgotten: Divine a course of action that will result in the acquiring of a particular capability, either as an artifact or as necessary knowledge. If this course of action is pursued, this capability will automatically be acquired.

Serenity, Battles, Secrets -- Of Truths Best Unspoken: Divine the most immediate available source for a piece of information. If properly interrogated, the source in question automatically supplies the information.

Serenity, Battles, Endings -- Of Opportunities Lost: Divine the length of time available before a chosen conflict will have been decided. If this time passes with no meaningful intervention, the conflict's result is automatically fixed.

Serenity, Secrets, Endings -- Of Deeds Both Great and Dark: Divine the immediate outcome of a particular course of action. If this course of action is pursued, the outcome will automatically occur.

Battles, Secrets, Endings -- Of Moments Long Remembered: Divine the most important changeable event in a conflict. The resolution of this event automatically determines the results of the conflict.

In all cases, the prophecies are void in the event of interference by factors outside of Fate, powerful Essence wielders, or those driven to annul them by knowledge of this prophecy, although they still have a high likelihood of coming to pass. (n.b. Due to the Great Curse, the Sidereals are not aware of ths codicil.)

Learning this Charm requires the approval of the Maiden of Secrets, and the ability to exhibit a Sidereal anima.

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