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Occult Prowess

Heaven-Breaking Essence Insight
Cost: 10 motes
Duration: One Scene
Type: Simple
Minimum Occult: 3
Minimum Essence: 3
Prerequisite Charms: None
Masters of workings of Essence and the nature of the world, Solars are able to attune themselves to the world around them, becoming preternaturally aware of the order that holds the world together and that allows Charms, Sorcery, Spirits and all Essence to exist. While so enlightened the Solar adds his Essence score in automatic successes in all Occult rolls.

Spirit

Adopting the Celestial Mask
Cost: 20 motes, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Occult: 4
Minimum Essence: 4
Prerequisite Charms: Spirit-Detecting Glance
Thou Art I. And I am Thou.
I am Wayang, Lord of Silence, and I shall be thy noble chariot!
Since before there was humanity, beings of Creation have interacted with their deities in a very personal manner. The ochiliké of the Dragon Kings became one with their Gods, receiving their mind and power. Even today, many Mortal and Exalted still allow Spirits to Ride their souls, receiving with it the power of a deitiy! However, to be ridden is not the only way to hold divine power on your own hands. A different method known to the Solar Exalted is named Persona, the ability to channel, through their own personality, the power of a Spirit that matches their own soul. A Persona is not the Spirit in and of itself, but rather his imprint upon the world, a link to the very wellspring of its power formed by a kinship and a contract made between its soul and the Exalt's. To enact this contract the Solar must be in a moment of need and use this Charm, rolling Occult+the Spirit's Defining Virtue at a difficulty equal to the Spirit's Essence(which cannot be higher than the Exalt's Permanent Essence+2). If successful the Spirit's image will appear juxtaposed with the Solar, lending him its power! Defining Virtues works as follows:

  • Compassion: Spirits assossiated with Creativite Endeavors, Love, Emotions, Protections, the Element of Wood.
  • Conviction: Spirits assossiated with Endings, Journeys, Destiny, Nessessity, Shadows, the Element of Earth.
  • Temperance: Spirits assossiated with Higher Awareness, Crafts, the Elements of Air and Water.
  • Valor: Spirits connected with Physical Prowess, Agressivity, Dominance, the Element of Fire.

Many Spirits will fall upon two or more of those categories, but it is only in one that its Persona manifests to the Exalted. It is, after all, a single aspect of its being, one that is kin to the Chosen, and its appearance in the Chosen's Anima is as much based on reality as in the Chosen's personality and views of the Spirit and its Legends.

Solars under Contract with a Spirit's Persona receive a number of capabilities as long as this Charm is mantained. They may use a number of Traits from the Spirit(Attributes, Abilities, Virtues, Natural Soak, Charms or powers such as Octavian's Oil) equal to their Essence Rating as if they were his own, and when meeting face-to-face with the Spirit, or any of its assossiates and subordinates, the Chosen receives a number of Automatic Successes in all Social rolls equal to his Essence. . Further, the Chosen can spend a Virtue Point(with the usual per-story limits in its recharge) in the Defining Virtue of the Spirit to flare to iconic level and have his Persona appear before him in physical form, able to take one action independent of the character. Finally, for better or worse, the Solar is vulnerable to all effects that target the type of being he is now assossiated with(such as Members of the Celestial Bureaucracy, Elementals, Demons or Demons of a Particular Yozi... but not Spirits in general).

As long as the motes for the Persona remain committed, the character is considered possessed, and cannot benefit from being ridden from Spirits or to be possessed by any other sort. Abilities that break possession will end this Charm. The Player chooses the Spirit he attempts to call upon; the character does not, as it is the Spirit who feels the blind call of the Exalted, and sensing a kinship with its soul, allows it to become one with the wellspring of its power. This choice is purely personal and not based on either of their agendas, and the Solar is protected by ancient treaties from this power being simply taken away from them on a Spirit's whims, but if the Exalted commits acts that go against the Spirit's own agendas, it is likely to hunt down the Solar with all its might.

(A Celestial Circle Sorcery Spell, Graceful Divine Masks, allows other Exalted to attain this power as well, but Solars can do so naturally.)

Heaven-Crossing Blade
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Occult: 3
Minimum Essence: 2
Prerequisite Charms: Spirit-Cutting Attack
There are Spirits who face the Chosen neither in the realm of the immaterial nor in bodies created of Essence and belief, but in the bodies of Mortals they possess to do their biding, fighting with borrowed strength and the face of a helpless living being. To the Solar, such an abuse of another's form is unnaceptable! With Heaven-Crossing Blade an attack made by the Solar will not damage a possessed character, but its possessor, whose soak protects as if it was immaterial. The Solar's attack has a base damage of his Essence instead of a material weapon's normal damage, although weapons made of pure essence will retain their normal damaging qualities. The Solar's strength is only added to the base damage of the latter.

Ambrosial Dethroning Stance
Cost: 5 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Occult: 5
Minimum Essence: 3
Prerequisite Charms: Heaven-Crossing Blade
Murmuring a prayer to Uhura the Unfettered, Goddess of Emancipation, the Solar declaims that all those who make another's soul into their thrones should be punished by the swiftest of all heavenly revolutions! Adopting the Ambrosial Dethroning Stance the scriptures of Emancipation shine about the character's anima, and for the remainder of the scene attacks made by the Solar will not damage a possessed character, but its possessor, whose soak protects as if it was immaterial. The Solar's attack has a base damage of his Essence instead of a material weapon's normal damage, although weapons made of pure essence will retain their normal damaging qualities. The Solar's strength is only added to the base damage as usual.

God Chain Shattering
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Occult: 4
Minimum Essence: 3
Prerequisite Charms: Heaven-Crossing Blade
Sometimes a Solar will wish not to harm even the spirit within a corporeal being, even if said spirit wishes the destruction of the Solar! With God Chain Shattering, the Solar strikes at the links of Ambrosia and Arcanoi that holds a spirit in th throne of a corporeal being's soul, ripping them apart and setting the spirit free in the most violent of ways! Each attack thus enhanced that successfully strikes the target(regardless of wether or not it deals any damage) counts as an Expulsion attempt(see Exalted Players Guide, p. 134) made reflexively with a dice pool equal to the character's Charisma or Intelligence+Occult(used instead of Manipulation, as the Solar is literally striking the Spirit out of its place with the force of his spirit or mind!). If the Solar is suffering from multiple-action penalties in the strike that creates it, the same are attached to the reflexive Expulsion attempts created.

Chained Soul Revolution
Cost: 10 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Occult: 5
Minimum Essence: 4
Prerequisite Charms: God Chain Shattering
Created first and foremost to break the chains of the Incarna, the Exalted do not suffer denizens of the material to be enslaved by the creatures of Primordial existence! As he faces a possessed character the Solar may activate the Chained Soul Revolution with a gaze fiery as that of Heaven's Judges and the voice of the Incarna as they broke free of the Primordial's chains, burning the spirit away from its host and the Solar's presence! The Solar rolls Charisma+Occult with a difficulty equal to twice the Spirit's Essence; If successful the spirit is instantly, perfectly severed from its host, and made to flee from the Solar and his victim's Essence's presence, and remain away for a day per dot of the Solar's Permanent Essence.

Seal of a Thousand Memories
Cost: 5 motes, 1 willpower, 1 Experience Point
Duration: Indefinite
Type: Simple
Minimum Occult: 5
Minimum Essence: 3
Prerequisite Charms: God Chain Shattering, Imprisonment of Unwelcome Shadows
Sometimes, it is not enough to free another from the Spirit possessing him. Sometimes, the Spirit is too powerful to be let loose upon the world. Sometimes, a sacrifice must be made. The Solar must activate Seal of a Thousand Memories upon successfully freeing another of a Spirit's possession. He immediatly enters into a Willpower+Essence contest with the Spirit in the same manner as that of Sorcerous summoners(although the Solar may use his Occult in place of his Essence score). Should the Solar win, he locks the Spirit within the soul of the creature he possessed, unable to leave in any way. The possessed returns to the way he was, without any outward sign of knowledge he houses a spirit within himself. A seal marking the Spirit's sealing will appear in the possessed's body, however, a mark of the spirit shackled within.

The spirit remains shackled within the soul as long as the motes remain committed. Powerful spirits may communicate to the creature they are sealed into with extreme effort, usually in dreams or daydreams, and are likely to die should the creature be slain, albeit that is by no means certain. The committment may be passed to another with a simple ceremony and the expenditure of 1 willpower.

Alchemy

Charms to increase the potence of the Alchemical Formulas would be found in Medicine.

Greater Alchemy Method
Cost: None
Duration: Permanent
Type: Special
Minimum Occult: 2
Minimum Essence: 2
Prerequisite Charms: None
To the Solar Exalted, the arts of Alchemy hold few secrets. To those able to change the shape of the world with their will alone, the secrets of earthen formulas are simple as the mysteries of changing seasons. The Solar who learns Greater Alchemy Method receives a score in Thaumathurgical Alchemy equal to his Occult rating with the innate knowledge of a number of formulas equal twice his Lore rating - should he raise his Occult or Lore after learning this Charm he receives a new dot of Alchemy or two New Formulas automatically. The Solar may pay 1 Experience Point to learn another formula, requiring only as many days as the Alchemy requirement the Formula would normally have to do so. Should a Solar already possess the Science of Alchemy upon learning this Charm he receives back all Experience Points previously spent on it(each bonus point yields 2 Experience Points).

Liquid Gemstones Philosophy
Cost: None
Duration: Permanent
Type: Special
Minimum Occult: 4
Minimum Essence: 3
Prerequisite Charms: Greater Alchemy Method, Terrestrial Circle Sorcery
Alchemy is the creation of formulas powerful as Essence, magic in almost every way, mundane liquids and procedures creating the fantastic. A Solar who knows Liquid Gemstones Philosophy works his Sorcery in the opposite direction, reducing the might of world-shattering spells of Emerald and Sapphire Circles to mere liquids… until comes the time for them to be used. This Charm allows the Solar to turn Sorcerous Spells into potions in the same manner as the Crucible of Tarim(See the Book of Three Circles, p. 24), distilling spells in containers. Distilled spells...

  • ... take one hour to distill per mote spent powering them.
  • ... take an unrolled dice action to have their countainers opened and be released.
  • ... can be used by anyone, not only the Sorcerer. They must know what the spell does, however, lest it explode uncontrolled.
  • ... requires the Sorcerer to commit 5 motes to a Emerald Circle Spell, and 10 motes to a Sapphire Circle Spell.
  • ... take effect as soon as they are released from their containers, usually by opening or breaking a bottle. Spells with a specific named target must be so targeted at their distillation, spells that take effect upon a touch will affect those the liquid touches after it is released, spells that affect an area will affect an area with the potion at its center, spells that enhance an individual will enhance the one that opens and drinks of the substance, and offensive spells that work like projectiles take a dice action to properly aim and the attack roll to be made; If they are broken accidentally they will just shatter in all directions without proper aim.

Comments

Some very interesting Charm ideas here. And has someone been watching Naruto?  :-D - Quendalon

Thanks! And yes! Though, the Charm was made 'in general', since there have been at least... four PCs with sealed things in my games, and so many more in fiction, Naruto is just a good example of it! It's Persona which I am very much guilty of taking directly from >.> <.< ~ GoldenCat Also, welcome back to the wiki, which I kept meaning to say and always forgot!
Thanks! It's nice to be back, and it's especially nice to be greeted by someone who was around before I left. ExaltedWiki was a pretty strong community in those days, and I miss hashing things out with Ikselam and willows and the rest. I may or may not be back for a while, depending on whether the new game LiOfOrchid is planning pans out. - Quendalon

Greater Alchemy Method: To avoid some weird metagamey issues about when it's most XP-efficient to buy this Charm, I'd make the following changes:

  1. If the user's Occult goes up, so does his score in Thaumaturgical Alchemy.
  2. If the user already has Thaumaturgical Alchemy, he gets back all of the XP spent to purchase it.
  3. If the user's Lore goes up, he gains additional formulas.
- Quendalon
... good point! Damn Experience-juggling, especially when Thaumathurgy is SUCH an Experience-sink. Done! ~GoldenCat