Exalted – Solar World-Body Charms, Part II

Koneswaram temple

And to continue with the Charms in this sequence…

Unified Field Theory:

  • Cost: -; Minimum Lore 6, Essence 5, Type: Permanent.
  • Duration: Permanent.
  • Keywords: None
  • Prerequisites: Chaos Repelling Pattern, Dreaming Narrative Conquest, Gate of Dreams. Warden of the Marches, The Pillars Of The Temple, Primordial Grace Of The (Grace) at least four times.

Once you have at least four poles, the unique energies of your new world become the primary form of essence within it; Manses, demesnes, and spirits native to your inner cosmos do not overtly change, but their primary essence type is now your own, while their current essence types become mere secondary resonances. Creatures (and the user) gain access to a charm tree based on their new essence type. Any internal Manses gain the Self-Stabilizing and Regenerating functions at no cost.

Sense Of Community:

  • Cost: -, Minimum Lore 6, Essence 6, Type: Permanent.
  • Duration: Permanent.
  • Keywords: None
  • Prerequisites: Chaos Repelling Pattern, Dreaming Narrative Conquest, Gate of Dreams. Warden of the Marches, The Pillars Of The Temple, Primordial Grace Of The (Grace) at least four times, Unified Field Theory.

The user may invest of his or her intimacies in other beings (most commonly a God or Raksha) – creating a permanent and (normally, unless the creature truly desires to break the link) unbreakable bond. As a benefit, even if one of the creatures dies, a portion of it lives on in you – allowing it to be reborn in mere hours, albeit somewhat weakened (being reborn this way costs 20 XP, although the creature can “cash in” charms and other qualities to meet the price). Unfortunately, such a death is an immense shock to the user, resulting in the user acquiring a shiny new two-point Derangement – or upgrading an old one. Getting rid of such a derangement requires special (GMO) methods as well as paying it off.

The upside depends somewhat on the polar forces that were used in the investment – although it always includes quick and easy communication, sense-sharing, and making it impossible to externally alter the user’s motivation or invested intimacies.

  • The Sword allows the user to control his or her “souls” – taking possession of them and channeling his or her own powers through them for up to (Sword) hours per week each and binding them to the user’s will as if he or she possessed their Heart Graces (even if they aren’t Raksha).
  • The Staff allows each creature involved, including the user, to commit 1 to (Staff) motes to take on twice that many points worth of mutations or mutation keyworded raksha charms. Sadly, each participant is limited to a fixed list.
  • The Ring allows spirit-entity Souls to manifest in up to (Ring) different places at the same time. While their health tracks and actions are independent, their other powers are not – and the places must be very widely seperated.
  • The Cup allows the user and up to (Cup) “souls”, wherever they might be, to share the effects of defensive charms and to use them on each others behalf.

The effects of non-standard Graces will have to sorted out with the game master.

Heart Of The World:

  • Cost: -, Minimum Lore 7, Essence 7, Type: Permanent.
  • Duration: Permanent.
  • Keywords: None
  • Prerequisites: Chaos Repelling Pattern, Dreaming Narrative Conquest, Gate of Dreams. Warden of the Marches, The Pillars Of The Temple, Primordial Grace Of The (Grace) at least four times, Unified Field Theory.

The user’s Inner Chancel becomes a true World-Body – an independent embodiment of the user’s consciousness. As such, the user gains room for an additional (poles) intimacies and may sustain up to (Sta/2) charms indefinitely by committing personal geomantic relays to them instead of motes. If the user’s original body is destroyed, he or she will survive as a world, and may generate a new body in various ways.

Unrelenting Solophistic Hostility:

  • Cost: – (1+ M), Min. Lore 6, Essence 6, Type: Reflexive.
  • Duration: Scene.
  • Keywords: Combo-Automatic.
  • Prerequisites: Chaos Repelling Pattern, Dreaming Narrative Conquest, Gate of Dreams. Warden of the Marches, The Pillars Of The Temple, Primordial Grace Of The (Grace) at least four times, Unified Field Theory.

Attackers, or those unwelcome within the user’s world-body will encounter hostile environments, occasional monsters, and other hazards. Anyone who is NOT hostile will have no such experience, even if they are holding hands with someone who is. If the user has relevant chancel-wide manse powers or “tweaks” or other area-effect abilities he or she may also target those on an individual basis, but each specifically-designated (or exempted) target costs a committed mote for the duration.

Persona Non Grata:

  • Cost: 15M, Minimum Lore 7, Essence 7, Type: Reflexive
  • Duration: Turn.
  • Keywords: Combo-OK
  • Prerequisites: Chaos Repelling Pattern, Dreaming Narrative Conquest, Gate of Dreams. Warden of the Marches, The Pillars Of The Temple, Primordial Grace Of The (Grace) at least four times, Unified Field Theory, Unrelenting Solophistic Hostility.

The users inner reality twists itself into a temporary perfect defense against interacting with a particular creature, object, or force. For a few moments it does not exist for the user – and the user does not exist for it. Unfortunately, when someone is in a Chancel or World-Body which has abruptly ceased to exist, they are left in some random location in Deep Chaos – unless they happen to wind up stranded in Elsewhere or in some other dimension entirely.

And yes, this does indeed have a flaw of invulnerability; it’s not only very expensive to use, but it defends the attacker against the user just as perfectly – giving said attacker just as much time to act without interference as it gives the user. It’s still a good way to eject pests though.

Reality Bending Stride:

  • Cost: Special, Min. Lore 5, Essence 5, Type: Reflexive.
  • Duration: Indefinite
  • Keywords: Combo-OK, Stackable.
  • Prerequisites; Chaos Repelling Pattern, Dreaming Narrative Conquest, Gate of Dreams. Warden of the Marches. The Pillars Of The Temple.

The user may select up to (Essence/2 +1) rounded up build points worth of manse powers, and may activate some or all of them for a scene by (1) spending 5 motes per point of manse power to be activated, or (2) having other manses commit geomantic relay points to power them, or (3) some combination thereof. Geomantic relay points will remain committed to the end of the scene, even if the power is terminated early. At a base these powers affect a radius of (Essence x 10) yards. A Zone of Influence extends this to (Essence x 50) yards, and an Extended Zone of Influence to (Essence x 100) yards. In general, only essence-based manse features can be emulated. Things like Fortification cannot be. The charm may be taken more than once to expand the range of usable powers.

Riding The Borders:

  • Cost: 60M, 2W, Min; Lore 5, Essence 5, Type: Simple
  • Duration: Indefinite
  • Keywords: None.
  • Prerequisites; Chaos Repelling Pattern, Dreaming Narrative Conquest, Gate of Dreams. Warden of the Marches. The Pillars Of The Temple, Reality Bending Stride.

The user may twist his personal geomancy back upon itself to seal away his or her Internal Chancel / World-Body. For the duration, attempts to exit without immensely powerful magic will lead into elsewhere, nullspace, or the deep wyld, while all attempts to enter are perfectly blocked. Sadly, this also makes it pretty much impossible to tell what’s going on outside. Worse, the constantly recirculating essence will – gradually – accumulate overtones and resonances. Over the centuries the user will sicken, and may even eventually die – although the seal will usually fail before then. This may be delayed if the user has access to reserves of essence, souls, and the magical materials – but not forever.

Yes, this is basically Autochthon’s Seal of Eight Divinities – and, just like the Seal of Eight Divinities, it will eventually lead to problems, no matter how advisable a retreat seems at the moment. Sadly, this does nothing at all about troublemakers who are already inside.

Hand Of The Infinite:

  • Cost: -, Min; Lore 5, Essence 5, Type: Permanent
  • Duration: Permanent
  • Keywords: None
  • Prerequisites: Chaos Repelling Pattern, Dreaming Narrative Conquest, Gate of Dreams. Warden of the Marches.

The user’s inner world is truly a part of him or her; he or she may spend two motes (this is compatible with ANY other action) to consider himself or herself to be “touching” any target that’s currently within his or her inner world. Similarly, any creature that is currently hosting one of the user’s intimacies thanks to the Sense Of Community charm and is currently within his or her inner world may spend two motes to consider himself, herself, or itself, to be touching the user.

Dreaming Limitless Dreams:

  • Cost: -, Minimum Lore 5, Essence 5, Type: Permanent.
  • Duration: Permanent.
  • Keywords: Stackable.
  • Prerequisites: Chaos Repelling Pattern, Dreaming Narrative Conquest, Gate of Dreams (taken at least four times).

The user’s inner world begins to expand. The user may purchase this charm up to (Conviction) times. The first four purchases each multiply the number of waypoints available in the users inner world by a factor of ten. The fifth, and final, purchase renders the potential size of the users inner world effectively infinite. Unfortunately, this in no way accelerates the user’s ability to shape those regions into something useful.

Of course, when you’ve already got tens of thousands of waypoints worth of territory to fool around with, it might as well be infinite anyway, Who has the time – or the imagination – to shape all that? You might as well just throw a generic environment over it and have done.

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2 Responses

  1. […] Charms, Part I and Part II: Evolving towards becoming a Primordial […]

  2. […] Charms, Part I and Part II: Evolving towards becoming a Primordial […]

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