Xarak/Scratchpad

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Revision as of 15:44, 28 April 2005 by Xarak (talk) (Terrestrial MA idea - mooks as weapons.)
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Terrestrial Sorcery:

Mask of Youth 15 motes

Casting this spell requires a drop of the blood of a newborn tortoise. It allows the user to change his physical form such as to appear as a younger version of himself - any age from 7 upwards is possible to simulate. This is not an illusion, and can't be "seen through" - his body actually changes. Anyone who knew the caster as a child will recognize him; anyone who knew only knows him as an adult can roll Perception + Awareness difficulty 2 to recognize him as the same person ( diff. 1 if age is 13+ ). The caster's statistics and powers are unaffected, although he does become smaller and lighter. This lasts exactly 24 hours, and can't be cancelled before that time.

The point of this is to allow shapechanging of a kind without being a Lunar ( or Abyssal ), or for pacifists who dont want to kill kids to look like one.

This could also be a Stealth charm?

Solar Investigation Charm

Under the Sun

The ancient Romans swore oaths under the open sky because they believed that the sky gods would hear. Here's an Exalted treatment of that.

This is a high-Essence ( 5? ) Solar charm that allows the Solar using it to become aware of anything which occured under the sun - i.e in direct sunlight. Clouds and trees don't count as obscuring the sun, but anything artificial does. An eclipse does not count as sunlight. The Solar only has to specify certain conditions - "it happened here, about ten years ago, involving this sword..." and he will know of all the events that match the critera. Then he can narrow it down further if he wishes. It has a maximum time elapsed limit equal to 1 century per point of Essence, so no First Age knowlege grabbing. He can't read minds with this, but he's aware of actions which were unnoticed at the time, invisible things, etc.

Abyssal Presence Charm

Private Nightmare Technique

Permanent Charm. Min. Presence. 4, Ess. 3

The Abyssal can choose to cause any "Presence-type" effects, including certain charms from other abilitys or the Dusk Caste anima effect, to only be visible or otherwise noticable to a small number of people. Up to [Presence] people can be targeted; everyone else is oblivious to the magic in question and suffers no effects from it, unless of course the essence use causes an anima flare or they have All-Encompassing Sorcerer's Sight or simelar . This is useful for intimidation when such a course of action is not socially acceptable, convincing people that they are going mad, and so forth. In general it works on any charm which causes fear, awe, lust or submission in multiple onlookers. It cannot be used to increase the allowed targets for any charm, only limit them.

Sidereal Charm ( Presence? )

By subtly manipulating the Loom of Fate, the Sidereal causes a series of bizarre incidents and incredible coincidences to occur to a single individual over the course of the next days/weeks. Taken on their own, these would just be weird, but in combination with each other they speak a powerful message. This could, for example, be used to convince someone that they were being spied upon ( people in black cloaks happen to walk behind them down the street every night ), that they were being supernaturally protected ( horrible accidents happen around the subject, but he always escapes from harm ), that an Anathema has infiltrated his temple, or that his partner is cheating on him. All the evidence will point to the desired conclusion, but in fact, it's all just a big coincidence. This cannot be used to directly harm anyone. The subject is permitted a Wits + Investigation roll, difficulty of the Sidereal's Essence, to work out that in fact it's not what it seems; otherwise, they will be led to the conclusion in question. If they do pass the roll they will work out that something supernatural is going on and trying to mislead them. If the situation being suggested is manifestly ridiculous ( "Oh Dragons...my hat is a demon in disguise!" ) a bonus of up to +3 successes may be assigned, but it should be noted that people can believe almost anything with a little convincing.

Terrestrial Martial Art - Hornet Swarm Style

This is a MA in which mortal allies are the favored weapons. The practicioner attunes her essence to that of her squad of extras, converting them into a deadly fighting force. There are various "stances", which are formations of troops, various moves involving multiple combatants, and so on. Unlike Crimson Pentacle Blade Style, the mooks don't need to be trained in martial arts at all ( although it's better if they are ) - you can even "improvise" with a bunch of random people, if they're willing.