TheHoverpope/ZurathaCharms

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Zuratha Charms

Zuratha has no green sun princes, but his various souls all have their various goals, and it is in his nature to not question their plans too deeply. There are therefore many akuma of Zuratha in the world, compared to some yozi- but they often are working at cross purposes. Most of their urges follow the format of "Help someone accomplish this task" - usually, with task specified and someone not.

Point form notes are for charms yet to be written

Zuratha Excellencies

First Zuratha Excellency
Cost: 1m/die
Minimums: Essence 1
Type: Reflexive (step 1 for attacker, step 2 for defender.
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The quiescent god is passive, resigned, and given to being self-righteous and petty. He is eager to help, but often misleading. He can give great short-term gains, but is fickle and inconstant over the long term. He feels the passions of others and is empathetic, but is rarely interested in opposing others to complete his goals.

Characters may apply this charm to actions that aid others or affect only themselves, as well as actions that are brief or not taxing. He may use this charm to maintain his own definition of self against attempts by others to change that definition, such as by physical or social attacks or shaping. He may not use this charm for any action taken in the heat of passion, and may not benefit long-term exertion.

Zuratha Mythos Exultant
Cost: -
Minimums: Essence 3
Type: Permanent
Keywords: none
Prerequisite Charms: First Zuratha Excellency
Zuratha accomplishes his tasks easily, but rarely profits from his illusory goals. Double the dice granted by stunts, but gain no reward.

Base Charm

Sleep and Stand Tall Cost: -
Minimums: Essence 1
Type: Permanent
Keywords: none
Prerequisite charms: none
Zuratha is quiescent. But just as he does not choose to act himself, does not mean that he is impotent. He merely refines himself and waits until he has a goal to expend the energy on. This charm permanently enhances the character's ability to rest. With every eight hours rested, the character regains one virtue channel and must redefine his purpose - he assigns a +3 specialty to any ability. The character cannot keep the same specialty after resting. This can give the character more than 3 specialties in one ability, and the cap for specialty dice applied to rolls supplemented by this charm becomes essence or three, whichever is higher.

Combat Charms

Combat charms based on reliance on others to do your work and changing self-definition to defend and attack.

Branch one -
Wait as the Patient God
Cost: -
Minimums: Essence 2
Type: Permanent
Keywords: none
Prerequisite charms: Mutable Recumbent Divinity
The restful god cannot be harmed; his lack of action means that he is ready to move reactively away from anything, his whole existence a coiled spring waiting for a purpose, the only limiting factor the bounds his own soul inflicts. His chosen are likewise ready to respond to anything that would disturb their torpor. This charm permanently enhances the guard actions of Zuratha's chosen. Guard actions now increase DV by the chosen's lowest virtue. This changes the nature of the guard action, rather than being a DV bonus from charms. The guard action is now a three tick action that refreshes DV when it ends. However, the Zurathan chosen may choose to renew it at the end of the three ticks without cost reflexively, preventing the DV refresh. The action may still be aborted at will, as per usual.
The chosen may purchase this charm a second time to allow them to renew the guard action as many times as they desire without their DV refreshing.

Wield the Immobile Force
Cost: -
Minimums: Essence 2
Type: Permanent
Keywords: none
Prerequisite charms: Wait as the Patient God
Zuratha is silent and still, but this does not prevent his souls from using his power to their own ends, thinking that their goals are their own. The chosen have learned to emulate this, and their allies strike for them. This charm permanently alters the nature of the coordinate attack action. It now counts as a guard action for purposes of Majestically Restful Pose - coordinate attack actions have a DV bonus of +lowest virtue and take 3 ticks. The user may choose to extend that time if they desire, and if they have bought Majestically Restful Pose twice may extend it further as per that charm.
The chosen may purchase this charm again to add lowest virtue in successes to all coordinate attack rolls.

Redefine the Lover's Hand
Cost: 3m, 1wp
Minimums: Essence 3
Type: Supplemental
Keywords: combo-ok, obvious
Duration: instant
Prerequisite charms: Wield the Immobile Force
Many aspects of Zuratha all work to their unified goal: find the purpose that he seeks. That the hunt is his purpose is irrelevant. The unified striving is the method and the end. The chosen learns to emulate the methodology of Zuratha, and his coordinated attacks make his allies weapons. The chosen supplements a coordinate attack roll. The coordination grants those that it coordinates a single attack on the tick when it completes; this attack ignores rate and does not inflict a DV penalty. If the attacker has an action available, he may use it as normal in addition to the attack granted by Redefining the Lover's Hand.
At essence 4, this charm may be purchased again. Anyone whose motivation is in line with the chosen of Zuratha's goals does not require successes to coordinate. Up to essence such individuals may still apply to the cap of maximum applied successes.
At essence 5, the chosen may purchase the charm a final time to allow them to include enemies in his coordination roll. Apply the coordinated attack successes as an unnatural emotion effect with successes equal to those rolled on the coordination roll, which costs 1 willpower to resist. If they do not, they must attack the target as desired by Zuratha's chosen.

Enjoin Yourself to Nothing
Cost: 3m+
Minimums: Essence 3
Type: Reflexive (step 6)
Keywords: combo-ok, obvious
Duration: instant
Prerequisite charms: Wait as the Patient God
Dreams reflect on and slide off of Zuratha, and those who first dreamed them are punished by those dreams and thank him for it. The chosen of Zuratha reflect attacks onto their allies and friends, preventing their own suffering for the greater good. This charm is a perfect soak charm. It perfectly negates a single attack against the user. As an additional cost to activate the charm, an ally of the user present in the same scene suffers automatic levels of unsoakable aggravated damage equal to the attacker's essence. The chosen may choose to reduce this damage by one level per two extra motes spent when the charm is activated, to a minimum of one level. During a guard action, reduce the mote cost to 1 before surcharges.

Make Nothing of the Dreamer
Cost: +1wp
Minimums: Essence 4
Type: permanent
Keywords: none
Duration: permanent
Prerequisite charms: Enjoin Yourself to Nothing
Zuratha knows that the opposition to it is what gives purpose form. This charm is a permanent enhancement to its prerequisite. When the user activates it, he may spend an extra willpower to roll Charisma+Presence against a present target's MDVs - including their enemies. If he beats it, he may treat them an ally for purposes of that charm. He cannot inflict more levels of damage to the target by this means than his essence, and will have to pay extra motes to reduce the damage if it is more than that.

Watch the Roiling of the Hopeful Minds
Cost: none
Minimums: Essence 2
Type: permanent
Keywords: none
Duration: permanent
Prerequisite charms: Wait as the Patient God
The chosen of Zuratha know the power of waiting. When they purchase this charm, add essence to the maximum number of dice that can be added by aiming. Aim dice bonuses beyond the first action count as a die bonus from charms.
They may purchase this charm up to essence times. The chosen of zuratha may accumulate more than attribute+ability dice aiming this way for purposes of subsequent charms, but may not apply more than usual.
At essence 4, aim actions also count as guard actions.

Strike the Wilting Hope
Cost: 1wp
Minimums: Essence 3
Type: Permanent
Keywords: obvious
Duration: permanent
Prerequisite charms: Watch the Roiling of the Hopeful Minds
Patience breeds certainty. This is one reason that the chosen feel that Zuratha has not picked a purpose yet; because the superiority of one has not yet been proven. If the chosen have more aim dice against a target than the target's MDV, the attacker may spend a willpower when he makes an attack. The target becomes certain of the outcome - the attack becomes perfect and will strike even if DVs reduce it to 0 successes. However, this only works against targets who are aware of the attack.

Self-definition Charms

Charms based on Zuratha's desire to define and know himself.

Profound Truth of Self Cost: 4m
Minimums: Essence 2
Type: Reflexive
Duration: Story
Keywords: Combo-OK
Prerequisite charms: Mutable Recumbent Divinity
Zuratha defines aspects of himself to the needs of every circumstance, or at least every circumstance that catches his interest. Each personality that his souls take is as true and real as any other, and his souls have learned to mimic this ability. The exalt sets one of his virtues to six or essence, whichever is higher, and gains that many virtue channels as well. At essence 5, the chosen may spend an extra 3 motes when channeling an augmented virtue to convert the dice into successes. This charm cannot be voluntarily ended before the end of story by the chosen. If another effect ends the charm, the chosen may not activate it again for the same virtue within the story. The chosen may buy this charm multiple times. Each purchase increases the number of virtues that the exalt may augment at once. A fifth purchase at essence 6 allows the user to augment their permanent willpower.

Solipsistic Mirror Games Cost: 4m
Minimums: Essence 3
Type: Reflexive
Duration: Story
Keywords: Combo-OK
Prerequisite charms: Profound Truth of Self
The soul of Zuratha is self-defined. But it is the sign of his power that his self-definition reflects on the souls of others. The chosen of Zuratha know the arts by which their own soul's knowledge and power is granted to others. The user rolls charisma+performance against a target in sight range. If successful, raise one of their virtues by essence.
At essence 4, the chosen is able to spend a willpower when activating the charm. If they do, their targets cannot spend a willpower to supress their augmented virtue. This is an emotion effect that costs 2 willpower per scene to resist. Spending a total of their increased rating in that virtue ends the effect, but the increased virtue remains. This does not stack with Profound Truth of Self if applied on another Chosen of Zuratha.

- create a new motivation as a mental defense
- perfect disguise charm
- upgrade - make charms appear to be of a different type.
- willpower reserve, only fillable with rest. multi-purchasable.


Aid charms

Charms based around Zuratha's tendency to go along with the plans of others.

Look to your Empty Heart Cost: 4m
Minimums: Essence 2
Type: Reflexive
Duration: Scene
Keywords: Combo-OK
Prerequisite charms: Sleep and Stand Tall
Zuratha's chosen know how to fight against the things that would define them - emulate their unshapable father. Influences on them are muddied and lost like words written in wet clay. Increase the difficulty of shaping attacks made against the wielder and their mdvs by essence.

See the Will's Kernel Cost: 4m, 1wp
Minimums: Essence 2
Type: Simple (dramatic action)
Duration: Instant
Keywords: Combo-OK, emotion
Prerequisite charms: Look to Your Empty Heart
Zuratha seeks the thing that will define him, and helps others that they might be that thing. But what if their desires are - unsuitable? The chosen declares a target. Over the course of a conversation, the target finds themselves agreeing with the the Zurathan's ideas and methods. The user makes a charisma+presence roll, with bonus successes equal to their highest virtue. If this beats his targets MDV, they gain a second motivation equal to the first for every purpose except gaining permanent essence for completing it until the end of the story. This is an emotion effect which can be resisted for a cost of one willpower per scene. If the target desires, at end of the story they may convert their original motivation to their new one at no cost.

Throw Seeds to the Wind Cost: +6m, 1wp
Minimums: Essence 3
Type: Permanent
Duration: Story
Keywords: -
Prerequisite charms: See the Will's Kernel
Zuratha knows that any one being - except himself, of course; can be of but little purpose. But he has felt the purpose that can be inflicted by many. This charm is a permanent enhancement to See the Will's Kernel. When it is activated, the Zurathan commits ten motes for the duration of the story. Everyone that the target meets compares the Zurathan's highest virtue to their highest MDV. If the virtue is higher, they gain the second motivation as per See the Will's Kernel.

- automatically organize groups with shared motivation
- add successes to aid rolls
- upgrade to above: gives penalties to anyone he has aided who is disappointing
- give targets demonic traits to aid them. Multi-purchasable for more traits.


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