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Name and fluff aren't quite correct. It needs to be more about "madness is just a greater truth lowly people cannot understand".

Okay, I went ahead and did what I should have done long ago:

(Insert Appropriate Name)
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Only Oramus defines the boundaries of his own existence. The effects of this Charm are identical to the effects of both the Solar Charms Integrity-Protecting Prana and Destiny-Manifesting Method (Exalted, p.p. XX), except they are always active and other characters cannot use a stunt to remove the penalty to their rolled Shaping effects.

Integrity-Protecting Prana
Cost: 5m, 1wp; Mins: Integrity 1, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Undying Stagnation Defense)
Duration: One day
Prerequisite Charms: None
Required for Charms: Destiny-Manifesting Method, Truth Shines Through

The Sun's Chosen define their own reality. This Charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This Charm also protects the character from any undodgeable, unblockable Shaping attacks. Wyld energy cannot create a serpent inside the character's stomach or turn her armor to lava, whether it's manipulated by an enemy or its own random whims, because these effects inflict immediate damage and the character's DV is not applicable.

This Charm does not protect against the miscellaneous dangers of the Wyld. If a Wyld effect creates a hundred-headed snake monster with burning chalcedony eyes that then eats the character, this is not directly altering the character's body through shaping. Nor is it an "attack" when a Wyld effect transforms the character's armor into harmless gossamer spider webs—simply
an undesirable effect.

Destiny-Manifesting Method
Cost: —; Mins: Integrity 3, Essence 2; Type: Permanent
Keywords: None
Duration: N/A
Prerequisite Charms: Integrity-Protecting Prana
Required for Charms: None

A Solar forges her own destiny, and none gainsay her will. This Charm increases the difficulty of any rolled Shaping effect (see Exalted, p. 217) used against the character by two. Characters using Shaping effects that involve the character can remove this penalty with any stunt that reconciles the Shaping effect with the Lawgiver's sense of her own destiny. In the Wyld or the Labyrinth, this Charm reduces the frequency of random unfortunate incidents by a factor of 10. There is no cost to use this Charm—it is a permanent enhancement to the Exalt's nature.

Thoughts?
On second thought a Permanent type isn't appropriate. Revising everything we have:

Oramus ME: similar to Adorjan ME, you can inflict a target with a Derangement with value equal or lower than (stunt) points.

First Charm: E2 Permanent. Derangements are Obvious to the Infernal, reduce the MDV by the total points of Derangements the target has, and adds (Essence) to the Difficulty roll to Read Motivation against him. However, as result he suffers an external penalty of (Essence) when trying to explain her motives or the reasons of his actions to others.

Second Charm: E2. Like Integrity-Protecting Prana and Destiny-Manifesting Method. Initial cost is 5m and 1wp, but the 1wp is waived when the Infernal reach E3. A second repurchase extends the duration to Indefinite.

Thoughts? Suggestions?
 
Thoughts? Suggestions?
I wouldn't just cut+paste Solar charms for this set. It's kinda lazy.

Perhaps instead of a "simple" Shaping defense, the presence of Oramus/the infernal changes all Shaping going on to something of his choice? Make it a committed cost for an ongoing effect to change all Wyld-space to something he pre-determined, while all active Shaping twists things to his mythos. So trying to Shape the infernal into a duck just reaffirms his existence as himself, while shaping the air around his head into gas (an oft-used example) turns it into whatever substance is most fit for him to exist in.

Not as blatant a "fuck you," but more a showing of casual power over unreality.
 
I wouldn't just cut+paste Solar charms for this set. It's kinda lazy.

Perhaps instead of a "simple" Shaping defense, the presence of Oramus/the infernal changes all Shaping going on to something of his choice? Make it a committed cost for an ongoing effect to change all Wyld-space to something he pre-determined, while all active Shaping twists things to his mythos. So trying to Shape the infernal into a duck just reaffirms his existence as himself, while shaping the air around his head into gas (an oft-used example) turns it into whatever substance is most fit for him to exist in.

Not as blatant a "fuck you," but more a showing of casual power over unreality.
Uhm, the idea has merits. What would the precise mechanics be?
 
Uhm, the idea has merits. What would the precise mechanics be?
Lemme take a crack at it:

Totally cool charm name
Cost: 5; Mins: Essence 2 / Essence 3 / Essence 5; Type: Permanent
Keywords: None
Duration: Indefinite
Prerequisite Charms: Some other cool charm

Blah blah flavor text / The Infernal is perfectly immune against any Shaping effects from the environment. Furthermore, whenever the Infernal wanders through a Wyld zone of any intensity, his own personal essence begins to assert itself over unreality. Normally this means that the Wyld zone will slowly convert over (10 - Essence) hours to the terrain of Creation, but if he knows any land-shaping charms such as Holy Land Infliction, or if he has somehow developed his own personal mythos through heresy, then the new terrain is shifted to match these themes instead. Should he know multiple such charms, the themes are all represented. Repurchase at Essence 3 extends this mastery over chaos to apply to directed attacks: Any Shaping attacks levied against the Infernal or the terrain he occupies is warped to reinforce his own existence. An attack on the Infernal himself allows him to roll Integrity to regain (successes) Willpower, while an attempt to change the world only accelerates the transformation to the Infernal's themes, adding the attacker's permanent Essence rating to the calculation. When the Infernal leaves the Wyld zone, it slowly reverts back to its original chaotic state over (Essence) hours. Repurchase at Essence 5 makes the transformation permanent as a Blasphemy effect with a rating equal to the Infernal's permanent Essence.

---

Literally just typed this out, so there may be some holes.
 
Lemme take a crack at it:

Totally cool charm name
Cost: 5; Mins: Essence 2 / Essence 3 / Essence 5; Type: Permanent
Keywords: None
Duration: Indefinite
Prerequisite Charms: Some other cool charm

Blah blah flavor text / The Infernal is perfectly immune against any Shaping effects from the environment. Furthermore, whenever the Infernal wanders through a Wyld zone of any intensity, his own personal essence begins to assert itself over unreality. Normally this means that the Wyld zone will slowly convert over (10 - Essence) hours to the terrain of Creation, but if he knows any land-shaping charms such as Holy Land Infliction, or if he has somehow developed his own personal mythos through heresy, then the new terrain is shifted to match these themes instead. Should he know multiple such charms, the themes are all represented. Repurchase at Essence 3 extends this mastery over chaos to apply to directed attacks: Any Shaping attacks levied against the Infernal or the terrain he occupies is warped to reinforce his own existence. An attack on the Infernal himself allows him to roll Integrity to regain (successes) Willpower, while an attempt to change the world only accelerates the transformation to the Infernal's themes, adding the attacker's permanent Essence rating to the calculation. When the Infernal leaves the Wyld zone, it slowly reverts back to its original chaotic state over (Essence) hours. Repurchase at Essence 5 makes the transformation permanent as a Blasphemy effect with a rating equal to the Infernal's permanent Essence.

---

Literally just typed this out, so there may be some holes.
Okay, this is an idea. Uhm...

ORAMUS MYTHOS EXULTANT
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Oramus Excellency

The glory of Oramus is not for lesser minds to behold. One character who perceived the stunt in action suffers a Shaping effect imposing a derangement-based negative mutation worth a number of points equal or lesser than the stunt's rating.

SENSE BEYOND SENSIBILITY
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None

The mind of Oramus follows no logic that beings confused by mere paradox can follow. Upon learning this Charm The Infernal gains the following effects:

-All Derangements are Obvious to her senses, being able to tell their contexts and origins.

-Social attacks against characters with Derangements reduce the MDV of their target by the Derangement's mutation point total rating.

-Finally, the warlock's opened mind and its leaps of logic are hard for limited beings to follow: she adds her Essence rating to all Read Motivation actions taken against her, but she also suffers an external penalty of (Essence) to all efforts to explain her motives or the reasons for her actions.

[INSERT NAME]
Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Indefinite
Prerequisites: None

Only Oramus defines the boundaries of his own existence. The Infernal becomes immune against all Shaping effects that originate from the environment. Furthermore, while moving through a Wyld zone of any intensity the warlock's essence begins to assert itself over unreality: while standing still the area within (her Essence) yards is slowly converted into stable reality, as if using the Solar Charm Wyld-Shaping Technique, after (10 - Essence) hours. Normally the converted area follows the themes of First Oramus Excellency, but if the Infernal knows the First Excellency of another Yozi, a land-shaping charm such as Holy Land Infliction or if she has developed her own personal mythos through heresy then the new terrain shifts to match these themes instead. Should she know multiple such charms all the themes are represented. When the warlock leaves the affected area slowly reverts back to its original chaotic state over (Essence) hours or when dispelled by Emerald Circle Countermagic.

A repurchase at Essence 3 extends this mastery over chaos to direct attacks: any Shaping attack levied against the Infernal is warped to reinforce her own existence, the original effect shifting to another that is already integral part of the Exalt's status. Also, while the Infernal is present any Shaping attack against the converted area only accelerates the transformation, removing a number of hours equal to the minimum Essence of the Charm or power used. Assume shaping effects caused by artifacts or hearthstones to have an Essence rating equal to the artifact value of the device inflicting them, and effects caused by unique powers to use the Permanent Essence of the creature inflicting them, subject to ST's interpretation in the case of beings with Essence scores well below their general power level such as some Behemoths.

A final repurchase at Essence 5 makes the transformation of the Wyld Zone permanent as a Blasphemy effect with a rating equal to the Infernal's Essence. The Blasphemy effect is triggered when the transformation is complete, the converted area now requiring Adamant Circle Countermagic to dispel.

====

Thoughts? Should I post it on the Exalted Thread on SV for opinions?
 
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any Shaping attack levied against the Infernal is warped to reinforce her own existence, the original effect shifting to another that is already integral part of the Exalt's status.
What does this mean, mechanically? Is it just a fancy way of saying the attack is nullified?
 
What does this mean, mechanically? Is it just a fancy way of saying the attack is nullified?
No, that it still works...but it changes absolutely nothing about the Infernal. No not outright denied, but twisted.

New version offered by SV:

ORAMUS MYTHOS EXULTANT
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Oramus Excellency
The glory of Oramus is not for lesser minds to behold. One character who perceived the stunt in action suffers a Shaping effect imposing a derangement-based negative mutation, worth a number of points equal or lesser than the stunt's rating, that last for one scene.

SENSE BEYOND SENSIBILITY
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
The mind of Oramus follows no logic that beings confused by mere paradox can follow. Upon learning this Charm The Infernal gains the following effects:
-All Derangements are Obvious to her senses, being able to tell their contexts and origins.
-Social attacks against characters with Derangements reduce the MDV of their target by the Derangement's mutation point total rating.
-Finally, the warlock's opened mind and its leaps of logic are hard for limited beings to follow: she adds her Essence rating to all Read Motivation actions taken against her, but she also suffers an external penalty of (Essence) to all efforts to explain her motives or the reasons for her actions.

THE ONE AND ONLY
Cost: 6m, 1wp; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Indefinite
Prerequisites: None

Only Oramus defines the boundaries of his own existence. The Infernal becomes immune against all Shaping effects that originate from the environment. Furthermore, while moving through a Wyld zone of any intensity the warlock's essence begins to assert itself over unreality: as long as she stands still the area within (her Essence) yards is slowly converted into stable reality, as if using the Solar Charm Wyld-Shaping Technique, over (10 - Essence) hours. Normally the converted area follows the themes of First Oramus Excellency, but if the Infernal knows the First Excellency of another Yozi, a land-shaping charm such as Holy Land Infliction or if she has developed her own personal mythos through heresy then the new terrain shifts to match these themes instead. Should she know multiple such charms all the themes are represented. When the warlock leaves the affected area slowly reverts back to its original chaotic state over (Essence) hours or when dispelled by Emerald Circle Countermagic.

A repurchase at Essence 3 increases the affected area to (Essence x50) yards and extends this mastery over chaos to direct attacks: any Shaping attack levied against the Infernal is warped to reinforce her own existence, the original effect shifting to impose a state that is already integral part of the Exalt's being. Also, while the Infernal is present any Shaping attack against the converted area only accelerates the transformation, removing a number of hours equal to the minimum Essence of the Charm or power used. Assume shaping effects caused by artifacts or hearthstones to have an Essence rating equal to the artifact value of the device inflicting them, and effects caused by unique powers to use the Permanent Essence of the creature inflicting them, subject to ST's interpretation in the case of beings with Essence scores well below their general power level such as some Behemoths.

A final repurchase at Essence 5 increases the affected area to (Essence x100) yards and makes the transformation of the Wyld Zone permanent as a Blasphemy effect with a rating equal to the Infernal's Essence. The Blasphemy effect is triggered when the transformation is complete, the converted area now requiring Adamant Circle Countermagic to dispel. When the Infernal hits Essence 7 the area further increases to (Essence) miles.
 
Okay guys, while I still search confirmation for the "how the World interacts with Oramus" Charm we can start on the "How Oramus interacts with the World". Also, as it's the easiest, which action(s) should be forbidden by Oramus Excellency.

1) To remind you, this is the starting Charm:

SENSE BEYOND SENSIBILITY
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
The mind of Oramus follows no logic that beings confused by mere paradox can follow. Upon learning this Charm The Infernal gains the following effects:

-All Derangements are Obvious to her senses, being able to tell their contexts and origins.
-Social attacks against characters with Derangements reduce the MDV of their target by the Derangement's mutation point total rating.
-Finally, the warlock's opened mind and its leaps of logic are hard for limited beings to follow: she adds her Essence rating to all Read Motivation actions taken against her, but she also suffers an external penalty of (Essence) to all efforts to explain her motives or the reasons for her actions.


Another creation of EarthScorpion was:

FORBIDDEN LORE SUSURRUS
Cost: 7m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Sense Beyond Sensibility

Within the demon realm the whispers of Oramus fill the blasted plain upon which he rests. To listen to them courts madness - but their secrets are beyond price. The Infernal uses this charm immediately after interacting with a target: she rolls (Manipulation + Lore) at difficulty 1 with an external penalty equal to the target's Temperance. If successful the Charm forces the player of the other character to declare the form of information that the character most desires to know - for example "who killed my husband?" or "where is the Scarlet Empress?". The warlock learns this in the form of unexplainable insight into the target's driving motivations. If the Infernal provides that information, which must be correct to the best of her present knowledge, immediately or later the whispers worm into the target's head: as an Illusion effect he gains a Derangement with a rating no higher than the Infernal's degrees of success on the roll. As a second Illusion the target also gain an Intimacy of "Obsessive Fascination" towards the Infernal. The Illusions may be suppressed for a cost of one Willpower per scene each. They last until the character has spent 10wp on resisting this effect, or until the target finds the information to be false.


Can you think of possible follow-up Charms to expand the use of this one?

====

2) The action(s) forbidden by Oramus Excellency. The existing takes so far are:

-"This Excellency cannot be used when the Infernal choose to partake in mundane tasks or when choosing an easy solution instead of a more convoluted one, including rolls where the amount of successes required (between Difficulty and External Penalties) is lower than half, rounded up, of the Infernal's initial dice pool."

-"It may not be used on any action in which the Infernal displays doubts; all who've spoken with the Infinite Doorway at Saigoth's Dawn know of his desperate faith, and he hides all doubts in dark places. It cannot also be used to enhance any action which the character does not willingly perform, such as if he were coerced by an unnatural mental influence, or an action dictated by an oath, contract, or other agreement he didn't willingly take."

-"Alas, reality's inability to comprehend Oramus does not always work in his favour; this excellency cannot be used to defend against attacks by those who understand his methods and motivations or know the reasoning behind his actions, nor can it enhance attacks or actions that the Infernal tried to obfuscate but which were discovered or explained through reason or informed observation. Likewise, the Dragon Beyond is not a creature of observation, and the excellency cannot be applied to investigative rolls aimed at understanding the world around them, predicting surprises or forming reasoned explanations for events."

What do you think?
 
So let's look at what those first two charms are saying. The very first, most basic level of Oramus says "madness is obvious to me, I can manipulate the mad, it is difficult to relate to others."

The next charm is saying "I can detect the secret desires of a person and satisfy their curiosity with mind-bending knowledge."

I see the beginnings of either a patron of lunatics (in a kinder interpretation) or a devious memetic plague (in a meaner interpretation). Given that he's a Yozi, I'd go with the latter. He doesn't spread knowledge in the hopes of building a following, he shares knowledge in order to crack minds. Forbidden Lore Susurrus could probably have an expansion charm where those who are maddened by the Infernal's knowledge change their Motivation to seek further discoveries and share them with the Infernal, but suffer worse and worse Derangements every time they complete their task. That way you can make "fire and forget" cults who rapidly offer results, but implode in short order.

As for forbidden actions, I like 3 the most. 1 could get very crippling very quickly, 2 is too much like Theion's and is also very crippling depending on how mean your ST is.

-"Alas, reality's inability to comprehend Oramus does not always work in his favour; this excellency cannot be used to defend against attacks by those who understand his methods and motivations or know the reasoning behind his actions, nor can it enhance attacks or actions that the Infernal tried to obfuscate but which were discovered or explained through reason or informed observation. Likewise, the Dragon Beyond is not a creature of observation, and the excellency cannot be applied to investigative rolls aimed at understanding the world around them, predicting surprises or forming reasoned explanations for events."

I would remove the bolded segment. Oramus isn't an ignoramus, he's the first searcher who's seen everything. I like the first condition because it encourages the Infernal to remain unseen and unknown. Although, I feel it could also be applied as an Imperfection to a perfect defense; something like "this charm cannot be applied (or suffers a surcharge) against any character who understands the Infernal's current Motivation, Urge or Intimacies."
 
So let's look at what those first two charms are saying. The very first, most basic level of Oramus says "madness is obvious to me, I can manipulate the mad, it is difficult to relate to others."

The next charm is saying "I can detect the secret desires of a person and satisfy their curiosity with mind-bending knowledge."

I see the beginnings of either a patron of lunatics (in a kinder interpretation) or a devious memetic plague (in a meaner interpretation). Given that he's a Yozi, I'd go with the latter. He doesn't spread knowledge in the hopes of building a following, he shares knowledge in order to crack minds. Forbidden Lore Susurrus could probably have an expansion charm where those who are maddened by the Infernal's knowledge change their Motivation to seek further discoveries and share them with the Infernal, but suffer worse and worse Derangements every time they complete their task. That way you can make "fire and forget" cults who rapidly offer results, but implode in short order.
Changing the Motivation is a big deal, E4 and higher I think.

As for forbidden actions, I like 3 the most. 1 could get very crippling very quickly, 2 is too much like Theion's and is also very crippling depending on how mean your ST is.

-"Alas, reality's inability to comprehend Oramus does not always work in his favour; this excellency cannot be used to defend against attacks by those who understand his methods and motivations or know the reasoning behind his actions, nor can it enhance attacks or actions that the Infernal tried to obfuscate but which were discovered or explained through reason or informed observation. Likewise, the Dragon Beyond is not a creature of observation, and the excellency cannot be applied to investigative rolls aimed at understanding the world around them, predicting surprises or forming reasoned explanations for events."

I would remove the bolded segment. Oramus isn't an ignoramus, he's the first searcher who's seen everything. I like the first condition because it encourages the Infernal to remain unseen and unknown. Although, I feel it could also be applied as an Imperfection to a perfect defense; something like "this charm cannot be applied (or suffers a surcharge) against any character who understands the Infernal's current Motivation, Urge or Intimacies."
My thought too. I was thinking of applying a surchange depending on how much the opponent knows about the Infernal. About how the PD manifests, do you have ideas? My own was something similar to Naruto Izanagi, where the attack seems to connect..only to fade away like a mirage while the Infernal reappears unarmed.
 
Playing on the "Oramus is Not There" stick?
Yeah, something like that. And maybe a Counterattack Charm which inflicts Derangements on those attacking him instead of physical damage? Or some kind of Shaping effect on the opponents' weapon (not Artifacts, unless the Infernal's a high Essence character), maybe?

Edit: This is to play up the eldritch aspect of Oramus.
 
Yeah, something like that. And maybe a Counterattack Charm which inflicts Derangements on those attacking him instead of physical damage? Or some kind of Shaping effect on the opponents' weapon (not Artifacts, unless the Infernal's a high Essence character), maybe?

Edit: This is to play up the eldritch aspect of Oramus.
Could have the Infernal step into the Beyond, or warp the attack into the Beyond, as a perfect dodge.
Making the attack Impossible?

So, another idea for the Social Tree was to make so people receives bonus when they follow their Derangement, as an incentive for the to give on to the madness.
 
So, another idea for the Social Tree was to make so people receives bonus when they follow their Derangement, as an incentive for the to give on to the madness.
Probably, though it'd be a more advanced charm in the social tree. Also, this discussion just sparked my creativity on a certain Cosmic Dragon. brb.
 
Playing on the "so much better than the fairies, who fear him" thing, would an expansion on his wyld shaping charm that lets you spend captured/nearby Rakshasa/waypoints as successes/to speed it up (possibly instagibbing them) be appropriate?
 
Playing on the "so much better than the fairies, who fear him" thing, would an expansion on his wyld shaping charm that lets you spend captured/nearby Rakshasa/waypoints as successes/to speed it up (possibly instagibbing them) be appropriate?
You eat fairies and spit them back as proper, real things. Or you give birth to your own Intimacies with the sheer power of your mind like Athena and Zeus.

The thing with Oramus, you see, is that in both mind and body he is a single thing: a "Gate". He lets things through from one place to another, sans that one of those place is a totally theoretical dimension full of everything that doesn't exist: what-was-and-is-not-more, what-never-was, what-can-be and what-could-never-be.

The thing is, there is always a price to pay if you want one of those things.
 
Given the lack of response, should I move this thread to SV?

Either way, Dynamesmouse graciously shared an idea:

Unthinking Paradox Defense
Cost: 8m (+1wp); Essence: 2; Type: Reflexive
Keywords: Obvious
Prerequite Charms: yes
Oramus is the Lord of Not, he holds of of Not under his domain, and it answers his call when he commands it to shield him.
Activating this charm allows the Warlock to dodge any attack, as a Portal to That Which is Not swallows the Warlock. A different portal spits out the Warlock outwithin (Essence x 2) yards away. It may be repurchased at Essence 3 to affect all characters and objects up to (Essence) yards away, save the attacker or hazard that was defended against.

However, each use of this charm always changes those it defends. Anyone that benefits fro this charm's defense is subject to a shaping effect that no magic can block targeting some aspect of the defender, who recall that the change as being completely natural, as if they were not altered. The first (Essence x 2) times this happens in a story all cause very small changes, like the character has not clipped their fingernails or they have tried a new hairstyle. The next (Essence x 2) times this happens, bigger changes occur, such as the Warlock remembering a bitter fight with their coven, or that one of their amputated hands is back and they lost a foot.

If the Warlock triggers this charm again, a much bigger change occurs, such as a pregnancy stops afflicting the character, or they remember that the sky should naturally be orange during the day and blue during a sunset. After this, the counter resets, allowing the warlock use this charm with the much smaller alteration effects.


Basically, you swap places with another you.
Nah, I just felt like sharing my idea for Oramus's Perfect Defense. Basically, it's Rick's Portal Gun. I never cared for the "you can't use defend against mundane attacks".
 
Given the lack of response, should I move this thread to SV?
You might get more interest, but I doubt you'll get serious investment. A solid charmset isn't something that a group of people can just throw together and frankly, we've only seen a couple of charms put forth after a number of days and nothing firmly decided on. You gotta decide if you want to build a charmset, or if you want to arbitrate while other people build your charmset.
 
You might get more interest, but I doubt you'll get serious investment. A solid charmset isn't something that a group of people can just throw together and frankly, we've only seen a couple of charms put forth after a number of days and nothing firmly decided on. You gotta decide if you want to build a charmset, or if you want to arbitrate while other people build your charmset.
Really, all I ever asked is to have ideas thrown my way and my proposals be judged...
 
It takes time and effort to build an entire charmset.

This is not a single charm tree or eveneven a few charm trees.

First, you need a frame work. What is the theme? Its strength and weakness.

Next is the tricky part, breaking up the theme into components like "close combat", "range combat", "social fufu", "crafting", and so on... Framed from the perspective of the theme.

This is a 2nd ed infernal charmset, so imagine the infernal has zero access to other charmsets.

This is what you need to do.

Also, a hint, committees won't work very well on charmsets without clear guidelines and communication.
 
Not the best for judging charmset and shit. Biigoh and Valette-Serafina are better in this Exalted stuff. Maybe Bre Karn, cum to think of it :V

It takes time and effort to build an entire charmset.

This is not a single charm tree or eveneven a few charm trees.

First, you need a frame work. What is the theme? Its strength and weakness.

Next is the tricky part, breaking up the theme into components like "close combat", "range combat", "social fufu", "crafting", and so on... Framed from the perspective of the theme.

This is a 2nd ed infernal charmset, so imagine the infernal has zero access to other charmsets.

This is what you need to do.

Also, a hint, committees won't work very well on charmsets without clear guidelines and communication.

Mm. Oramus.
Using 2.5.

I don't think you'll want my input here.
I appreciate your help, but...

*sigh*

I guess I will solely work on the Excellency for now. Still, any possible help to at least narrow down what the initial "How Oramus interact with the world" Charm should do would be appreciated.
 
I guess I will solely work on the Excellency for now. Still, any possible help to at least narrow down what the initial "How Oramus interact with the world" Charm should do would be appreciated.
One of the big problems with that is that Oramus doesn't interact with the world as is. The Dragon Beyond the World is Bound by Nothing but Himself, as he is the only boundary he cannot ignore.

Cytherea, the Divine Ignition, was the first of the Primordials. Except no, Oramus is older than her. Oramus is older than existence as it can be known. Except no, Cytherea defined him by her awakening, and without her he would not be.

Oramus alone could not be bound by the broken king, Malfias, and required special measures to restrain.

Oramus is a Paradox. He is everything but himself, or so he appears to be.
 
One of the big problems with that is that Oramus doesn't interact with the world as is. The Dragon Beyond the World is Bound by Nothing but Himself, as he is the only boundary he cannot ignore.
Can I get this as the Excellency's opening :p ?

Oramus is a Paradox. He is everything but himself, or so he appears to be.
Uhm...Wait, there is something:
UNLIKE ANY OTHER
Cost:
—; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

The Dragon Beyond the World is a paradox: he should not exist and yet does. Upon learning this Charm the Infernal's chakra realign in a configuration kin to the Beyond, suffering a single level of unsoakable Aggravate damage; thus channeled, his Essence becomes unlike anything seen in this world. The Anima is warped, of a color different from all that exist in Creation that cannot be described; the warlock's Caste Mark is undecipherable, appearing as a blur, a whiteout mark, a broken glyph and other mysterious signs. This Charm's effects protect against mundane attempt at reading the Infernal's nature, her Essence rating and the effect of her Charms. Against magical effects it provides (Essence) bonus successes to the roll-off. Charms such as All-Encompassing Sorcerer's Sight and Insignificant Embers Intuition return nonsensical results, such as unintelligible babble or broken words that cause headaches.
ASSUMPTION OF MU
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms:

Ask what Oramus is, and you will receive no answer. Ask what he is not, and you will receive them all. Any action or ability that reveals something about the Infernal (no matter where it's performed in relation to her) automatically succeeds, but instead of the truth reveals that some other thing, which must be plausible and fitting with the question asked (as determined by the Storyteller), is false. Against Charms and other magical effects this effect usually results in a roll-off, to which it provides (Essence) bonus successes. If possible, this Charm returns a different negative each time.

Example: Bob the paranoid Slayer uses Insignificant Embers Intuition on John the puny Malefactor. Normally the Charm would reveal that John has Essence 2, but if he wins the roll-off, Bob will instead learn that John doesn't have Essence 3, leaving him wondering if John is weaker than his own Essence 3, or outweighs him at Essence 4+. Paranoid as fuck Bob continues to check, eventually eliminating each step from 4 to 10, at which point he has spent 18 motes, and John smugly asks his teammate why he didn't just ask about it.
Something about those lines?
 

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