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Seras Winterblood
King Winterblood
King Winterblood
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Seras' Yozi Charmsets, part 1: SACHEVERELL

19 Nov 2009, 16:48

Just as promised. Please R&R! And playtest! OH GOD PLEASE PLAYTEST.

The Hypnotic Urge, the Urge to Dream
Once the Lidless Eye that Sees, the now-blind Sacheverell sleeps within Malfeas. His private dream remains a secret, even to the other Yozis. His cultists and souls know that Sacheverell makes plans and promises which he some day intends to fulfill but the present is the time to watch and to wait. Likewise, Sacheverellian Princes are urged to subtly work towards a future that only they realize. High Conviction Sacheverellian Princes are the most fully realized in their dreams, the foremost leaders in subtle long-term goals and schemes. Compassionate Sacheverellian Princes collect followers with promises of a greater future and keep said followers in line with a firm but benevolent hand. High Temperance Princes are monofocused, driven, self-serving folk whose future dream is as private as their lord's. Valorous Sacheverellian Princes fear nothing, for in their own dark dreams they have seen much worse.

Examples of Sacheverellian Urges:
* Co-opt and absorb other cults into one dedicated to the Yozis
* Promise anyone you meet that following you is a solution to all life's problems.
* Eliminate threats to your success
* Crush anyone who dare try to wake you against your will.

The Torment of Sacheverell
Sacheverell sleeps and dreams and will not wake until the appointed time. Likewise, he forces disobedient Infernals to do the same. When Torment strikes, the Sacheverellian Prince drops immediately into a coma. He cannot be awakened by any means and is considered Inactive for a full scene. Charms that permit the character to be functional while sleeping do not work against this Torment. Intimacies to individuals who Sacheverell disapproves of also fall into a deep coma, but may spend 3wp to force themselves awake.

Sacheverell Excellency
Within the living labyrinth of the Demon City, Sacheverell sleeps. His wakefulness heralds the end of days, when whatever it is he dreams about will truly be revealed. Even the other Yozis fear the waking of He Who Has Seen the Shape of Things to Come, for not even they know what it is to be. His gaze once pierced the veil of time and of what he saw, he dreams and plans. Sacheverell makes promises of the future to mortal and Exalt alike and creates grand schemes beneath the watch of his enemies.
The Sacheverell Excellency may always be used when an Infernal schemes, makes long-term plans, acts in secret, or in private, or refuses to share his master plan with others. It may always be used when the character sleeps. It may not be used when the character promotes something publicly, thinks only of the moment, acts impulsively, or deviates from his plan.

Sorcerous Enlightenment of Sacheverell: Spells that grant rest, guardianship or vigilance, such as Sleep of Stony Safety, The Battle's End, Impenetrable Frost Barrier or The Spy that Walks in Darkness, last 1 day longer or cost 1wp less (to a minimum of 0). Spells that are violent or wakeful in nature may not be cast.

Sacheverell Mythos Exultant: Sacheverell takes subtle but immense satisfaction in his successes and shares such an outlook with his Chosen. A successful stunt garners an additional point of willpower, even on a 1-die stunt.

NEW KEYWORD: Dreaming: Dreaming Keyword charms may only be used when the character is asleep or in a sleep-like state. This expressly allows the character to use Charms while already asleep, even if he could not do so normally.

Dreamscape Warden
Cost: -- Mins: Essence 1
Type: Permanent
Keywords: Dreaming
Duration: Permanent
Prerequisites: None
The Infernal is the master of his own dreamworld. He never has nightmares and always knows when an intruder is trying to invade his dreams. This affords him an automatic success to his Conviction roll for willpower recovery and to any roll or defense needed to thwart the dream invasion. However, the Yozis may always enter the Infernal's dreams. This charm requires that the character get at least (Essence) hours of sleep for every 8 hours awake. If he does not, he suffers twice the normal penalty for sleep deprivation (see Exalted pp#).

Dream Scrye
Cost: 1 wp Mins: Essence 2
Type: Simple
Keywords: Dreaming, Touch
Duration: Indefinite
Prerequisites: Dreamscape Warden
Placing a hand upon a dreaming target, the Infernal expends a single willpower and then falls into a deep sleep-like trance wherein she witnesses the target's dream as if it were her own. She may rest and watch the target's s dreams as long as the target sleeps, which then counts as her own sleep for the purposes of willpower recovery. She may exit the dream reflexively at any time. The dreamer is vaguely aware that someone else is within their dream, but thinks nothing of it upon waking. At Essence 3, the Prince may access the dreams of anyone she has already touched with this Charm, regardless of the distance between them. This still puts the Infernal in a deep sleep.

Dream Sculpt
Cost: 5m, 1wp Mins: Essence 3
Type: Simple
Keywords: Dreaming, Touch
Duration: Until the dream ends
Prerequisites: Dream Scrye
While observing a target's dreams, the Infernal may alter the flow of events within the victim's dream. A vivid pleasant dream could warp into a terrifying nightmare or the Infernal may use this capacity to communicate a subliminal message -- however, the Hypnotic Prince does not reveal his identity and may not harm the subject through her her dreams. A victim loses 1wp upon waking if subject to a nightmare and gains 1wp if given pleasant dreams. The dreamer is always aware of the Infernal's meddling (though may not know how caused it) and may attempt to force the Green Sun Prince out with a reflexive, opposed Willpower + Integrity roll.

Dreamwalk
Cost: 10m, 1wp Mins: Essence 4
Type: Simple
Keywords: Dreaming, Sorcerous, Shaping
Duration: Until waking
Prerequisites: Dream Sculpt
The Infernal's dream controlling mastery further improves, permitting her to fully enter the dream of a target she is currently using Dream Scrye upon, or has previously used Dream Scrye on. This allows the Infernal to fully interact with the target as if they were both awake, including combat and social combat, but within the privacy of the dream world. The target is considered to have all his equipment. At any time, the dreamer may eject the Infernal by succeeding at an opposed Willpower + Integrity roll. This forces both the Infernal and the target awake. Any injuries sustained appear after waking.

Worshipful Puppet Mastery
Cost: 10m, 1wp Mins: Essence 5
Type: Simple
Keywords: Dreaming, Messianic (2), Shaping, Sorcerous
Duration: Indefinite
Prerequisites: Dreamsculpt
The Infernal elects one of his cultists, who must be willing and must have previously been Dream Scryed. He then slips into the cultist's dream and may possess the target for an indefinite period of time. While he possesses the cultist, the Hypnotic Prince may not awaken, though he may roll for willpower recovery whenever his host goes to sleep. He has the host's physical Attributes, Appearance and health levels. If the cultist is mortal, he is considered a mortal for all intents and purposes. The Prince may channel his Charms through the mortal host and still has access to all his own Abilities. If the host should somehow be a magical being, the Infernal only has access to his own Charms and Essence. Should the host die, the Infernal takes 7 automatic health levels of damage. If this would incapacitate or kill the Green Sun Prince, he is instead forced suddenly awake, and loses the remainder of the damage levels in points of temporary willpower, to his maximum.
At Essence 6, he may possess a number of cultists equal to his Essence but at the cost of 10m each. If they die, he takes the damage and willpower loss only once. Whenever the Infernal relinquishes his hold over a mortal cultist, the mortal's Essence instantly and fully awakens, her willpower increases by 1 and she is marked as a candidate for becoming an Akuma... or for the next available Infernal Exaltation. These benefits are considered to be a Training effect.
Casting Countermagic on a possessed cultist terminates the connection between Infernal and host instantly. The host does not benefit from the Training effect, and the Infernal does not lose willpower.

[Virtue]-Threaded Dreams
Cost: -- Mins: Essence 2
Type: Permanent
Keywords: Dreaming
Duration: Permanent
Prerequisites: Dreamscape Warden
Whenever the Hypnotic Prince channels a Virtue for use with a Dreaming Keyword charm, he does not need to spend a point of willpower. The channel is spent and restored as normal. This Charm must be purchased separately for each Virtue.

Voice of the Dream Prophet
Cost: 10m Mins: Essence 3
Type: Simple
Keywords: Dreaming, Messianic (2), Sorcerous
Duration: Until waking
Prerequisites: Dreamscape Warden
If a Hypnotic Prince has a notable following of worshipers, he may guide and instruct them in their dreams. When the character sleeps, he may choose to use this charm and speak into the minds of his Cult, who then remember his instructions in exact detail upon waking. He may also speak into the dreams of his Allies and Followers.

Walking Soporific
Cost: 3m or 5m, 1wp Mins: Essence 2
Type: Simple
Keywords: Combo-Ok, Touch
Duration: Instant
Prerequisites: Dreamscape Warden
With but a touch, the Hypnotic Prince can put a restless or sleepless person into a deep sleep. In the case of characters who simply do not sleep, they instead enter a restful meditative state. The target regains (the Infernal's Essence) additional motes per hour of rest and an extra point of willpower upon awakening if he sleeps long enough to merit overnight rest. The target must sleep at least 1 hour to attain this benefit. This may be expressly used to permit her Ordained Guardian a moment of true rest.
In combat, the Infernal may cause an aggressor to drop suddenly asleep, but doing so costs an extra 2m, 1wp and requires a successful barehanded Martial Arts attack, thus gaining the Shaping and Touch keywords.

Ten Thousand Sleepless Nights
Cost: 5m, 1wp Mins: Essence 3
Type: Simple
Keywords: Combo-Basic, Shaping, Touch
Duration: Indefinite
Prerequisites: Walking Soporific
The Infernal may completely deprive a victim of his ability to sleep -- and therefore denying willpower or mote regeneration-- by touching the target (which may require a successful Martial Arts attack). Unlike normal sleep deprivation, the penalites for being awake increase by -1 for every day past the 3rd, to a maximum of the Infernal's (Essence x2). ON the 5th day, the target hallucinates cracks constantly opening to Malfeas. Every-so-often, one of these cracks is not a hallucination, and the victim may accidentally wander into the Demon City.

Wakeful Slumber
Cost: -- Mins: Essence 2
Type: Permanent
Keywords: Dreaming
Duration: Permanent
Prerequisites: Dreamscape Warden
While the character sleeps, or is in a sleep-like state, he is not considered Inactive for the purposes of defenses. He may not attack, save counterattacking with Irate Roused Sleeper and may control his somnambulism, though me may not Dash or Jump.

Dreamed into Life
Cost: 10m, 1wp Mins: Essence 4
Type: Simple
Keywords: Dreaming, Obvious, Shaping, Sorcerous
Duration: One Scene
Prerequisites: Wakeful Slumber
While the Infernal sleeps and dreams, he may draw phantasmal guardians from the material of his thought. This conjures a number of phantasms equal to his Essence, which obey his thought-commands unquestioningly. They are considered automata an Extras and have 8 dice for Physical actions (including Combat) and 6 for Mental actions. Their base damage is 5 and may be L or B, as the Hypnotic Prince chooses each action. The conjurations Join Battle on the same tick as the Infernal and their attacks are always Speed 5. They may move (Essence x 50) yards away from the character of their own volition, but they cannot attack at range. If thrown or knocked back further than that distance (and it doesn't immediately destroy them), they reappear at the sleeper's side moments later. If killed, they vanish with a flash of Essence. The Infernal is aware if all his guardians have been destroyed.

Ordained Guardian of Sleep
Cost:20m, 1wp, 1lhl, 3xp Mins: Essence 5
Type: Simple (Dramatic Action)
Keywords: Touch, Shaping
Duration: Until completed
Prerequisites: Voice of the Dream Prophet, Dreamed Into Life
The Infernal elects from among the many to be her personal watchman and guardian. This elect one must be willing (though he or she can be bribed or coerced into the job). Both the Infernal and her guardian-to-be carve a glyph into their palms and then press them together. The Green Sun Prince then expends 20m, 1wp and 3xp while the target also spends 3xp. The expenditure lasts but a moment, but the forged bond between them is eternal. The transformation of the target is as follows:
* If the Target is mortal: his Attributes and Abilities increase by 3, or by half the Infernal's Essence (round up), whichever is higher. He's considered to have fully Awakened Essence and have an effective Essence rating equal to the Infernal's at the time of activation. This does not increase afterwards and may not be increased with Experience. He soaks Lethal with half Stamina and heals like an Exalt and will not die of old age until the Green Sun Prince's own life span burns out.
* If the mortal is also a Cultist of the Infernal, he gains the Prince's Cult rating as an equipment bonus to all actions which serve or protect the Hypnotic Prince.
* If the target is magical: He gains a +3 "Defending the Sleeper" specialty to all applicable Abilities, which expressly stacks with any other specialty. This alters a magical being's lifespan to match that of the Infernal's -- a Dragon-Blooded will live for millennia, Sidereals will lose their time limit and Abyssals forsake their immortality.
* If the target is also the Infernal's Lunar Mate, add dots of Solar Bond as equipment bonus to all rolls taken in defense of the Infernal. This does not count towards the number of dice uses intrinsic to the Background.
* The target will never sleep again, however, he regains motes as if asleep when in a meditative state and whenever the Infernal uses a Dreaming keyword charm. Whenever the Guardian has spent a day successfully protecting his charge, he may roll for willpower recovery as though he had just awoken. The guardian also gains an Intimacy to the Infernal which he cannot erode once gained. On the upside, he doubles the benefit to MDV from this Intimacy to any attempts to sway him from guardianship.
* Only the death of the Guardian or the Infernal terminates this Charm. If the Infernal dies, then the Guardian has failed and he takes twice his own Essence in unsoakable automatic lethal damage (which cannot be assuaged with charms and may kill him) and a point of Limit.

Eternal Rest
Cost: -- Mins: Essence 5
Type: Permanent
Keywords: Dreaming
Duration: Permanent
Prerequisites: Dreamwalk
After learning this Charm, the Infernal may choose any subsequent moment of rest to enter a slumber from which she cannot be awoken. While in this sleep, her only access to the world are Dreaming-keyword Charms and her Ordained Guardian of Sleep, if she has one. She may not take MOve, Dash or Jump actions -- even if she has a Charm that says otherwise and may only defend herself if she knows Wakeful Slumber. However, while she sleeps eternally, she does not age and is rendered immune to all Poison, Crippling, Illness or Shaping keyword effects and regenerates all damage at twice normal rate. She is considered in a constant state of respiration and adds her Essence to the number of motes regained an hour; however she may only regain willpower through stunts and the use of Dreaming-Keyword Charms.
While in this dream-state, she communes directly with Sacheverell, who shares with her just what it is he has seen and what it is he dreams of. She may not wake until it is due time -- a period determined by player and Storyteller. Attempts to wake her or deprive her of sleep or dreams automatically fail. To enter her dream is to risk the wrath of the Yozi himself. If her Dreaming-keyword Charms should cause her to awaken, her eyelids flutter and open, she may test for willpower recovery, and then promptly return to sleep.
When the time comes, she awakens and restores all her motes, health, willpower and virtue channels. Her Motivation and Urge are changed to match whatever Sacheverell showed her during her long rest and she gains her essence in automatic successes to all actions to further them, but gains twice the Torment if she ignores them. The Charm is then burned from her memory and she may never sleep eternally again.
If the Torment of Sacheverell should strike, the character is cut off from all Dreaming-keyword powers until the Torment ends.

Cautious Forethought Stance
Cost: 2m Mins: Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-Ok
Duration: Instant
Prerequisites: None
Like his master, the Infernal opts to take only calculated risks, and minimizes the margin for error. This fully refreshes the character's Defense Value versus a single attack. This may be applied to either Dodge or Parry Defense Values.

Irate Roused Sleeper
Cost: 3+m Mins: Essence 2
Type: Reflexive (step 9)
Keywords: Combo-Ok, Counterattack
Duration: Instant
Prerequisites: Cautious Forethought Stance
In the same way a dreamer lashes out when abruptly awoken, the Infernal brings retribution to those who dare attack him. By spending 3m, he may make a close-ranged counterattack, spending another 1m allows her to apply this to ranged counters. Another 2m removes any penalty when countering a surprise attack.

Predicted Future Anticipation
Cost: 4m Mins: Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisites: Cautious Forethought Stance
Having foreseen every possible maneuver, the Hypnotic Prince knows exactly when to defend himself, down to the precise second. He interposes his weapon or moves his body in just enough time to negate an attack. This is a perfect defense and may be applied to a Dodge or a Parry. This must be decided when the Charm is purchased, and cannot be changed after. The Imperfection of He Who Has Seen the Shape of Things to Come: Sacheverell is so defined by his dreams and slumber that the notion of life without either is alien and frightening. Sacheverell's perfect defenses cannot be used against an assailant that does not need to sleep (whether by nature or by magic) or does not dream.

Unforeseen Fault Recovery
Cost: 4m Mins: Essence 1
Type: Reflexive (Step 6)
Keywords: Combo-Ok
Duration: Instant
Prerequisites: Cautious Forethought Stance
Aggravatingly persistent opponents often find a way to breach even the most secure of defenses. In the event an attack should bypass the Infernal's DV, she may cast a glance into the future and recover from this previously unforeseen event. This adds half the character's Dodge, Martial Arts or Melee to the appropriate Defense Value against a single attack. The Infernal chooses which ability upon purchasing this Charm, and may not change it after.

Unfolding the Future
Cost: 1m or 2m Mins: Essence 2
Type: Reflexive (step 2)
Keywords: Combo-Ok
Duration: Instant
Prerequisites: Cautious Forethought Stance
The Infernal sees what is to come and is ready before it happens. He may spend 1m to apply his DV to an unanticipated attack or spend 2m to perfectly succeed on a Wits + Awareness roll in order to negate surprise. This may be used with either Dodge or Parry DV, which must be chosen at the time of purchase and cannot be changed after.

Dreamflesh
Cost:5m Mins: Essence 3
Type: Simple (Speed 3)
Keywords: Combo-Ok, Counterattack, Obvious, Stackable, Shaping
Duration: One Scene
Prerequisites: Cautious Forethought Stance
The Green Sun Prince infuses her own bloodstream with the stuff of dreams and open wounds leak with glittering ooze. Not only are the strange depictions and patterns moving beneath her skin unnerving (subtracting a success from all attack rolls that target her), but any attack made at close range -- that is, within (Essence) yards of the character -- that successfully deals at least a level of damage, causes an iridescent spray of dream-blood that splatters across opponents in unnerving and prophetic patterns. This spatter induces a lethargic state in its victims, opposing a cumulative -1 internal penalty to physical actions for the rest of the scene. The bloodspray is based on successfully damaging attacks, not number of health levels dealt and cannot be parried or dodged. If this penalty exceeds the target's (Stamina + Resistance), then the victim falls immediately into a deep, sound sleep which lasts for a number of scenes equal to the Infernal's (Essence). The victim may roll for willpower recovery upon waking and, at Storyteller discretion, may be given a one-sentence hint about what the future contains.

False-Self Essence Shell
Cost: 8m, 1wp Mins: Essence 2
Type: Simple
Keywords: Combo-Ok, Dreaming
Duration: One Scene
Prerequisites: Predicted Future Anticipation
Solidifying a barrier of solid Essence around himself, the Infernal may rest safely in the throes of combat. The Essence shell is transparent and molds to fit the character's frame. This created shell has (Essence x2) Hardness and (Perception + Essence) to all three soaks. It is considered an inanimate object for the purposes of Charms. The shell requires the character's health level track to damage, and the same number of health levels to destroy. If the shell should be destroyed and there are successes above and beyond remaining health levels, these do not carry over to the Hypnotic Prince. The false-self shell becomes the target of all attacks that would otherwise target the Infernal for the rest of the scene or until destroyed. If destroyed before the scene is over, the Infernal must spend 8m, 1wp again. While encased in this shell, the Prince may not move of his own volition.

Beyond Sight
Cost:-- (2m) Mins: Essence 1
Type: Permanent
Keywords: Stackable
Duration:Permanent
Prerequisites: None
Though Sacheverell sleeps, he is still aware. Learnign this charm grants the Infernal supernatural ocular capabilities. A first purchase removes all mundane penalties to sight-based Awareness rolls, including poor visibility from weather or darkness. The character still cannot see around corners, behind him, or through solid objects. She may spend 2m to banish any magical penalties imposed on any sight-based Awareness roll. A second purchase grants the character Essence sight, but then her eyes change into an unearthly color or glow softly with a hellish green light. At Essence 3, he may purchase Beyond Sight again, allowing the Infernal to see 360 degrees, granting him a +4 equipment bonus to Awareness rolls to detect ambushes or surprise attacks. However, this causes a pair of glowing, pupil-less eyes to appear on the back of his head, though they may be concealed normally.

Eyeless Vision
Cost: -- Mins: Essence 2
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisites: Beyond Sight
A Hypnotic Prince need no longer obey the minimal restrictions of mortal sight. The initial purchase of this Charm permits him to see through anything placed over his eyes at will --including blindfolds, visors, someone else's hand, or even his own eyelids. As noted, this is at will, if he needs to avert his eyes, he may. A second purchase affords him the ability to see fully in situations where he might otherwise be technically blind -- such as in total darkness or in complete light saturation. He may also use this ability to filter out the constant light of Ligier. At Essence 3, this may be purchased a 3rd time which then permanently protects the character from any Crippling effect that might cause him to go blind. If his eyes are put out, glowing peridot orbs replace them.

Unblinking Focus
Cost: 2m Mins: Essence 3
Type: Reflexive
Keywords: Combo-Ok, Stackable
Duration: One Scene
Prerequisites: Beyond Sight x2
Nothing escapes the all-encompassing vision of Sacheverell's Chosen. The first purchase of this Charm functions identically to Unsurpassed Sight Discipline. A second purchase also allows the Infernal to see through solid objects up to (Essence) feet thick as though they were transparent.

Events Unfold Like Flowers
Cost: 8m, 1wp Mins: Essence 3
Type: Simple
Keywords: Combo-Ok
Duration: One Scene
Prerequisites: Eyeless Vision
Gazing through a haze of Essence, the Hypnotic Prince watches a magical re-enactment of the scene of a crime, mechanically allowing him to investigate in a scene, instead of over an extended period of time. The Infernal may give this charm the Dreaming keyword, which causes him to drop into a deep sleep in the midst of a crime scene or some other place in need of investigation. He must sleep as long as it would take him to perform a normal investigation, however, he gains a perfect success to all Investigation rolls he would have made, as he dreams of precisely what happened. This perfectly reveals the culprits and grants the Infernal his Essence in automatic successes to the opposed roll vs any culprits with perfect identity concealing effects.

Luminous Wicked Eyes
Cost: 6m, 1wp Mins: Essence 3
Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One Scene
Prerequisites: Beyond Sight x2
Green light floods the Infernal's eyes until they are nothing more than angry viridian spheres set in her face. For the rest of the scene, the Infernal may strike down her enemies with lances of vicious Essence from her eyes. These attacks are made with Perception + Awareness or Thrown. They have the following Statistics: Speed 4 Accuracy (+Wits) Damage +(Intelligence + Essence)L Range (Essence x10) Rate 3.

Seizing Gaze
Cost: 6m, 1wp Mins: Essence 3
Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One Scene
Prerequisites: Luminous Wicked Eyes
The Green Sun Prince affixes her target with a deep frown and an intense stare. For the rest of the scene, the Infernal may attempt to clinch targets armed with naught but her own will. Mechanically, these are functionally identical to a normal clinch, with a handful of exceptions. The attack roll is made with Intelligence + Awareness + Essence and is rolled against the target's DMDV. The target must roll Wits or Stamina + Integrity to break free -- this is a contest of will, not of brute force. The mind-clinches deal (Willpower)B damage. At Essence 4, theses are no longer considered physical restraint, and so effects that prevent the character from being physically restrained are rendered inapplicable. The Infernal may also apply her DV against attacks that target her while she holds a victim in a mind-clinch, but suffers a -2 penalty to do so.

Forecast
Cost: -- (1m) Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
In the blink of an eye, the Hypnotic Prince may glimpse briefly at the near future. By spending 1m, the player may ask the Storyteller a one-sentence yes or no question pertaining to the outcome of a single event in the immediate future, which the Storyteller must answer honestly. For example "If I step on this raised tile, will it activate a trap?" This does not detect lies nor read minds and so such questions are unacceptable. The Storyteller remains the final arbiter of what is an acceptable question.

Second Thoughts
Cost: 4m Mins: Essence 1
Type: Reflexive (Step 5)
Keywords: Combo-Ok, Social
Duration: Instant
Prerequisites: Forecast
Sometimes the best-laid plans take an unforeseen turn for the worst. Fortunately for the Infernal, she may forecast an alternate solution and save her efforts before it is too late! By spending 4m, the Green Sun Prince may re-roll any social attack that appears in danger of failing.

Fingers on the Loom
Cost: 6m, 1wp Mins: Essence 2
Type: Simple
Keywords: Combo-Ok, Dreaming
Duration: One Scene
Prerequisites: Forecast
Making unusual feeling gestures with her fingers, the Green Sun Prince extends her perceptions beyond the mortal spectrum and may gaze upon the web of Fate as it stretches across Creation. This allows the Infernal to clearly see if an area is under the tamperings of an astrologer--mortal or otherwise. With a successful Wits + Occult or Craft (Fate) roll, she may gain a brief overview of the workings in place, for good or ill. She may also see Astrological effects that have been placed upon a single target as well as notable snarls in Creation's Fate that may be... exploited. She may inform a target or area that they are doomed and/or blessed with good fortune, but may not tamper with the Astrology herself.

Consumptive Dream-State Shintai
Cost: 20, 2wp Mins: Essence 6
Type: Simple (-2 DV)
Keywords: Blasphemous, Dreaming, Obvious, Shaping
Duration: One Scene
Prerequisites: Dreamwalk, Voice of the Dream Prophet
Insidious tendrils of misty black and red essence leak from the Visionary's sleeping body, or the body of her host or Ordained Guardian of Sleep. The Essence mist crawls outwards (Essence x100) yards from the sleeping character's body, or (Essence x50) from her cultist host/Ordained Guardian. It clings to the bodies of all allies and enemies within that zone and drags all parties into a deep, mystical sleep, whereupon they all begin to dream -- a shared dream controlled by the Infernal. 5 wp rejects this sleep and forces the target awake. Only an Infernal's Ordained Guardian of Sleep may be both within and without of the shared dream.
The dreamscape is limited only by the imagination of the player who may make it as strange and mystical as he or she desires. Environmental hazards should follow the examples in Exalted, pp# and be assigned at the beginning of the dream-conflict. They may be reflexively reassigned on Step 1 of the Infernal's combat actions. At any time, the Infernal may raise or remove cover (up to 100%). The Green Sun Prince herself cannot be surprise in her own dream and may opt to "highlight" a character attempting to establish stealth, which then violates the attempt like an 11+ anima banner. With a smirk and a dismissive gesture, the Hypnotic Prince may reshape equipment. She can turn any mundane item into any other mundane item of the same shape or smaller. A quill pen, for instance, cannot become a great sword but a great sword can become a quill pen. Artifact equipment can be shifted into another Artifact of the same rating, with the exception of singular, wholly unique items. The Crown of Thunders can be nothing but the Crown, as an example, but a suit of Celestial Battle Armor can smooth into a mere suit of Superheavy Plate and vice-versa. The item type does not have to stay the same. A daiklave could become a short powerbow or a pair of Hearthstone Bracers, but the size restriction listed above applies This alteration is a Miscellaneous action and lasts only until the Infernal's next action.
[This is the Infernal's dream and she controls it absolutely. Once an action, she may declare a single rule pertaining to a type of action, Charm or Charm keyword. Example: only Reflexive actions may be taken. Be forewarned! This applies to both enemies AND allies. The rule lasts until the Infernal's next action, where it dissipates and is replaced. The Infernal's may not impose the same rule two actions in a row.]
If the Infernal is presently benefiting from Eternal Rest, the gaze of Sacheverell stares down upon the Combatants within the dream-state. On each action, all combatants must make a Valor roll at difficulty 2 or they cannot act at all and pass with Speed 5 action. Infernal Exalted with Sacheverell as a Favored Yozi, other Visionaries, or Akuma of Sacheverell do not need to make this roll. Other Infernals or Akuma roll at standard difficulty.
Enemies who die in the dream die in Creation. Their deaths restore (total health levels) in motes to the initializing Hypnotic Prince and their soul washes immediately into Lethe. Activating an anti-Shaping effect, such as Integrity Protecting Prana, forces the user out of the dream and into the real world.
** note -- the section in brackets is being considered for removal.
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

19 Nov 2009, 16:59

Lynne will appreciate these, I think.

(Funny coincidence, I had been toying with the idea of making Sacheverell's fetich the secret creator of Quicksilver Hand of Dreams Style.)
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

19 Nov 2009, 18:43

I still don't think the limit on Dreamscape Warden is severe enough. I do feel that it'd be better served making the amount of sleep static, and making the amount of time you can stay awake based on your Essence. Something like (10 - Essence) hours of consciousness for every six hours of sleep. Or something.

And now to read the rest of the charms...

Worshipful Puppet Mastery doesn't specify what kind of damage it deals to the Prince when his host dies.

Walking Soporific should just have the Shaping keyword already, since using it in combat doesn't change what you do that much and it's already Touch anyway.

The Limit gain on the Hypnotic Prince's death in Ordained Guardian of Sleep should be noted that only characters with a Limit track gain the Limit. Might also want to add in a note about Resonance, Paradox, Torment and any other Bad Things mechanic.

You might want to bold or italic the Imperfection of Sacheverell, to make it jump out a bit for readers.

I think you meant "imposing" and not "opposing" in Dreamflesh.

False-Self Essence Shell, the bit about it needing health levels could be worded better.

In Events Unfold Like Flowers, "mechanically allowing him to investigate in a scene, instead of over an extended period of time". Instead of what? I'm guessing the charm lets you reflexively investigate something.

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The Shintai is interesting, and I feel like you should be able to implement something like the Lang of Imagination from Problem Sleuth. But I'm not sure if that's doable.
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

20 Nov 2009, 11:39

Speaking of Quicksilver Hand of Dreams, how do these charms interact with those? Specifically the Shintai's 'shared dream' with Fantasy's 'this is my lucid dream', and the like?
 
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

20 Nov 2009, 11:48

I went into this thread expecting questionable thematic ties and overpowered - typical homebrew, basically. What I got is something I'd be proud to playtest.

The Urges seem a little...unspecific to me, and is there a graphic representation of the charm tree anywhere?
 
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

20 Nov 2009, 12:35

Amazing charmset, my next infernal for sure.

Only one glaring issue: the shintai is dispellable by shaping immunity.
Shaping immunity means that at ess 6, your 20m 2wp charm can be ignored by an ess 2 solar or abyssal, or hell ANY lunar (Tattoos automatically negate shaping effects), if I remember correctly, with the errata even DB's can shake off shaping effects with a appropriate virtue roll.

It's the reason fae kind of fail in comparison to a mid-level celestial, shaping immunity automatically succeeds against glamour resistance, so while they're capable of fighting a solar, all the solar has to do is pop IPP and most of their charms will stop affecting them, then it becomes a battle of dicepools, which a celestial will always win, thanks to excellencies :V

I would suggest making shaping defenses either a.) force a wp + integ rolloff like the first tree in order to reject the dream, or b.) require the person using the shaping defense have higher ess (or equal/higher ess), so you don't have ess 2 solars completely negating your shintai
 
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

20 Nov 2009, 13:00

Seras Winterblood wrote:
The Torment of Sacheverell
Sacheverell sleeps and dreams and will not wake until the appointed time. Likewise, he forces disobedient Infernals to do the same. When Torment strikes, the Sacheverellian Prince drops immediately into a coma. He cannot be awakened by any means and is considered Inactive for a full scene. Charms that permit the character to be functional while sleeping do not work against this Torment. Intimacies to individuals who Sacheverell disapproves of also fall into a deep coma, but may spend 3wp to force themselves awake.


The bolded sentence could use some rewording. The intent is fairly clear, but as it stands the sentence can be stripped down to read "Intimacies fall into a coma", and that's not really what you mean.
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

20 Nov 2009, 13:42

Valgaav wrote:
is there a graphic representation of the charm tree anywhere?


I'll whip one up in OmniGraffle later tonight.
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

20 Nov 2009, 14:30

Kyuubil wrote:
Only one glaring issue: the shintai is dispellable by shaping immunity.
Shaping immunity means that at ess 6, your 20m 2wp charm can be ignored by an ess 2 solar or abyssal,

An essence 2 Solar or Abyssal can also ignore Creation-Slaying Holocaust Sword. This is intended, and not a bad thing.

Kyuubil wrote:
or hell ANY lunar (Tattoos automatically negate shaping effects),

Outright false. Tattoos only negate effects that would alter your body, being pulled into a dream world does not qualify. (Though the damage transferring to your real body is a bit more arguable.)

Kyuubil wrote:
It's the reason fae kind of fail in comparison to a mid-level celestial, shaping immunity automatically succeeds against glamour resistance, so while they're capable of fighting a solar, all the solar has to do is pop IPP and most of their charms will stop affecting them, then it becomes a battle of dicepools, which a celestial will always win, thanks to excellencies :V

The difference is that most Infernal charms - hell, most Sacheverell charms - aren't Shaping. Yeah, you can't use your big fancy Shintai. So use something else. Like the eyelasers.

Kyuubil wrote:
I would suggest making shaping defenses either a.) force a wp + integ rolloff like the first tree in order to reject the dream, or b.) require the person using the shaping defense have higher ess (or equal/higher ess), so you don't have ess 2 solars completely negating your shintai

I would suggest following the existing primacy of defense rules.

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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

20 Nov 2009, 14:49

Get rid of all the charms but the eyelasers. Replace all the removed charms with more eyelasers charm. Make Sacheverell's Urge the Urge to eyelaser.

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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

20 Nov 2009, 15:09

Warning: Most of my commentary is correcting spelling or grammatical errors.

Seras Winterblood wrote:
Sacheverell Excellency
Within the living labyrinth of the Demon City, Sacheverell sleeps. His wakefulness heralds the end of days, when whatever it is he dreams about will truly be revealed. Even the other Yozis fear the waking of He Who Has Seen the Shape of Things to Come, for not even they know what it is to be. His gaze once pierced the veil of time and of what he saw, he dreams and plans. Sacheverell makes promises of the future to mortal and Exalt alike and creates grand schemes beneath the watch of his enemies.
The Sacheverell Excellency may always be used when an Infernal schemes, makes long-term plans, acts in secret, or in private, or refuses to share his master plan with others. It may always be used when the character sleeps. It may not be used when the character promotes something publicly, thinks only of the moment, acts impulsively, or deviates from his plan.

This list seems a bit short, for an Excellency.

Seras Winterblood wrote:
Sorcerous Enlightenment of Sacheverell: Spells that grant rest, guardianship or vigilance, such as Sleep of Stony Safety, The Battle's End, Impenetrable Frost Barrier or The Spy that Walks in Darkness, last 1 day longer or cost 1wp less (to a minimum of 0). Spells that are violent or wakeful in nature may not be cast.

How do you determine which benefit you get? And what do you mean by "wakeful in nature"?

Seras Winterblood wrote:
Dream Sculpt
Cost: 5m, 1wp Mins: Essence 3
Type: Simple
Keywords: Dreaming, Touch
Duration: Until the dream ends
Prerequisites: Dream Scrye
While observing a target's dreams, the Infernal may alter the flow of events within the victim's dream. A vivid pleasant dream could warp into a terrifying nightmare or the Infernal may use this capacity to communicate a subliminal message -- however, the Hypnotic Prince does not reveal his identity and may not harm the subject through her her dreams. A victim loses 1wp upon waking if subject to a nightmare and gains 1wp if given pleasant dreams. The dreamer is always aware of the Infernal's meddling (though may not know how caused it) and may attempt to force the Green Sun Prince out with a reflexive, opposed Willpower + Integrity roll.

The bolded part seems to be missing a word or two.

Seras Winterblood wrote:
[Virtue]-Threaded Dreams
Cost: -- Mins: Essence 2
Type: Permanent
Keywords: Dreaming
Duration: Permanent
Prerequisites: Dreamscape Warden
Whenever the Hypnotic Prince channels a Virtue for use with a Dreaming Keyword charm, he does not need to spend a point of willpower. The channel is spent and restored as normal. This Charm must be purchased separately for each Virtue.

You've got an extra space before the last word.

Seras Winterblood wrote:
Ten Thousand Sleepless Nights
Cost: 5m, 1wp Mins: Essence 3
Type: Simple
Keywords: Combo-Basic, Shaping, Touch
Duration: Indefinite
Prerequisites: Walking Soporific
The Infernal may completely deprive a victim of his ability to sleep -- and therefore denying willpower or mote regeneration-- by touching the target (which may require a successful Martial Arts attack). Unlike normal sleep deprivation, the penalites for being awake increase by -1 for every day past the 3rd, to a maximum of the Infernal's (Essence x2). ON the 5th day, the target hallucinates cracks constantly opening to Malfeas. Every-so-often, one of these cracks is not a hallucination, and the victim may accidentally wander into the Demon City.

Extra capitalized letter.

Seras Winterblood wrote:
Wakeful Slumber
Cost: -- Mins: Essence 2
Type: Permanent
Keywords: Dreaming
Duration: Permanent
Prerequisites: Dreamscape Warden
While the character sleeps, or is in a sleep-like state, he is not considered Inactive for the purposes of defenses. He may not attack, save counterattacking with Irate Roused Sleeper and may control his somnambulism, though me may not Dash or Jump.

Bolded should be "he", probably.

Seras Winterblood wrote:
Ordained Guardian of Sleep
Cost:20m, 1wp, 1lhl, 3xp Mins: Essence 5
Type: Simple (Dramatic Action)
Keywords: Touch, Shaping
Duration: Until completed
Prerequisites: Voice of the Dream Prophet, Dreamed Into Life
The Infernal elects from among the many to be her personal watchman and guardian. This elect one must be willing (though he or she can be bribed or coerced into the job). Both the Infernal and her guardian-to-be carve a glyph into their palms and then press them together. The Green Sun Prince then expends 20m, 1wp and 3xp while the target also spends 3xp. The expenditure lasts but a moment, but the forged bond between them is eternal. The transformation of the target is as follows:
* If the Target is mortal: his Attributes and Abilities increase by 3, or by half the Infernal's Essence (round up), whichever is higher. He's considered to have fully Awakened Essence and have an effective Essence rating equal to the Infernal's at the time of activation. This does not increase afterwards and may not be increased with Experience. He soaks Lethal with half Stamina and heals like an Exalt and will not die of old age until the Green Sun Prince's own life span burns out.
* If the mortal is also a Cultist of the Infernal, he gains the Prince's Cult rating as an equipment bonus to all actions which serve or protect the Hypnotic Prince.
* If the target is magical: He gains a +3 "Defending the Sleeper" specialty to all applicable Abilities, which expressly stacks with any other specialty. This alters a magical being's lifespan to match that of the Infernal's -- a Dragon-Blooded will live for millennia, Sidereals will lose their time limit and Abyssals forsake their immortality.
* If the target is also the Infernal's Lunar Mate, add dots of Solar Bond as equipment bonus to all rolls taken in defense of the Infernal. This does not count towards the number of dice uses intrinsic to the Background.
* The target will never sleep again, however, he regains motes as if asleep when in a meditative state and whenever the Infernal uses a Dreaming keyword charm. Whenever the Guardian has spent a day successfully protecting his charge, he may roll for willpower recovery as though he had just awoken. The guardian also gains an Intimacy to the Infernal which he cannot erode once gained. On the upside, he doubles the benefit to MDV from this Intimacy to any attempts to sway him from guardianship.
* Only the death of the Guardian or the Infernal terminates this Charm. If the Infernal dies, then the Guardian has failed and he takes twice his own Essence in unsoakable automatic lethal damage (which cannot be assuaged with charms and may kill him) and a point of Limit.

Last bit should have a clause that it only applies in the event of unnatural death, in my opinion.

Seras Winterblood wrote:
Irate Roused Sleeper
Cost: 3+m Mins: Essence 2
Type: Reflexive (step 9)
Keywords: Combo-Ok, Counterattack
Duration: Instant
Prerequisites: Cautious Forethought Stance
In the same way a dreamer lashes out when abruptly awoken, the Infernal brings retribution to those who dare attack him. By spending 3m, he may make a close-ranged counterattack, spending another 1m allows her to apply this to ranged counters. Another 2m removes any penalty when countering a surprise attack.

Requesting clarification; does this serve as a surprise-negator? Do I pay 5m or 6m to remove penalties on a close-range counterattack from a surprise attack?

Seras Winterblood wrote:
Unfolding the Future
Cost: 1m or 2m Mins: Essence 2
Type: Reflexive (step 2)
Keywords: Combo-Ok
Duration: Instant
Prerequisites: Cautious Forethought Stance
The Infernal sees what is to come and is ready before it happens. He may spend 1m to apply his DV to an unanticipated attack or spend 2m to perfectly succeed on a Wits + Awareness roll in order to negate surprise. This may be used with either Dodge or Parry DV, which must be chosen at the time of purchase and cannot be changed after.

What's the difference?

Seras Winterblood wrote:
Dreamflesh
Cost:5m Mins: Essence 3
Type: Simple (Speed 3)
Keywords: Combo-Ok, Counterattack, Obvious, Stackable, Shaping
Duration: One Scene
Prerequisites: Cautious Forethought Stance
The Green Sun Prince infuses her own bloodstream with the stuff of dreams and open wounds leak with glittering ooze. Not only are the strange depictions and patterns moving beneath her skin unnerving (subtracting a success from all attack rolls that target her), but any attack made at close range -- that is, within (Essence) yards of the character -- that successfully deals at least a level of damage, causes an iridescent spray of dream-blood that splatters across opponents in unnerving and prophetic patterns. This spatter induces a lethargic state in its victims, opposing a cumulative -1 internal penalty to physical actions for the rest of the scene. The bloodspray is based on successfully damaging attacks, not number of health levels dealt and cannot be parried or dodged. If this penalty exceeds the target's (Stamina + Resistance), then the victim falls immediately into a deep, sound sleep which lasts for a number of scenes equal to the Infernal's (Essence). The victim may roll for willpower recovery upon waking and, at Storyteller discretion, may be given a one-sentence hint about what the future contains.

That last line is amusing.

Seras Winterblood wrote:
Eyeless Vision
Cost: -- Mins: Essence 2
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisites: Beyond Sight
A Hypnotic Prince need no longer obey the minimal restrictions of mortal sight. The initial purchase of this Charm permits him to see through anything placed over his eyes at will --including blindfolds, visors, someone else's hand, or even his own eyelids. As noted, this is at will, if he needs to avert his eyes, he may. A second purchase affords him the ability to see fully in situations where he might otherwise be technically blind -- such as in total darkness or in complete light saturation. He may also use this ability to filter out the constant light of Ligier. At Essence 3, this may be purchased a 3rd time which then permanently protects the character from any Crippling effect that might cause him to go blind. If his eyes are put out, glowing peridot orbs replace them.

Bolded sentence needs to be broken up.

Seras Winterblood wrote:
Consumptive Dream-State Shintai
Cost: 20, 2wp Mins: Essence 6
Type: Simple (-2 DV)
Keywords: Blasphemous, Dreaming, Obvious, Shaping
Duration: One Scene
Prerequisites: Dreamwalk, Voice of the Dream Prophet
Insidious tendrils of misty black and red essence leak from the Visionary's sleeping body, or the body of her host or Ordained Guardian of Sleep. The Essence mist crawls outwards (Essence x100) yards from the sleeping character's body, or (Essence x50) from her cultist host/Ordained Guardian. It clings to the bodies of all allies and enemies within that zone and drags all parties into a deep, mystical sleep, whereupon they all begin to dream -- a shared dream controlled by the Infernal. 5 wp rejects this sleep and forces the target awake. Only an Infernal's Ordained Guardian of Sleep may be both within and without of the shared dream.
The dreamscape is limited only by the imagination of the player who may make it as strange and mystical as he or she desires. Environmental hazards should follow the examples in Exalted, pp# and be assigned at the beginning of the dream-conflict. They may be reflexively reassigned on Step 1 of the Infernal's combat actions. At any time, the Infernal may raise or remove cover (up to 100%). The Green Sun Prince herself cannot be surprise in her own dream and may opt to "highlight" a character attempting to establish stealth, which then violates the attempt like an 11+ anima banner. With a smirk and a dismissive gesture, the Hypnotic Prince may reshape equipment. She can turn any mundane item into any other mundane item of the same shape or smaller. A quill pen, for instance, cannot become a great sword but a great sword can become a quill pen. Artifact equipment can be shifted into another Artifact of the same rating, with the exception of singular, wholly unique items. The Crown of Thunders can be nothing but the Crown, as an example, but a suit of Celestial Battle Armor can smooth into a mere suit of Superheavy Plate and vice-versa. The item type does not have to stay the same. A daiklave could become a short powerbow or a pair of Hearthstone Bracers, but the size restriction listed above applies This alteration is a Miscellaneous action and lasts only until the Infernal's next action.
[This is the Infernal's dream and she controls it absolutely. Once an action, she may declare a single rule pertaining to a type of action, Charm or Charm keyword. Example: only Reflexive actions may be taken. Be forewarned! This applies to both enemies AND allies. The rule lasts until the Infernal's next action, where it dissipates and is replaced. The Infernal's may not impose the same rule two actions in a row.]
If the Infernal is presently benefiting from Eternal Rest, the gaze of Sacheverell stares down upon the Combatants within the dream-state. On each action, all combatants must make a Valor roll at difficulty 2 or they cannot act at all and pass with Speed 5 action. Infernal Exalted with Sacheverell as a Favored Yozi, other Visionaries, or Akuma of Sacheverell do not need to make this roll. Other Infernals or Akuma roll at standard difficulty.
Enemies who die in the dream die in Creation. Their deaths restore (total health levels) in motes to the initializing Hypnotic Prince and their soul washes immediately into Lethe. Activating an anti-Shaping effect, such as Integrity Protecting Prana, forces the user out of the dream and into the real world.
** note -- the section in brackets is being considered for removal.

I wouldn't pull it, I like the idea, but it needs some firmer guidelines.
 
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

20 Nov 2009, 16:47

Seras Winterblood wrote:
[This is the Infernal's dream and she controls it absolutely. Once an action, she may declare a single rule pertaining to a type of action, Charm or Charm keyword. Example: only Reflexive actions may be taken. Be forewarned! This applies to both enemies AND allies. The rule lasts until the Infernal's next action, where it dissipates and is replaced. The Infernal's may not impose the same rule two actions in a row.]

NO ATTACKS, NO DRAMATICS, SCENELONG CHARMS ONLY

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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

21 Nov 2009, 22:52

Image

Image

Image

TA-DA!
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

22 Nov 2009, 13:58

Zwei: bonus XP. I'm not sure for what game, but bonus XP.
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

22 Nov 2009, 14:09

lumber_of_the_beast wrote:
This list seems a bit short, for an Excellency.

I'm open to further suggestion.

How do you determine which benefit you get? And what do you mean by "wakeful in nature"?

You pick which benefit at the time of purchase. That is not present in the text, and I have no idea why. Also, I assume that somewhere a spell might exist that deprives targets of sleep, or grants terrifying nightmares (thus making sleep undesirable) or forces people to snap awake, etc. Those sorts of charms would be "wakeful".

The bolded part seems to be missing a word or two.

Pick your favorite pronoun.


Last bit should have a clause that it only applies in the event of unnatural death, in my opinion.

Yes, yes it should.

Requesting clarification; does this serve as a surprise-negator?

No.
Do I pay 5m or 6m to remove penalties on a close-range counterattack from a surprise attack?

5m. 3 for the counter, 2 to remove penalties. 6m if you're countering at range.

What's the difference?

Not all surprises are attacks, such as the roof suddenly caving in. Not all unanticipated attacks give you a roll to defend against it. (Even Blade has an example of such, off the top of my head)



Bolded sentence needs to be broken up.

Add the word "so" to flavor.

I wouldn't pull it, I like the idea, but it needs some firmer guidelines.

Thanks for the insight. How about suggestions?
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

22 Nov 2009, 14:12

Valgaav wrote:
I went into this thread expecting questionable thematic ties and overpowered - typical homebrew, basically. What I got is something I'd be proud to playtest.

Thank you.

The Urges seem a little...unspecific to me, and is there a graphic representation of the charm tree anywhere?

Urges can be hard to come up with, so feel free to create your own examples based on the themes presented in the fluffbit at the beginning, and the thematics presented in the charmset.
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

22 Nov 2009, 21:36

Zweihander wrote:
Worshipful Puppet Mastery doesn't specify what kind of damage it deals to the Prince when his host dies.

Derp. Lethal.

Walking Soporific should just have the Shaping keyword already, since using it in combat doesn't change what you do that much and it's already Touch anyway.

....what?
Would you consider putting someone to sleep a Shaping effect? I wasn't really sure.

The Limit gain on the Hypnotic Prince's death in Ordained Guardian of Sleep should be noted that only characters with a Limit track gain the Limit. Might also want to add in a note about Resonance, Paradox, Torment and any other Bad Things mechanic.

1)Sidereals have Limit.
2)Resonance and Torment are accrued like Limit, so rewriting isn't entirely necessary.

In Events Unfold Like Flowers, "mechanically allowing him to investigate in a scene, instead of over an extended period of time". Instead of what? I'm guessing the charm lets you reflexively investigate something.

Derrrrp. This should function identically to Crafty Observation Method (Exalted, pg 212) which allows the character to do up to a scene's worth of Investigation in "a handful of seconds."

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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

22 Nov 2009, 22:02

With Walking Soporific, I meant that the "when used as an attack, gains the Shaping and Touch keywords" was kind of redundant since it already has the Touch keyword. Since both uses result in the same effect, you might as well tack on a Shaping to the charm and not worry about the "gains these keywords" section.

Unless you were talking about the Martial Arts attack gaining those keywords. In which case I don't think attacks themselves gain keywords in this game. You might have some 4e crosswiring going on, since that game has attacks that gain keywords all over the place.
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

22 Nov 2009, 23:21

Zweihander wrote:
With Walking Soporific, I meant that the "when used as an attack, gains the Shaping and Touch keywords" was kind of redundant since it already has the Touch keyword. Since both uses result in the same effect, you might as well tack on a Shaping to the charm and not worry about the "gains these keywords" section.

Durrhurr. Yes, that's a fine suggestion.

Unless you were talking about the Martial Arts attack gaining those keywords. In which case I don't think attacks themselves gain keywords in this game. You might have some 4e crosswiring going on, since that game has attacks that gain keywords all over the place.

This has been known to happen, but definitely not what I meant.
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

23 Nov 2009, 12:52

Anshu wrote:
Seras Winterblood wrote:
The Torment of Sacheverell
Sacheverell sleeps and dreams and will not wake until the appointed time. Likewise, he forces disobedient Infernals to do the same. When Torment strikes, the Sacheverellian Prince drops immediately into a coma. He cannot be awakened by any means and is considered Inactive for a full scene. Charms that permit the character to be functional while sleeping do not work against this Torment. Intimacies to individuals who Sacheverell disapproves of also fall into a deep coma, but may spend 3wp to force themselves awake.


The bolded sentence could use some rewording. The intent is fairly clear, but as it stands the sentence can be stripped down to read "Intimacies fall into a coma", and that's not really what you mean.


How about: "If the Infernal possesses Intimacies to individuals Sacheverell disapproves of, those individuals also fall into a deep coma, but may spend 3wp to force themselves awake."
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

28 Nov 2009, 07:05

I don't think the Guardian should be able to remove the limit on Sidereal ages. Even Peaches of Immortality can't do that in canon. . .
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

30 Dec 2009, 16:28

So... you've made a charm set that allows the user to see into the future, shoot eye lasers, and literally kick peoples asses in their sleep? You are my new best friend. :^_^:

EDIT: OH! Also. Question about the sorcerous initiation: It says that spells that are "violent or wakeful" cannot be cast. Is this referring specifically to damage dealing spells? Or does it allow the casting of silent and subtle damage spells, but at the same to prohibit the use of ANY spell that might have "violent or wakeful" effects?
 
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Re: Seras' Yozi Charmsets, part 1: SACHEVERELL

08 Jan 2010, 03:59

Elric wrote:
I don't think the Guardian should be able to remove the limit on Sidereal ages. Even Peaches of Immortality can't do that in canon. . .


But the section about Chejop Kejak points out that hearthstones can, and he's simply elected not to pursue a longer life. So it's not like nothing in canon can alter the Sidereal age limit.

The Yozis' power is still massive, to the point where they can bypass Lunar tattoos to reformat them, should they get their hands (tentacles?) on them. YMMV, but I don't see it as too ridiculous for them to mess with age limits.

Nitpick time:

What I do feel is weird is the emphasis on Sacheverell's role as a sleeper. My understanding is that his title is He That Sees the Shape of Things to Come, the Abhorrent Prophet Unimagined. He's only asleep because he scares the hell out of everyone, Incarnae and Yozis alike, and they agreed to keep him asleep so he wouldn't mess with causality by seeing things before they happened and thus predestining events and removing free will (which, on a side note, is an amusing way to get the Yozis out; free will is repeatedly cited as an integral part of exaltation functioning properly, and it's arguable that without Exalted, Creation would become a hell, which is what the Yozis want . . . )

Back to the main point: why would he reward/encourage sleeper-like activity when it is not a part of what defines him? He isn't defined by sleeping any more than the Unconquered Sun is defined by addiction to the Games of Divinity: it may be true of him now, but it's not the core of his being.

Very cool charms, if we overlook that (if in your game, Sacheverell is metaphysically associated with sleep.) I wonder if Autochthon and Sacheverell ever had an argument about eyebeam use ("Dude, your mechanical eye is totally stealing my mojo!")
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