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  1. Legend:
  2. These are my editorial comments.
  3. [Green] indicates a charm adjusted after mid-April 2015
  4.  
  5.  
  6. New Charm Concepts:
  7. Greatness-- A target is considered Great if they have an Essence, Influence, or Fame score of 2 or more; Destiny of 1 or more; or any Background rated at 3 or more. Wealth, power, influence, Destiny, and even notoriety-- all mark a person as standing above the common mortal.
  8. Imperfection of the Shattered Heart: A charm subject to this imperfection does not apply against sapient beings unless they are Great. If the character has paid willpower to suppress her Compassion during the current scene, a charm with this imperfection applies only against characters with a permanent essence score equal to or greater than that of the charm's user.
  9.  
  10.  
  11. New Keyword:
  12. Eternal: The effects of a charm with this keyword survive events such as Lethe, Unconquerable Self, cleaning in Lytek's workshop, and other “reset events.”
  13.  
  14.  
  15. First (Amy) Excellency
  16. Cost: 1m+ Mins: Essence 1 Type: Reflexive (step 1 for attacker, step 2 for defender)
  17. Keywords: Combo-OK
  18. Duration: Instant
  19. Prerequisite Charms: None
  20. Amy is remote and compassionate. She defends her ideals passionately but without overt force wherever possible. She prefers to act indirectly, pouring out superlative gifts on those who serve her ends or lack power. She lacks learning and knows her own ignorance. This leaves her hungry for knowledge, but instead of adapting her own skills she remains mortal. Her abilities circumvent these willing limitations by adapting reality or raising allies. Because of her first patron, deceit comes naturally to her; her best efforts involve engaging stories or complex plans. Persistent attacks on her and her worshippers by the forces of Yu-Shan and the Blessed Isle left her with a burning urge to wreak terrible harm, especially when attacked.
  21. Her shortsightedness, innocence, and eagerness are her defining flaws, but she recovers quickly, working among her associates to improve Creation and the lot of humans on a grand scale. She distrusts orders, but she blithely welcomes new facts, treating anyone she meets as an expert on the unknown.
  22. Her frailty is obvious, but because of her harmlessness and unimportance most harm passes her by. Even those who know her true nature find it difficult to view her as a threat, for she is expert at misdirection. Still thinking of herself as the weak, oppressed mortal that she was prior to exaltation, she surrounds herself with friends, supporters, and patrons, working to organize and synthesize to produce a whole greater than the sum of its parts, happily concealing her own contribution.
  23. This charm never enhances actions whose sole or clear primary effect is killing mortals. On the other hand, it always applies to efforts to prevent others from doing so.
  24. Amy's excellency is in need of improvement, for it repeats itself despite its relatively low wordcount, leaving many situations unaddressed. Advice is more than welcome.
  25.  
  26.  
  27. (Amy) Mythos Exultant
  28. Cost: -- Mins: Essence 3 Type: Permanent
  29. Keywords: Native
  30. Duration: Permanent
  31. Prerequisite Charms: First (Amy) Excellency
  32. (remember there's more to this charm listed in Manual:Infernals)
  33. Amy: The narrative Amy presents to the universe is self-evident, perfect in execution, and contains no mention of herself. Reduce the target number of the roll to which this charm applies by 1 for each die granted by the successful stunt instead of rolling the stunt dice.
  34.  
  35.  
  36. Failure-Transmuting Benediction
  37. Cost: 1m per die upgraded Mins: Essence 1 Type: Reflexive (Step 4 for attacker, Step 6 for defender)
  38. Keywords: Combo-OK
  39. Duration: Instant
  40. Prerequisite Charms: 1st (Amy) Excellency
  41. Rather than guaranteeing her own triumph, Amy relies on her ability to strengthen others. She does not possess a Second Excellency; instead, she exerts a nearly perfect mirror of the arts of her former Patron.
  42. This charm can only be activated after a character within Essence*100 yards of the Prince rolls dice. For each die that the target did not roll a success on, the Prince may spend 1 mote (up to a maximum of her permanent essence). Amy’s power transmutes defeat and weakness into victory and power; add her permanent essence to each die targeted by this charm (raising it to a maximum of 10). Dice that roll 1s cannot be targeted unless the Prince has a permanent essence of at least 4.
  43. When enhancing a calculated value (such as a DV), each mote spent on this charm instead increases by 10% the amount of the relevant pool used to determine the final value, up to a maximum of 100%.
  44. Special: For the purpose of charm prerequisites (etc), this is Amy’s second excellency.
  45. Example 1: Laughing Scullion is trying to outrun a thug chasing her through the city streets. She rolls Dexterity+Athletics as part of the , getting the following results: 8, 5, 4, 3, 1-- one success. Amy (currently at Essence 3) intervenes, paying two motes to enhance the middle two dice: 8, 8, 7, 3, 1-- three successes. She cannot pay to increase the die that was originally 8 to a 10, for that was a success, and although she -could- pay a third mote (the maximum) to raise the die that rolled 3 to a 6 there would be no point in doing so.
  46. Example 2: Cornered, Laughing Scullion seizes a waste bin lid to try to ward off her attacker’s knife. Her Dexterity+Melee pool is 5, so her base DV is 2 (this represents 50% of her pool rounded down). Amy (still essence 3) pays 3 motes to enhance the pool. Now Scullion’s DV is 50+30=80% of her pool (still rounded down, for she is mortal); she protects herself with .8*5-- that is, DV 4.
  47.  
  48.  
  49. Ascendancy Mantle of (Amy)
  50. Cost: -- Mins: Essence 5 Type: Permanent
  51. Keywords: Native
  52. Duration: Permanent
  53. Prerequisite Charms: First (Amy) Excellency
  54. (remember there's more to this charm listed in The Broken-Winged Crane)
  55. Amy: Amy's strong convictions are the foundation of her power and identity. The Prince cannot fail virtue rolls to act against her virtues and must spend two willpower instead of one to suppress a virtue for a scene.
  56.  
  57.  
  58. Sorcerous Initiation of Amy
  59. Cost: -- Mins: Essence 2 Type: Permanent
  60. Keywords: Native, Sorcerous
  61. Duration: Permanent
  62. Prerequisite Charms: (Any) Master degree in a thaumaturgical Art or Triumphant Howl of Amy
  63. Amy's nature resonates powerfully with the spirit of mortal excellence and the power of mortals to shape their world. As such, understanding the mysterious ways her essence alters the world first requires a strong grasp of mortal means of world-shaping rather than a deep understanding of Amy herself.
  64. At Essence 2+, the character knows all Initiate degrees for which she meets the prerequisites.
  65. At Essence 3+, the character knows all Adept degrees for which she meets the prerequisites
  66. At Essence 4+, the character knows all Master degrees for which she meets the prerequisites.
  67. This refunds experience points spent to learn traits later granted by this charm as normal.
  68. In addition, an Essence 4+ repurchase of this charm allows the character to perform thaumaturgy without spending willpower and to substitute her essence for the essence of obscure reagents and complex arrays by paying motes equal to the resources cost of anything inanimate required for a thaumaturgy procedure. Doing so renders the results of the thaumaturgy Sorcerous.
  69.  
  70.  
  71. Sorcerous Enlightenment of (Amy) [green]
  72. Cost: -- Mins: Essence 3 Type: Permanent
  73. Keywords: Native
  74. Duration: Permanent
  75. Prerequisite Charms: Sorcerous Initiation of (Amy)
  76. (remember that there's more to this charm listed in Manual of Exalted Power:Infernals)
  77. Amy: Amy's power is naturally attuned to strengthening others. She readily uses magic to enhance targets (both people and objects, including herself). Such spells cost no willpower. At the same time, her soul recoils from indiscriminate harm; any spell that inflicts damage on targets that she cannot directly perceive (such as casting Rain of Doom or lower-circle area of effect spells with a single person in the area out of sight) cost an additional 10 motes and 1 willpower. Notably, the “trigger” for this cost becomes Obvious when the Prince takes her first Shape Sorcery action, leaving her with the choice of paying the inflated cost or abandoning the spell, wasting the resources already committed to it (but at least not causing any side-effects, unlike when a spell is botched or countered).
  78. Examples of spells that enhance others include Elemental Benediction, Wood Dragon’s Claw, Unity of the Closed Fist, and Rolling Earth Carpet. “Enhancing” others by summoning creatures to serve them does not benefit from this initiation; that would show disrespect for Ceceylene, one of the two Yozis Amy honors above all others.
  79.  
  80.  
  81. Word-Forged Sorcery
  82. Cost: -- Mins: Essence 4 Type: Permanent
  83. Keywords: Native
  84. Duration: Permanent
  85. Prerequisite Charms: Sorcerous Enlightenment of (Amy)
  86. Shortly before her Ascension, Amy witnessed firsthand the cataclysmic consequences of fractured Sorcery. She resolved to keep her power from ever inflicting such dreadful scars on Creation.
  87. When casting any spell or using any Sorcerous charm, the Prince may reduce her effective permanent Essence by any amount for the purpose of resolving that effect (to the minimum essence required to cast that spell or use that charm). For each level she reduces her essence, reduce the effective circle of the spell by one when determining the consequences of lost concentration, successful counterspells, or any other effect that represents the spell running rampant. In addition, this more stable design increases the effective circle of the spell by [dots of essence suppressed] when resisting countermagic or other counterspelling effects. For every circle above Solar that this would raise the spell, the character attempting to dispel the spell must succeed in one rolloff which pits her Willpower+Essence in dice against your Willpower in dice with automatic successes added equal to your essence.
  88. Amy’s own essence flows naturally into these cautious, stable patterns. The initiations of other beings (particularly that of the Ebon Dragon) do not! Any essence spent to pay for spells or Sorcerous charms from other Primordials or Yozis automatically counts as motes of peripheral essence for the purpose of anima displays.
  89.  
  90.  
  91. Manifestation of Impotence
  92. Cost: 5m Mins: Essence 2 Type: Simple (Speed 5, DV -0)
  93. Keywords: Combo-OK
  94. Duration: One Scene
  95. Prerequisite Charms: None
  96. This charm marks the character as unimportant and harmless. The proud dismiss her as insignificant; the violent pass her by as a waste of energy; the merciful see her problems as too slight to be worthy of attention. While this charm is active, all Great characters automatically ignore the user unless one of the following conditions is met:
  97. * The Prince spends peripheral essence, has an anima banner active at the 4 mote level or higher, or activates an Obvious charm other than this one. Remember that to those with All-Encompassing Sorcerer's Sight (or equivalent), all charms are Obvious. This -does- mean, though, that Great characters whose sense pick up this charm will dismiss it just as they dismiss its user.
  98. * The Prince makes a physical attack or Defend Other action. Blockade Movement actions can circumvent this restriction with an appropriate stunt.
  99. * Ignoring one of the Prince's actions would constitute an Unacceptable Order.
  100. * The Prince readies a physical weapon (moving a pile of swords out of the way is fine, but grabbing one of the swords and assuming a combat stance would end the charm immediately).
  101. * The Prince targets any Great character with a Presence- or Performance-based social attack.
  102. If the charm ends for any reason, or if the character rolls join battle, the charm cannot be activated again for the rest of the scene. This charm has no effect on characters who are not Great, but those unaffected will find that their masters (if present) dismiss their protestations (“Ignore her, she's probably staff. Focus on these battle plans I'm showing you!”). This can lead to some very embarrassing situations if a minor subordinate has the temerity to trigger an alarm.
  103. At Essence 3+, this charm's duration becomes Indefinite.
  104.  
  105.  
  106. Glory-Born Incredulity [green]
  107. Cost: -- Mins: Essence 3 Type: Permanent
  108. Keywords:
  109. Duration: Permanent
  110. Prerequisite Charms: Manifestation of Impotence
  111. The Solars radiate strength and glory even when they are not conduits for the unmitigated power of the living sun. Not so Amy; even after her exaltation she radiated only weakness, vulnerability, and mortality. Few thought to connect her exertions of cosmic power with the frail mortal woman she was otherwise.
  112. This charm permanently alters the character's anima banner. Whenever the Prince takes actions with her anima flaring at the 5m+ level or higher, beginning one scene later observers have a difficult time recalling that any of the Prince's actions originated with her. They construct plausible explanations that do not involve her or, in the case of group efforts, generally just forget her contribution entirely.
  113. Treat this non-optional effect as Arcane Fate, except that it applies equally to creatures in and outside of Fate and only to that portion of contact with the world where the Prince's anima was active.
  114. At Essence 4+, characters do not receive a roll to resist unless their essence equals or exceeds the Prince's, and tangible evidence degrades in scenes instead of seasons.
  115.  
  116.  
  117.  
  118.  
  119. Unbroken Shrouded Light [green]
  120. Cost: --(1wp) Mins: Essence 3 Type: Simple
  121. Keywords: Native
  122. Duration: Indefinite
  123. Prerequisite Charms: Glory-Born Incredulity
  124. A lie spoken often enough in the depths of your soul will inevitably become your truth. By spending 1 willpower, the Prince embarks on a period of conscious rejection of her own legend. This requires ending all mote commitments and spending weeks equal to her permanent Essence score without spending essence or activating non-permanent charm effects (other than this charm). At the end of the period, Creation itself ceases to acknowledge the user as one of the Chosen. All effects intended to identify supernatural beings, creatures of darkness, elementals, Chosen, or otherwise recognize the Prince as anything other than an ordinary/heroic mortal (that is, one without Enlightened Essence, power-enhancing charms from a Solar, etc) fail automatically (this is a defense). This charm's effects end immediately if the Prince ends her period of self-denial, and when this charm ends the Prince's anima banner flares to the 10m+ level automatically. This charm functions even when its effects are undesirable-- when an Infernal tries to enter The Thing, for instance. It also suppresses the benefits of backgrounds such as Cult, for the Prince is not recognized by prayer-distribution networks. An effect that would “kill” the Prince in this state (such as Abyssal charms that Shape mortal extras dead) instead forces this charm to end.
  125. At Essence 4+, excellencies do not count as charm activations for the purposes of this charm.
  126. At Essence 5+, the Prince is not required to release committed motes before triggering this charm, but attuning to artifacts or otherwise committing or spending essence (even to fuel effects of previously-attuned artifacts) after activation still ends the charm as normal.
  127. Doesn't mesh with the rest of the set; it's more a thought experiment as to what the costs would be for a truly perfect disguise.
  128.  
  129.  
  130. Buzzing Fly Interrogation
  131. Cost: 1m Mins: Essence 2 Type: Simple (Speed 3, DV -1)
  132. Keywords: Combo-OK, Social
  133. Duration: Instant
  134. Prerequisite Charms: Manifestation of Impotence
  135. The art of throwing money at problems is alive and well in Creation; the Great will gladly make a token and impersonal payment in any form rather than confront the meek directly. The Prince targets a Great character and rolls Manipulation+Investigation. If the successes exceed the target's MDV, the target answers one question with a terse and annoyed but entirely truthful (neither false nor containing significant omissions) answer, as adjudicated by the ST. The target's MDV is adjusted for intimacies, Motivation, and virtues as normal. If this charm is used while Manifestation of Impotence is active, the target retains no memory of answering the question.
  136.  
  137.  
  138. Moment of Meritorious Honesty
  139. Cost: 1m Mins: Essence 2 Type: Supplemental
  140. Keywords: Combo-OK, Social
  141. Duration: Instant
  142. Prerequisite Charms: Pedestrian Paragon Acceptance
  143. Even the most skeptical, bitter soul cannot help but recognize (and perhaps despise) the gormless, tactless, open purity of a sheltered child. This charm supplements a social attack or statement which includes only unvarnished truth (without meaningful omissions or co-missions). It becomes immediately Obvious to all present that this statement was complete truth from the perspective of the speaker. This circumvents all charms and effects (including Illusions) designed to change the content/meaning of the statement, prevent it from being received, or prevent the audience from recognizing it as true (this does include effects activated by the speaker-- you cannot say the truth with this charm and use essence to make your audience hear a lie!). In the event of a conflict, treat this effect as a defense.
  144.  
  145.  
  146. Consider an offshoot that enhances Manipulation-based rolls including an honest, significant portion of the truth (encouraging lies by omission, basically).
  147.  
  148.  
  149. Irresistible Cavalcade of Truth
  150. Cost: -- Mins: Essence 4 Type: Permanent
  151. Keywords: Sorcerous
  152. Duration: Permanent
  153. Prerequisite Charms: Moment of Meritorious Honesty
  154. Truth is not a passing whim; it is a way of life. This charm allows a Prince to immerse herself in absolute truth, to swim in it as if it was a sea.
  155. From now on, if three successive statements by the Prince qualify for and are enhanced by Moment of Meritorious Honesty, subsequent activations of Moment of Meritorious Honesty cost 0m until and unless the Prince is making a statement or social attack that does not qualify for or is not enhanced by Moment of Meritorious Honesty.
  156. At Essence 6+, by signing her name to a handwritten document that qualifies for Moment of Meritorious Honesty, the Prince temporarily gives that charm the Sorcerous keyword and causes the effects of that charm to permanently radiate from the words unless they are altered (which alterations become immediately Obvious).
  157.  
  158.  
  159. Inconstancy of Certitude
  160. Cost: 1wp, 1 Conviction channel Mins: Essence 2 Type: Reflexive (Step 2)
  161. Keywords: Combo-OK, Social
  162. Duration: Instant
  163. Prerequisite Charms: Moment of Meritorious Honesty, First (Amy) Excellency
  164. Amy lived a life of upheaval and change, constantly enduring events and encounters that redefined everything she thought she knew about the world. This charm encapsulates her ability to adapt to such changes. By paying the listed cost, the Prince renders her current motivation an intimacy and one of her current intimacies her new motivation (rephrasing both slightly to adapt to the new format). This sudden change in focus acts as a perfect dodge against the mental influence that it was activated in response to, if any.
  165. At Essence 3+, the Prince may radically alter the intimacy chosen to oppose the mental influence based on the scene's context-- turning “The Poor(protection)” into “Bring down Evil Megacorp(™),” for instance, to motivate herself to dismantle a corporation oppressing workers in a sweatshop.
  166.  
  167.  
  168. Magnanimous Abolition of Perfidy [green]
  169. Cost: 3m, 1wp Mins: Essence 3 Type: Simple (speed 5, DV -1)
  170. Keywords: Combo-OK, Social, Compulsion
  171. Duration: One Scene
  172. Prerequisite Charms: Buzzing Fly Interrogation, Moment of Meritorious Honesty (x1)
  173. Reciprocity is the inexorable compulsion drilled into children from the moment they are born. This charm takes that to extremes.
  174. If the Prince has activated Moment of Meritorious Honesty in the target's presence earlier in the scene, the Prince rolls [higher of Manipulation or Charisma]+Presence versus the target's MDV. This roll ignores all modifiers based on Appearance, but the target suffers a penalty to his MDV equal to his Temperance. If the roll succeeds, the target can and must enhance every social attack or communication attempt that they make using Moment of Meritorious Honesty for 0 motes as long as this charm lasts (this prevents any communication that does not meet the requirements for Moment of Meritorious Honesty). Resisting this unnatural compulsion requires spending Willpower equal to the Prince's permanent Essence. Otherwise, the speaker uses the charm exactly as the Prince would, instinctively understanding its properties.
  175. At Essence 4+, it becomes immediately Obvious to all present if a target rejects this charm (though the charm's source is not automatically revealed).
  176.  
  177.  
  178. Auspicious Reciprocity Acknowledgment
  179. Cost: 10m Mins: Essence 3 Type: Simple (Speed 3, DV -2)
  180. Keywords: Sorcerous, Leader (4)
  181. Duration: Instant
  182. Prerequisite Charms: First (Amy) Excellency
  183. To forget is mortal; to repay, divine. Amy believes she has distanced herself from the faults of the Endless Desert, but she retains an insistence on the repayment of debts. This charm lacks the supernatural power of Cecylene's wish-granting, but it carries with it the unyielding certainty of a woman who made herself a Primordial. Prior to using this charm, the character must either receive a request/command from the target or observe the target express dissatisfaction/desire for change.
  184. Upon activating this charm, the Prince undertakes to fulfill the expressed desire. If the target gave the Prince a direct command/request, this charm cannot be resisted. If the target merely expressed a desire or dissatisfaction, the target can reflexively reject the offered service (and hidden price tag) for free, but doing so requires explicit rejection of the offered aid.
  185. If the Prince fulfills the request (in letter), the Prince may return to the beneficiaries of her generosity and demand any one task. If the target understands the demand and the task isn’t literally impossible, he intuitively senses that doom will befall him for failing to obey. After one month or as soon as the task becomes impossible (or constitutes an unacceptable order), the duty ends without harm to the beneficiary. However, if the character stops working toward the goal for more than a day while the duty remains, he suffers a number of automatic botches equal to the Prince’s Essence rating. These botches match the effects of breaking an oath sanctified by an Eclipse Caste Solar and linger until the worst possible time. It is possible (if a little odd) to target oneself with the Charm, in which case the Prince obviously owes herself nothing.
  186. While this charm is Sorcerous, countermagic can only be applied in the instant the charm is activated. Once the deal is done, it's done.
  187. At Essence 4+, as a permanent enhancement to the Prince's abilities, it becomes immediately Obvious to her whether each person within her perceptual range owes her a favor.
  188. An Essence 6+ Repurchase of this charm makes its activation Reflexive (DV -0).
  189.  
  190.  
  191. Godfather's Awe Stance [green]
  192. Cost: 5m Mins: Essence 3 Type: Simple (Speed 5, DV -0)
  193. Keywords: Social, Combo-OK, Obvious
  194. Duration: One Scene
  195. Prerequisite Charms: Auspicious Reciprocity Acknowledgment, Moment of Meritorious Honesty
  196. Power is not power. Having lived most of her early life in secret as a Chosen trying with every breath to convince others that she is mortal, Amy realized that merely possessing power and influence is not significant; true strength is wielded through others' knowledge of that power.
  197. This charm allows the Prince to garb herself in raiment made from the debts of her followers. For the rest of the scene, all of her social attacks are enhanced as if she led a social unit composed of every person who owes her a favor. Socialize does restrict abilities as normal for Social mass combat; ham-handed insinuations about “my friend the President” don't really impress anyone. Loss of magnitude by this unit is represented as loss of face by the character-- proofs of her vulnerability, tears and wear on her garments and weapons, faux pas, etc. Dots of magnitude “recover” at a rate of one per scene in which the character grants at least one favor through Auspicious Reciprocity Acknowledgment, but cannot recover during any scene in which magnitude is lost. At no time can any character use lost dots of magnitude granted by this charm as justification to rally for numbers.
  198. At Essence 4+, if the Prince engages in any form of combat with someone who owes her one or more favors while this charm is active, the caps on bonuses and penalties from Magnitude are ignored whenever doing so benefits the Prince.
  199. An Essence 4+ repurchase of this charm adds the Leader keyword and allows the character to also benefit from her “unit” in mass combat or add its magnitude to any other unit she leads. If any “real” people are in the unit, those added by this charm are considered to have the same traits as the weakest tangible member of the unit. Otherwise, they have the traits of the Prince reduced by two; calculate the statistics of the unit as normal. The unit has Drill 5 but gains no bonuses or penalties due to formation. It does roll Valor and Hesitation checks when required to do so, always using the commander's Valor; failure on these checks represents the seemingly invulnerable Godfather showing momentary fear and losing face as a result. It can be supported by special characters as usual, but “persons” added by this charm (naturally) do not require relays to communicate.
  200. At Essence 5, those added by this unit have the character's traits and the duration becomes Indefinite.
  201. At Essence 6, if the character has purchased this charm at least twice she can choose to automatically succeed on any roll involving Valor or Drill while this charm is active.
  202.  
  203.  
  204. Aura of Divine Patronage
  205. Cost: 2m+ Mins: Essence 3 Type: Simple
  206. Keywords: Combo-OK, Obvious, Native, Messianic(1)
  207. Duration: Indefinite
  208. Prerequisite Charms: Godfather's Awe Stance
  209. Standing in the presence of true power may be a frightening experience, but those with experience in such things also describe an intoxication like no other. Regardless of its effects on mental condition, it is certain that those standing frequently in the presence of the Godfather carry a certain... tinge, shall we say, of her glory and authority into the rest of the world. A good leader cultivates that, knowing that power shared is power amplified. Amy most of all.
  210. While this charm is active, the Prince radiates energy in a fashion similar to a demesne. This aura extends for [Prince's Essence]^3 yards in every direction. Characters can attune by succeeding on the normal roll to do so. In fact, unlike with a normal demesne, any number of characters can attune. Attuning requires the Prince's (reflexive) consent, which can be withdrawn at any time; the identity of someone trying to attune is Obvious to the Prince. Those attuned regain motes as from a demesne with a rating equal to the Prince's Cult or Essence, whichever is lower. The activation cost for this charm is twice the rating of the mobile demesne it creates.
  211. Unlike normal demesnes, this one does not cause mutations or experience essence buildup; the geomancy of the Prince's soul is far more stable than mere stones and trees. It does produce peculiar phenomena with no mechanical impact (similar to Omen Weather), however-- the sound of echoing footsteps from overhead, wood staining the color of ebony, plants growing in the shape of smiling faces, etc. The particular manifestation is reflective of the Prince's spiritual geomancy and forms the Obvious component of this charm.
  212.  
  213.  
  214. Realm of Summer Rain
  215. Cost: -- Mins: Essence 3 Type: Permanent
  216. Keywords: Obvious, Messianic (1)
  217. Duration: Permanent
  218. Prerequisite Charms: Aura of Divine Patronage
  219. Drawing in more essence is a wonderful boon to the Chosen, but one of Amy’s central goals was always to enlighten and empower mortals, who by definition cannot manipulate the flow of essence. It was necessary to adapt the power into a form even mortal bodies could take advantage of.
  220. This charm provides benefits to nearby characters based on the rating of the demesne the Prince’s essence emulates. Benefits apply to all characters within range (though many are only relevant for mortals). If the Prince also knows Leashed Gift Precaution, she may deny the benefits of her aura as a reflexive action (but doing so requires being aware of the person she is rejecting). These effects are purely optional for attuned characters (who freely pick and choose); non-attuned characters can attempt to protect themselves against the effects of the Aura using the rules for resisting demesne-based mutation. Effects are cumulative unless otherwise noted. All healing is accompanied by enhanced versions of the “omen” produced by this charm’s prerequisite.
  221. Because this aura relies on super-saturation of an area with the Prince’s essence, she can only provide these benefits with a permanent essence at least two higher than the minimum demesne rating (so for instance, the Demesne 3 effect requires Cult 3 and Essence 5).
  222. At Demesne 1, affected subjects recover from injury and disease like one of the Chosen.
  223. At Demesne 2, affected subjects resist and recover from Poison and Crippling as if they were Chosen and regain an additional [Prince’s Permanent Essence] motes per hour.
  224. At Demesne 3, affected subjects recover from injuries 10x as quickly (this is not cumulative with Body-Mending Meditation or any effect that restores health levels at a speed of 1/minute or faster) and fatigue 10% as quickly. When it is to their advantage to do so, subjects resist negative effects as if they were Chosen (for instance, during childbirth).
  225. At Demesne 4, affected subjects recover two bashing or one lethal health level per action. The demesne can also be “aspected” to one virtue the Prince has rated at four or higher; subjects regain a channel of this virtue every two hours. Subjects who have involuntarily lost Virtue dots (usually mortals targeted by Fey or Infernal charms) regain a dot of the virtue instead of a channel until they reach their highest former rating.
  226. At Demesne 5, affected subjects recover one level of Aggravated damage every minute and gain a dot of the “aspected” virtue after every 24 continuous hours of exposure (to a maximum rating of five).
  227.  
  228.  
  229. Shrine to the Philanthropic Soul [green]
  230. Cost: -- Mins: Essence 4 Type: Permanent
  231. Keywords: None
  232. Duration: Permanent
  233. Prerequisite Charms: Aura of Divine Patronage
  234. Particularly for a being as anonymous as Amy, tangible displays of power are exceedingly difficult. She requires every conceivable aid-- most definitely including props and impressive surroundings. With the power to project the energy of a demesne, a manse is the next logical step.
  235. This allows the Prince's aura to be used to power a manse. Such a building is designed and constructed according to the normal rules for designing manses, with the following exceptions:
  236. * The manse can be built for a demesne of any strength, and it does not require Essence Vents. The Prince's aura can always be modulated to the ideal strength (up to the maximum allowed by this charm’s prerequisite). To the extent that Aspect is relevant, radiated demesnes can be of any caste that the Prince can assume with her anima. No manse can have more than one aspect, though.
  237. * Instead of a hearthstone room, the manse has a number of “power rooms,” each representing one aspect of the Prince's soul. Studying the room requires the normal Occult rolls but reveals information about the Intimacy instead of the manse. All manse abilities lose their power as if they were on a geomantic network that distributed power elsewhere unless the Prince is inside one of the power rooms with her Aura active. If the Prince no longer holds the intimacy the room reflected, the room does not properly interface with the Prince's soul and she must stand in another power room in order to power the manse.
  238. * Without a hearthstone room, the manse obviously never produces a hearthstone. Any power that checks to see who has the manse's hearthstone treats the Prince as the hearthstone bearer while her Aura is active (and returns “file not found” if the aura is inactive).
  239. * It is possible for the manse to experience essence buildup, but the Prince can defuse the situation without damage to the manse by temporarily deactivating her aura or stepping out of a power room.
  240. * A sapient being with the power to channel her own essence functions far more freely than a natural confluence of Dragon Lines. She must remain on-site while the manse is being constructed, but as long as she does so she may consciously channel her spirit to mesh with the structure being built. This divides the time needed to construct the manse by the Prince’s permanent essence (this effect is applied after all other modifiers) and serves as a nearly perfect shadow manse (canceling all 1s on rolls for building, redesigning, or repairing the manse in the course of construction).
  241. Manses created according to this charm’s specifications are usually sturdy structures, for they cannot use their manse powers to defend themselves while the Prince is not in residence (unless they have another source of geomantic energy, such as relays from a more permanent manse). While a manse technically could be created based on the Prince even when there was an existing demesne… the results of the Prince -disconnecting- from such a manse would be immediate essence buildup as the local geomancy reasserted itself.
  242.  
  243.  
  244. Create a charm or two branching off here to exploit that create-a-demesne effect for geomantic combat/sabotage?
  245.  
  246.  
  247. Tears Like Crystal Facets [green]
  248. Cost: 1m, 1wp Mins: Essence 4 Type: Simple
  249. Keywords: Obvious, Combo-OK, Stackable
  250. Duration: Indefinite
  251. Prerequisite Charms: Shrine to the Philanthropic Soul
  252. One of Amy’s Patrons specialized in distributing her commands across vast distances using tangible foci. Amy co-opted that architecture to distribute her blessings and hear the needs of those around her.
  253. While standing in a “power room” of a manse created by this charm’s prerequisite, a brief act of will allows Amy to create the “hearthstone” of that manse. This gem, which draws its basic form from the Intimacy the room is founded on, provides all the benefits of a hearthstone with the same rating as the manse it is drawn from while the manse is powered (the precise benefit is also based on the Intimacy underlying the stone and is developed jointly by the player and storyteller).
  254. While the manse is not powered, the hearthstone can still provide mote regeneration and serve as a fuel source provided Amy is in the same realm of existence. If Amy’s aura is deactivated (or she terminates the commitment to this charm), the stone shatters like glass, dealing 1L unsoakable damage to anyone holding it and becoming worthless for any purpose.
  255. Because this stone is a figment of Amy’s conscious will, it is an excellent conduit. First, it serves as an arcane link to Amy. Second, it provides seven bonus successes on any prayer roll to Amy by the owner. Third, while it can be used via sockets as normal it can also be attuned for one mote as if it was an artifact itself (and provides its benefits as long as it is carried by the attuned user).
  256. While ordinary manses can divide their power among hearthstones, this charm allows each “manse” based on Amy to possess only one hearthstone.
  257. At Essence 5+, if Amy has Realm of Summer Rain active, the benefits of that aura radiate from the stone to a distance of [stone’s rating] yards.
  258. At Essence 6+, the stone also acts as a channel for Amy’s Incarnate Ewer of Souls charm (if she knows it) and its range is multiplied by her essence. Opportunities to use that charm become Obvious to Amy, who also learns the identity of any spirits she can choose to affect with it.
  259. At Essence 7+. this charm functions across realms of existence. In fact, if the hearthstone of a manse is enshrined within the power room that spawned it, it allows the manse to function even during Amy’s absence (provided the hearthstone itself is still “powered”).
  260. At Essence 8+, if enshrined in the power room of a manse or some equally significant location in another building the hearthstone’s aura expands to cover the building’s interior (including courtyards walled on all four sides).
  261.  
  262.  
  263.  
  264.  
  265. Congregate Ascension Shintai
  266. Cost: am Mins: Essence 5 Type: Simple
  267. Keywords: Form-Type, Obvious, Eternal, Martyr, Leader
  268. Duration: One day
  269. Prerequisite Charms: Standing Between the Storm and the Sea, Goddess's Ear Technique, Godfather's Awe Stance (x2), Shrine to the Philanthropic Soul, Breath of Perfect Enlightenment
  270. [Text of the charm]
  271. Huge Shintai that turns all resource 5/Shrine of the Soul locations into totemic anima banner areas where all worshippers get your Defend Other and form into mass combat units with Godfather Stance bonuses. Muck about with damage being distributed through the network to your various manifestations. Put physical body Elsewhere or move it to a shrine upon activation? At higher essence, assign charms to each assembly. Eternal keyword transforms such locations into places of refuge on your martyrdom. Allow exrtion of simultaneous Defend Other under normal rules plus a free Defend Other that either applies to all mortals in range or does not… can only except mortals if they attack other mortals. Note that benefits of this charm do not cause a mortal to cease to be mortal.
  272.  
  273.  
  274.  
  275.  
  276.  
  277.  
  278. Debt Beyond Life
  279. Cost: -- Mins: Essence 4 Type: Permanent
  280. Keywords: Eternal
  281. Duration: Instant
  282. Prerequisite Charms: Godfather's Awe Stance
  283. Too often, bright careers are cut short by an untimely, violent end. Those who involve themselves in the world cannot help but weep at the lost potential and wasted hopes vested in a callow youth's battered corpse. And none weep harder than the dearly departed's creditors. Of course, those with a reputation to maintain cannot let such things stand in their way.
  284. This charm permanently upgrades the debts placed by Auspicious Reciprocity Acknowledgment, making them Eternal until collected. They adhere to Hun, Po, and any other soul the debtor may have. Each debt can be collected separately, but the debt does not adhere to Exaltations-- they lack the will to enter into contracts, and the various transcendent beings involved in their creation protected them well against such residues.
  285. At Essence 5+, as an added benefit, the transcendent permanency of the Prince's will asserts its inviolable rank as the First and Last Lien. In the event of a conflict between two supernatural effects that rely on debt or reciprocity, any competitors' effects are suppressed while they are in conflict with efforts to repay the Prince (though other creditors are free to assert their rights if the Prince's lien is paid or left unclaimed). Add the Prince's permanent essence as automatic successes to any rolloff involving this effect.
  286.  
  287.  
  288. Intolerable Insult Sublimation
  289. Cost: 1m Mins: Essence 3 Type: Reflexive
  290. Keywords: Combo-OK
  291. Duration: Instant
  292. Prerequisite Charms: Buzzing Fly's Inquisition, Auspicious Reciprocity Acknowledgment
  293. To spurn a gift is a terrible offense in many cultures. It shows disrespect towards the giver and spits in the face of their generosity. In many cases, angry recriminations and social disgrace are appropriate responses. Amy learned to rise above that, to gather the broken pieces of her dignity and simply ask, “Why?”
  294. This charm can be activated whenever a character rejects an activation of Auspicious Reciprocity Acknowledgment. The Prince draws rapid-fire conclusions based on the target's body language, expression, conversation, and even pupil dilation. This charm is a perfect attempt to discern why a gift was rejected; in the event of a rolloff it adds automatic successes equal to the Prince's permanent Essence. If the charm succeeds, the player of the target must honestly explain why the character rejected the initial wish.
  295. At Essence 4+, if the Prince removes or overcomes the listed obstacle(s) and makes a social attack to convince a target of this charm to accept the favor based on the new circumstances, her aspect of longsuffering dignity provides the benefits of a maximum Appearance modifier.
  296.  
  297.  
  298. Flesh-Warping Mercy
  299. Cost: -- Mins: Essence 3 Type: Permanent
  300. Keywords: Shaping, Training
  301. Duration: Permanent
  302. Prerequisite Charms: Auspicious Reciprocity Acknowledgment
  303. This charm infuses its prerequisite with supernatural power. The Prince can now directly grant wishes by bestowing dots of Physical Attributes, Appearance, and/or permanent mutations. These dots must fulfill the desire as normal, but they can do so in ways the supplicant never imagine or wanted. Any single permissible mutation may be given with each activation of this charm. These arrive over the course of a single scene by default. If the Prince chooses to have them arrive instantly, they do so in a column of shimmering images as an Obvious effect. These mutations are always considered “internal” and do not impact the target's ability to live in Creation or resist mutations from other sources.
  304. Alternately, this Charm may also be used to remove mutations, in which case the target still owes the Prince later, but the former mutant regains any experience points invested in the trait.
  305.  
  306.  
  307. Spirit-Enlightening Munificence
  308. Cost: -- Mins: Essence 3 Type: Permanent
  309. Keywords: Training
  310. Duration: Permanent
  311. Prerequisite Charms: Auspicious Reciprocity Acknowledgment
  312. This charm infuses its prerequisite with supernatural power. The Prince can now directly grant wishes by bestowing dots of Mental and Social Attributes, Specialties, Abilities, or Thaumaturgy degrees/procedures. These arrive over the course of a single scene by default. If the Prince chooses to have them arrive instantly, they do so in a column of shimmering images as an Obvious effect.
  313. At Essence 4+, this charm may bestow in response to a wish the objective answer to one specific, factual question, provided that information is known by at least five self-aware beings. “Who stabbed Roger Rabbit?” is factual; “Who is responsible for the death of Roger Rabbit?” is not. Charms that supernaturally conceal information oppose this charm's effects as normal.
  314.  
  315.  
  316. Leashed Gift Precaution
  317. Cost: -- Mins: Essence 3 Type: Permanent
  318. Keywords: Training
  319. Duration: Permanent
  320. Prerequisite Charms: Auspicious Reciprocity Acknowledgment
  321. The first Primordials fell to weapons of their own making, so they filled Amy's ears with their tales of woe and torment. Amy will not make their mistake. This charm allows the Prince perfect control over any products of its prerequisites. In person, the Prince can reflexively suppress or reinstate them at will (though the results of Society-Shaping Mandate of Fortune take rating*7-2*[Prince's Essence], minimum 1, days to arrive or fade). Alternatively, the Prince may set one simple condition (“Do not attack a woman,” “Sing the 'Knights of the Round Table' song once per day”) per wish granted. The beneficiary of the wish must be explicitly informed of any conditions in person by the Prince before they take effect.
  322. This charm has the Training keyword; disabling releases XP and “re-enabling” traits with it inflicts XP debt as normal. This does mean that an Exalt already in XP debt will generally not be able to “recover” wishes suppressed by this charm until the debt is paid off.
  323.  
  324.  
  325. Society-Shaping Mandate of Fortune
  326. Cost: -- Mins: Essence 3 Type: Permanent
  327. Keywords: Training, Shaping
  328. Duration: Permanent
  329. Prerequisite Charms: Auspicious Reciprocity Acknowledgment, (Amy) Inevitability Technique
  330. Amy lived her life wishing to improve the fortune of the oppressed; in the world originating from her, that desire will be granted. This charm expands the scope of Auspicious Reciprocity Acknowledgment, allowing it to bestow dots of Backgrounds that represent social (as opposed to supernatural) advantages. Influence, Ally, Cult, and Salary are all examples of social backgrounds; Artifact, Familiar, and Whispers usually are not. All targets of the charm must be naturally able to possess all granted backgrounds.
  331. Recipients must pay 3xp per dot “trained” by this charm when they receive the dot. All dots arrive through a series of fortuitous but seemingly chance events at a rate of one dot per week. The recipient either exploits or simply quietly benefits from these events as appropriate.
  332.  
  333.  
  334. Munificent Contract Mastery
  335. Cost: -- Mins: Essence 4 Type: Permanent
  336. Keywords: None
  337. Duration: Permanent
  338. Prerequisite Charms: Auspicious Reciprocity Acknowledgment, any other charm which lists it as a prerequisite, Effortless (Amy) Dominance
  339. This charm dramatically enhances the Prince's ability to grant wishes. The discount from Effortless (Amy) Dominance now applies to (and is triggered by) Auspicious Reciprocity Acknowledgment. This charm provides additional benefits based on the other charms the Prince knows.
  340. Flesh-Warping Mercy can heal lethal or bashing damage equal to the Prince's essence. At Essence 4+, it can also heal one Crippling or tangible Shaping effect per activation. It can be applied to heroic mortals already in experience debt.
  341. Spirit-Enlightening Munificence can heal one Derangement, Compulsion, Illusion, or intangible Shaping effect per activation. At Essence 4+, the question option functions as long as the information is known by at least one self-aware being, but is still opposed by supernatural concealment effects as usual. It can also be applied to heroic mortals already in experience debt.
  342. Leashed Gift Precaution can now impose conditions for automatic restoration as well as automatic revocation. The total number of conditions of both types must be equal to or less than the Prince's permanent essence, and subjects must still be informed in person of such conditions.
  343. Society-Shaping Mandate of Fortune can be applied to heroic mortals already in experience debt. At the Prince's option, backgrounds granted by this charm can take on either a clearly meritorious or shady aspect-- Resources and Ally might appear in the form of a reward for saving an important person's life... or in the form of impossible-to-prove-but-suspected Guild ties.
  344. Merciful Burden Abjuration now makes it instantly Obvious to the Prince's senses if someone retains the information it seeks to destroy. The Prince learns the essence score, essence type (“Spirit,” “Solar,” etc) and general area of the interloper (“On the third layer of Malfeas,” “In Chiaroscuro,” etc), but not other information. At Essence 5+, that charm also allows the Prince to “relieve” knowledge of any trait with an experience cost (except for permanent essence and the “favored” status for abilities/attributes/etc); beneficiaries are refunded experience equal to the cost of traits removed in this fashion.
  345.  
  346.  
  347.  
  348.  
  349. Goddess's Ear Technique [green]
  350. Cost: 10m Mins: Essence 3 Type: Simple
  351. Keywords: None
  352. Duration: One Week
  353. Prerequisite Charms: Auspicious Reciprocity Acknowledgment, Pedestrian Paragon Acceptance
  354. Cecylene may half-listen for worshipers that fit her aesthetic, but Amy is willing to commit and attend to far more. This charm allows the Prince to automatically hear prayers directed at her, provided they come from her priests, people she has a positive intimacy towards, people with a positive Intimacy towards her, or people who owe her a favor. The authors of such prayers are considered to be within range of Auspicious Reciprocity Acknowledgment.
  355. At Essence 4+, this charm applies to all prayers directed to the Prince, provided they succeed on a difficulty 7 prayer roll. Alternatively, the Prince can listen closely, taking a -3 internal penalty to all non-reflexive actions in order to pay attention to any prayer directed at her.
  356. If the Prince also has two purchases of (Amy)-Body Unity, instead of becoming irrelevant this charm sets the difficulty of all prayer rolls to the Prince to 0 and hear any requests made by people who fit the Essence 3 criteria of this charm, even if those requests were not intended as prayers. It also allows Auspicious Reciprocity Acknowledgment to respond to non-verbalized desires (such as a comatose patient’s desire to awaken), as adjudicated by the ST.
  357.  
  358.  
  359. Approaching the Meek
  360. Cost: -- Mins: Essence 4 Type: Permanent
  361. Keywords: None
  362. Duration: Permanent
  363. Prerequisite Charms: Goddess’s Ear Technique
  364. Amy desires above all else to hear and grant the desires of mortals to be better and more glorious than they already are. During her travels, though, several times she met mortals (and one Dragonblooded) who said that they prayed to her and heard no response. She tried to make it ever easier to contact her, but evidently the networks that distribute prayer require some modicum of eloquence to recognize a prayer for what it is. So Amy did the next best thing and made it unmistakably clear to her suppliants when they had reached her and when they needed to try harder.
  365. Whenever someone succeeds on a prayer roll to the Prince, they feel an unmistakably Obvious sense of warmth and communion which indicates that their roll succeeded. This sense of unity provides an intimacy of worship or reverence towards Amy and restores 1 point of willpower to the suppliant. The worshippers are not the only ones who benefit; by providing constant positive feedback for prayer and sacrifice the Prince strengthens her cult, doubling the speed at which the benefits of that background accrue (regaining motes every half hour instead of hour, for instance).
  366. In addition, at Essence 6+ the willpower cost to resist being connected to the Mandala increases by 1 (for effects that allow paying willpower to resist) due to how incredibly easy this charm makes it for Amy to reach out to the people around her.
  367.  
  368.  
  369. Merciful Burden Abjuration
  370. Cost: -- Mins: Essence 3 Type: Permanent
  371. Keywords: Shaping
  372. Duration: Permanent
  373. Prerequisite Charms: Auspicious Reciprocity Acknowledgment
  374. The greatest gift that can be given... That's a question everyone has their own answer to. But there were certainly times when Amy would have answered, “Peace.” She may never receive it herself, given her new station in existence, but she will certainly extend it to anyone else she meets.
  375. This charm expands the scope of its prerequisite to include erasing a single experience, lasting no more than a scene, from a person's perspective. It removes all recollections of the event, ends ongoing effects, and masks physical evidence on their immediate person (health levels lost remain but change their source, wine stains fade, etc).
  376. This experience is not destroyed; rather, it passes into the custody of the Prince, who gains perfect knowledge of the event in question. At that point, she has two choices. She can either take the burden herself, in which case any physical evidence on the target redirects to her, or she can consign the subjective memories to Oblivion.
  377. At Essence 4+, the Prince may attempt to alter the event itself instead of merely changing the target's perceptions. Within the limits of Auspicious Reciprocity Acknowledgment (and its expansions), the event can be erased. Damage to all involved could be healed (with Munificent Contract Mastery and Flesh-Warping Mercy), stolen money restored (with Society-Shaping Mandate of Fortune), and the events themselves become subject to occlusion. This functions as Arcane Fate, except that it applies equally to creatures inside and Outside Fate, and characters do not receive a roll to resist unless their permanent essence is equal to or greater than that of the Prince. Physical evidence never receives a roll to resist and fades within days instead of seasons. This alteration to the narrative of the universe redirects effects up to and including the divinations of the Hidden Judges of the Silver Flame. However, in the event that someone with essence greater than or equal to that of the Prince later attempts to learn about the event through some supernatural means (not having known when this charm was first activated), they can begin making rolls for Arcane Fate as if they had been present. These rolls suffer an external penalty equal to the number of seasons that have passed since the Prince made use of this charm. Even if successful, they will usually find taking action difficult given the near-total annihilation of tangible evidence.
  378. As before, the Prince can choose to accept responsibility for the event herself, in which case memories and other events adjust to make her the perpetrator, or she can consign the event to Oblivion, in which case the event simply never happened. The only ones who retain knowledge of it are the Prince and anyone with the appropriate essence who shakes off the Arcane Fate memory alterations.
  379. Given the new nature of this charm it is not widely known, but someone following in the footsteps of the Neverborn could potentially intercept knowledge consigned to Oblivion using custom charms that pitted his will and essence against the will and essence of the Prince trying to push the event past the threshold of Oblivion.
  380.  
  381.  
  382. Breath of Perfect Enlightenment
  383. Cost: -- Mins: Essence 4 Type: Permanent
  384. Keywords: Training, Enlightening, Obvious
  385. Duration: Permanent
  386. Prerequisite Charms: Munificent Contract Mastery
  387. Amy rarely had the opportunity to grant the wishes of the Chosen, but in another universe... This might have been one of her iconic abilities. The art of granting people their own untapped potential is a delicate yet powerful one.
  388. This charm expands Auspicious Reciprocity Acknowledgment to allow the granting of any charm or spell that the target could learn under normal conditions (incurring XP debt as usual). It cannot grant Martial Arts style charms unless the character herself knows them (this is an inherent limitation of the Imperfect Lotus), and it cannot grant Sorcerous Enlightenment charms unless, in the Storyteller's opinion, the target has completed all five Trials.
  389. There is nothing subtle about gaining a charm through the use of this charm. The target's anima banner flares to its highest level as runes in the target's native language describe in rough terms the effects of the charm he just learned. These effects fade after three ticks.
  390.  
  391.  
  392. Moment of Glory [green]
  393. Cost: -- (+1m+) Mins: Essence 5 Type: Permanent
  394. Keywords: Obvious
  395. Duration: Permanent
  396. Prerequisite Charms: Breath of Perfect Enlightenment
  397. Many are the times that Amy heard mortals lift up their voices in despairing prayer at their own impotence, crying for just one moment of the powers of the godlike Chosen before them who could so clearly fix everything in the space of a few heartbeats if they only tried. And Amy, bless her literalist heart, gave them what they asked.
  398. This charm expands Auspicious Reciprocity Acknowledgment; it can now grant as a favor the benefits of any Instant Reflexive charm the Prince knows (often a perfect defense or excellency) except for Auspicious Reciprocity Acknowledgment. The cost of activating the charm (in motes, willpower, or anything else) is added on to the cost of activating Auspicious Reciprocity acknowledgment. It should be redundant to say so, but the Prince cannot grant herself activations of her own charms as wishes.
  399. At Essence 7+, this charm expands to include all Reflexive charms the prince knows (still excepting Auspicious Reciprocity Acknowledgment). Those with a duration greater than Instant require the Prince to either commit their cost or give the effect the Sorcerous keyword. The difficulty to dispel is based on this charm’s essence requirement rather than that of the charm being granted.
  400.  
  401.  
  402. Love the Forest and the Trees
  403. Cost: --(5m,1wp) Mins: Essence 4 Type: Permanent
  404. Keywords: Upgrade
  405. Duration: Permanent
  406. Prerequisite Charms: Munificent Contract Mastery, Society-Shaping Mandate of Fortune
  407. One of the greatest changes that came over Amy when she ascended was the moment when she realized she did not need to save individuals; she could breathe life into entire societies.
  408. A Prince can pay a surcharge of 5 motes, 1 willpower when activating Auspicious Reciprocity Acknowledgment to replace all references to "individuals" in that charm (and others that have it as a prerequisite, directly or indirectly) with "a social or other unit with magnitude up to the Prince's essence*1.5." A group can resist the wish by spending loyalty just once, or, as a special exception to the normal rules for units, individual members can subconsciously spend willpower to exempt themselves from the wish (and the debt). The Prince chooses at the time of activating this charm whether social benefits apply to individuals or to the group as a whole.
  409. Alternatively, the Prince can choose to grant a wish to a space (a sphere with a radius no greater than Essence*100 yards). Any individual in the space who expresses a desire granted by the wish and meets the criteria (a number of simple sentences about objective information, up to the Prince's essence) receives the wish. No more people can be affected by this means than could fit into a social unit with magnitude equal to the Prince's essence*1.5.
  410.  
  411.  
  412. Muricane's Mercy Remembered
  413. Cost: -- Mins: Essence 4 Type: Permanent
  414. Keywords: Obvious
  415. Duration: Permanent
  416. Prerequisite Charms: Auspicious Reciprocity Acknowledgment
  417. As she wandered silver sands, demon cities, and self-aware grinding dystopias, many were the times that she wished she was home in her own bed again. That wish was never granted to her, but she dedicated her transcendent will to granting it to others.
  418. This charm expands its prerequisite to allow moving the wisher or one unattuned object (not in immediate possession of another character) smaller than a yeddim from one point within range to another point within range. “Range” is the range of this charm's prerequisite or [Prince's Permanent Essence] miles, whichever is larger.
  419. At Essence 5+, this charm can explicitly target locations (“In front of my son's murderer,” “home with my parents”) and objects (“my missing car keys, dangnabbit”) that the Infernal has no knowledge of.
  420. In addition, a repurchase of this charm at Essence 6+ expands the range to [Prince's Permanent Essence]*10 miles and, should she know The Spirit of the Living World, to locations and objects in her soul.
  421.  
  422.  
  423. Sublime Mimicry of Reincarnation
  424. Cost: -- Mins: Essence 3 Type: Permanent
  425. Keywords: None
  426. Duration: Permanent
  427. Prerequisite Charms: Munificent Contract Mastery
  428. Amy was fascinated when she first met Alchemicals; their system of tracking souls to inflict reward and punishment, promotion and Champion-hood and systematic reincarnation seemed like a paradise.
  429. This charm can now grant wishes for the death of an individual, but only an individual human Extra or being of equivalent power. It can also stabilize any dying extra and/or cause them to heal as the Exalted for a single day.
  430. At Essence 4+, if the Prince knows any She Who Lives in Her Name charms, this charm can also grant any wish for the life/existence of a human extra. This adds the Heretical keyword to the charm. Humans produced by this charm are sorcerously bound to obey the one who generated them, but other than that their personalities and other traits can be defined as required to meet the wish's requirements.
  431. Humans created by this charm are not entirely real. Unless the Prince has Wyld Cauldron Technology, at least two purchases of Constructive Convergence of Principles, or the equivalent, they lack souls, leave no ghosts upon death, and have no Fate unless integrated with the Loom by a being of appropriate power and purview. If they go without interacting with the people and things of Creation for (Prince's Willpower+Prince's Highest Virtue) days, roll (Prince's Essence) at difficulty (number of times roll was previously made for that person +1). On failure, the person no longer exists. If the Prince -does- have two purchases of Constructive Convergence of Principles, the person receiving the wish may reflexively and subconsciously pay 3xp per dot of Followers to fully integrate the new persons with Creation as real beings. If they have been so purchased, they are no longer bound to the Prince (though they are instead Indebted to her as if they'd had one wish granted).
  432. Such humans always have memories of a past, but their past does not actually exist unless the Prince also knows Society-Shaping Mandate of Fortune. No element of the construct's past generated by this charm may involve a background that SSMF cannot usually grant (or a number of background dots greater than the Prince's Essence) unless the construct is stepping into the position of a real person (in which case they can attempt to assume such backgrounds using their own dice pools-- convincing a person's clique will probably be straightforward; finding a deceased Lunar's Grand Daiklaive much more difficult).
  433.  
  434.  
  435. Invoking the Generation-Spanning Generosity Mandala
  436. Cost: -- Mins: Essence 6 Type: Permanent
  437. Keywords: Eternal
  438. Duration: Permanent
  439. Prerequisite Charms: Sublime Mimicry of Reincarnation, Debt Beyond Life, Love the Forest and the Trees, Goddess's Ear Technique
  440. Perhaps the greatest, most fundamental distinction between Amy and her predecessors is her desire to help others for their own sakes, to reach out and lift people up merely because she sees them in need. She embraced the constant injustice of the world, lavishing favor on any she happened to meet, rewriting fates and forms at every opportunity.
  441. But in the next life, she will do better.
  442. This charm expands the range of Auspicious Reciprocity Acknowledgment to include “all existences connected to Amy's mandala.” 'Existences' include any part of a person connected via Debt Beyond Life. People connect themselves to the mandala by owing the Prince a favor (as per Auspicious Reciprocity Acknowledgment); by dying with an intimacy of reverence, worship, etc, towards her, her cult, or her mandala; praying to Amy at least three times; or by explicitly praying to be connected (a prayer Amy can grant automatically and reflexively).
  443. Whenever someone connected to the Mandala dies, their next life is flavored (and burdened) by a single activation of Auspicious Reciprocity Acknowledgment. Rather than the normal time scale on which that charm operates, benefits granted through the Generation-Spanning Generosity Mandala accumulate over several years, becoming fully realized at various times throughout the subject's life. All benefits will definitely be fully manifested by the time the character reaches the age of majority in their culture.
  444. The Prince can choose to grant the same benefit to all petitioners (or all petitioners in a certain category), grant connected souls free choice among the options made possible by Auspicious Reciprocity Acknowledgment (or a subset thereof), grant no benefits, or set any number of objective criteria to award one of the preceding options (set benefit, no benefit, choice of benefits).
  445. Criteria applied through the Mandala must be ones that require no subjective judgment. Examples of valid criteria include, “Anyone who ...never suppressed Compassion,” “..had an Essence of at least 2,” “...Lived in the city of Gem for at least a month,” “..Owned a ship,” “...Was sworn at by the holder of this Exaltation,” “...Used the name 'Radiant Sunset,'” “...Killed a sapient being,” “...Was a Creature of Darkness,” “...is this guy sitting in front of me,” etc. Examples of invalid criteria include, “Was a good person,” “Made the world a worse place,” “Was treated unfairly by life,” and anything involving events still in the future.
  446. Examples of valid 'gifts' include “will have enough to live on” (Resources 1), “will be a master in his chosen field” (three dots in ability of choice), “will be born into a large and loving family” (Followers 2), and any other effect that could reasonably be produced by Auspicious Reciprocity Acknowledgment.
  447. To avoid conflict, all criteria exist in an order of priority. The default is “whichever one is oldest applies first,” but the Prince may adjust the order at any time as a diceless miscellaneous action.
  448. Amy was trained by three of the greatest minds behind the Loom of Fate; bonuses put in place by this charm never cause damage to the Loom and cannot be negated or altered by Astrology.
  449. Example 1: The Prince sets the criterion, “Anyone who gives away water without charging money for it chooses one boon for their next life.” Tepet Liam, a mortal member of a Dragonblooded house, joins Amy's cult, thereby connecting his soul to the Mandala. He later gives a drink of water to a woman he sees in the street. When he dies, his player reviews the options available and asks to be famous. By the time his next incarnation reaches the age of 15, he will have Influence 2.
  450. Example 2: Laughing Wounds Triumphant, a Solar Exalt, accepts a gift from the Prince while still living, connecting himself to Amy's Mandala. The Prince sets the rule, “All Solar Exalt who die to an unexpected attack receive the charm Reflex Sidestep Technique in their next incarnation.” When he dies in an ambush, the next person to receive that shard gains the charm Reflex Sidestep Technique (and XP debt, as per the Training keyword) as soon as he meets the prerequisites.
  451.  
  452.  
  453. Transcendent Determinism Proficiency [green]
  454. Cost: -- Mins: Essence 6 Type: Permanent
  455. Keywords: Eternal, (partially) Shaping
  456. Duration: Permanent
  457. Prerequisite Charms: Invoking the Generation-Spanning Generosity Mandala
  458. This charm permanently upgrades the Mandala. It can now bestow a number of activations of Auspicious Reciprocity Acknowledgment equal to the Prince's permanent essence score, creating complex futures involving several effects.
  459. In addition, all of the Prince's attacks (physical or social) naturally connect people to the Mandala as a Shaping effect. Anyone who has a DV overcome by the Prince is linked to the Mandala as a Shaping effect unless they subconsciously pay 1 Willpower to resist. This effect is resisted or accepted separately from the attack that the Prince actually made.
  460. Finally, as an as-yet unrealized benefit, this charm redefines the Mandala to exist as Amy's soul. Any others who try to exert power over the cycle of reincarnation by learning this charm's prerequisite or any other that interacts with Amy's Mandala (or the souls tied to it) gains the Throwback flaw at a rating of 4 tied to Amy's personality. Any effect that suppresses, removes, divests, or otherwise avoids the drawbacks of that flaw also cuts off their access to the Mandala, and any action that alters the Mandala or its criteria counts as one that evokes Amy's motivation and intimacies. This is not a Shaping effect.
  461.  
  462.  
  463. Ten-Thousand-Soul Garb [green]
  464. Cost: -- Mins: Essence 6 Type: Permanent
  465. Keywords: None
  466. Duration: Permanent
  467. Prerequisite Charms: Invoking the Generation-Spanning Generosity Mandala, Godfather's Awe Stance OR Goddess's Ear Technique
  468. Few things inspire more fear and awe than the moments after death. The great unknown, the last mile... Rare indeed are those without strong feelings about the beginning after the end. This charm taps into that primal current running through the human subconscious.
  469. Strictly for the purposes of Godfather's Awe Stance and Goddess's Ear Technique, people connected to the Mandala count as people who owe the Prince a favor. Connections to the Mandala become Obvious to the Prince.
  470.  
  471.  
  472. Pedestrian Paragon Acceptance
  473. Cost: -- Mins: Essence 2 Type: Permanent
  474. Keywords: None
  475. Duration: Permanent
  476. Prerequisite Charms: None
  477. Unlike her patrons, Amy was always willing, even eager, to acknowledge mortal power. She feared the police; she honored surgeons; she respected political leaders. This charm allows the Prince to recognize and admire the excellence of those around her.
  478. As a permanent effect, if someone within the Prince's line of sight is a mortal, is an Extra, or is Heroic, those descriptors become immediately Obvious to the Prince. If the person is Great, that also becomes obvious (by the fact this charm's other benefits do not trigger), but no further information is revealed.
  479. If the person is not Great, though, their best qualities shine forth for the Prince from their every action and gesture. For the purposes of this charm, treat the Virtues, Motivations, and Intimacies of such characters as perpetually relevant to the current scene; the Prince learns about each of them as if she had just rolled successes equal to her permanent Essence on a series of Perception+Investigation actions (she can investigate further as normal) and adds those automatic successes to any other Perception+Investigation actions she takes targeting that character in the current scene.
  480. In addition, faults and weaknesses become visible as twisted shadows and weeping sores on the mortal paragon's form; the Prince automatically recognizes any outright lies from Essence 1 mortals and reflexively attempts to recognize all other forms of deceit and omission using the normal rules but with bonus automatic successes equal to her permanent essence.
  481. However, the more aware of a mortal's heroic excellence the Prince becomes, the harder it is to ignore them when they ask for help. The Prince's Dodge MDV suffers an external penalty equal to her permanent essence against social attacks from any non-Great character, provided that character makes the attack in person.
  482. At Essence 3+, if she succeeds on an actual Perception+Investigation attack against such a character, she learns their greatest desire and their most heroic action to date.
  483.  
  484.  
  485. Excellence-Affirming Admonition [Green]
  486. Cost: 1m+ Mins: Essence 2 Type: Simple (Speed 5, DV -0)
  487. Keywords: Obvious, Touch, Combo-OK, Sorcerous, Stacking
  488. Duration: One Year
  489. Prerequisite Charms: Pedestrian Paragon Acceptance
  490. Sometimes, the greatest praise imaginable is criticism. A word of advice delivered with simple honesty from a true paragon is a compliment, for it shows that the master looks on you as a potential peer. How much more so, then, such words to a mortal from one of the Chosen?
  491. In order to activate this charm, the Prince must witness a non-Great character succeed at a challenging task (the equivalent of rolling three or more successes), make physical contact (a pat on the back or handshake, for instance), and offer a word of correction, encouragement, or praise related to the task.
  492. Once this effect is triggered, the target's normal excellence becomes supernaturally enhanced. The Prince pays motes up to the number of successes the lesser character rolled on the action in question. For each mote paid, he converts one die from that pool into a success for the next year. This effect is immediately Obvious to the target of this charm, who feels warmth surging through him from the point of contact (and experiences other sensations, visions, or flashes of insight evocative of the new effect). This bonus does not count as dice added by a charm; it is an alteration to probability as Creation is forced to accept the mortal's puissance.
  493. If at any time the non-Great character has an Essence score of two or higher, the effects of this charm end immediately.
  494.  
  495.  
  496. Grand Peerage Induction
  497. Cost: – (+1wp+) Mins: Essence 3 Type: Permanent
  498. Keywords: Stacking
  499. Duration: Permanent
  500. Prerequisite Charms: Excellence-Affirming Admonition
  501. Formality breeds permanence; ritual breeds continuity. A knighthood was at once a glorious honor and an irresistible compulsion to improve one's strength.
  502. The Prince may pay a surcharge of one temporary Willpower and perform a short ritual (five long ticks) with the target when activating this charm's prerequisite. In this ritual, the mortal takes on the privilege and duty of perfection. This ritual may take any form, but the effects should be communicated between players using the technical language of Exalted.
  503. The duration of the prerequisite charm becomes Indefinite. In addition, the mortal gains two dots in a virtue tied to the ritual and chosen by the Prince as he becomes a true Paragon.
  504. At Essence 4+, by increasing the surcharge to two Willpower, the Prince and the target may work together in-character to redefine the target's Motivation to something truly exemplary and heroic. If they do, the target mortal becomes a Heroic Mortal. Unlike the other effects of this charm and its prerequisite, this effect does not end if the mortal's Essence increases.
  505.  
  506.  
  507. All Creatures Great and Small
  508. Cost: -- Mins: Essence 2 Type: Permanent
  509. Keywords: None
  510. Duration: Permanent
  511. Prerequisite Charms: Pedestrian Paragon Acceptance
  512. While humans are of course the dominant life form in a world of mice, otters, dragons, gods, and Chosen... some acknowledgment of the excellence of other beings is appropriate. This charm allows all Amy charms that normally apply only to mortals to apply to any sentient being with an Essence score of 1 or less.
  513.  
  514.  
  515. All Things Wise and Wonderful
  516. Cost: 2m Mins: Essence 3 Type: Simple
  517. Keywords: Combo-OK, Touch, Social, Sorcerous
  518. Duration: One scene
  519. Prerequisite Charms: All Creatures Great and Small
  520. Amy's first introduction to the formal structure of essence came from the most unlikely of sources-- a god asking Autochthon's representatives about how to organize the gods of composite objects. The idea that a tiny god had responsibility for even miniscule parts of everyday objects was new and surprising;it made a deep impression on her.
  521. This charm allows the Prince to gain the attention of and communicate with the least god of any object equal to or smaller than a Yeddim, provided that god's essence score is two or lower. The two can converse and even engage in social combat for the remainder of the scene.
  522. Most least gods have a favorable attitude towards the Chosen and other beings of higher essence. However, being the most purpose-built of beings, they rarely if ever pay attention to objects outside their purview. It would not be at all uncommon for the god of a lock to be able to recite down to the second the last five times its mechanism opened or closed but not have description of any of the people doing the opening or closing beyond “strong hands, short body.”
  523.  
  524.  
  525. Stranger-Approaches-Dog Methodology
  526. Cost: -- Mins: Essence 3 Type: Permanent
  527. Keywords: None
  528. Duration: Permanent
  529. Prerequisite Charms: All Creatures Great and Small, Moment of Meritorious Honesty
  530. Amy knows that your normal natural animal is a vicious, suspicious creature whose first thought upon seeing an unknown biped is roughly, “What fun flavors will they roll out with next?” But when someone like Amy gains the ability to generate her own causality, life can take a much more pleasant turn.
  531. A natural animal will not attack a character with this charm unless first damaged by her or her obvious companions. In addition, the character can communicate with such creatures as if they shared a common language. Animals' attitudes usually begin at friendly, but their minds rarely are equipped to handle complex concepts.
  532. At Essence 4+, the Prince may extend the benefits of this charm to an ally with a touch; the protection lasts until the Prince ends it reflexively or they move more than 2*[Prince's Essence] yards away from the character who knows this charm.
  533.  
  534.  
  535. Transcendent Inversion Approach
  536. Cost: – (+4m) Mins: Essence 3 Type: Permanent
  537. Keywords: None
  538. Duration: Permanent
  539. Prerequisite Charms: Excellence-Affirming Admonition
  540. While all mortals can rise, some have the potential to rise further than others. Those furthest down in despair can be lifted to the greatest height by a single helping hand.
  541. When this charm's prerequisite is applied to a mortal Extra, each mote spent converts two dice into successes, up to a maximum of twice the mortal's successes on the original task (assuming he has enough dice in his relevant pool).
  542. In addition, by paying a 4 mote surcharge, the Prince may grant the mortal a positive intimacy towards his benefactor. If she does so, he gains one additional -2 health level per mote spent and recovers from poison/disease/injury as one of the Chosen for as long as the intimacy lasts.
  543. At Essence 4+, if the mortal is being converted to a heroic mortal via Grand Peerage Induction, the effects of this charm can still be applied during the ritual, and the mortal gains the ability to treat any mental influence opposing his new Intimacy as an unacceptable order.
  544.  
  545.  
  546. Gate of Ijtihad Unsealed
  547. Cost: -- Mins: Essence 6 Type: Permanent
  548. Keywords: Shaping, Enlightening, Sorcerous
  549. Duration: Permanent
  550. Prerequisite Charms: Transcendent Inversion Approach, Breath of Perfect Enlightenment
  551. One of the most significant events in Amy's life was the moment an otherworldly being appeared with the gift of powers far beyond anything she could ever aspire to in her natural state. The lingering attachment to that gift manifests as this charm.
  552. This charm allows a wish to forcibly reshape the essence of the target, grafting in patterns that it was never meant to support. The target must be entirely willing (that is, not compelled by any unnatural mental influence). The experience is agonizing, inflicting one level of unsoakable aggravated damage every tick for the six ticks required for this charm to take effect and draining all of the target's Essence pools to zero. If the target has an anima banner, it flares to the totemic level during this process.
  553. Assuming the target survives, this charm becomes a permanent enhancement to their nature and can no longer be countered. This allows the target to gain access to any ONE of: Sorcery one tier higher than normally available, Martial Arts one tier higher than normally available, or the charms of one other type of being at or below the same level as the target (Solaroid->Celestial/Fey->Terrestrial/Spirit->Mortal; access to Alchemical charms cannot be granted by this charm). The target must still meet all other prerequisites of the charms or abilities and pays a 2xp surcharge over and above the normal costs that their caste pays to learn such effects. If they already have partial access to a tier in their chosen area (such as Dragonblooded using Celestial Martial Arts), they gain full access to that tier and the rules for their partial access can now enlighten them to partially access the next tier up the ladder.
  554. A little-known side effect of this charm is the bond it forges between the target and the user. Forever after, the user's intimate experience with the soul and exaltation of the target serves as a flawless arcane link of the best quality to the target, and if the target begins the process of becoming an Akuma or another similarly dramatic change in nature, that fact is immediately Obvious to the user of this charm.
  555. Taking this charm requires special permission from the ST-- if you’ve played HERO, it’s the equivalent of the “stop” tag.
  556.  
  557.  
  558. Beneficent Exactitude Stance
  559. Cost: 5m Mins: Essence 2 Type: Reflexive (Step 1 for attacker, Step 2 for defender)
  560. Keywords: Combo-OK, Leader (3)
  561. Duration: Indefinite
  562. Prerequisite Charms: Pedestrian Paragon Acceptance
  563. “Before all else, do no harm.” Only a surprisingly small amount of Primordial power is required to put the Spiders on notice that their precious designs are in danger from the tender ministrations of rampaging Chosen. This charm provides that awareness and the imperative and the energy to do something about it.
  564. While this charm is active, the character cannot cause unintended harm (including to the Loom itself, of course). If her arrows miss, they bury themselves in soil or wood, their force spent harmlessly and destiny at work to keep a small child from picking one up later and trying to eat it. Should she seize a partly-occupied building and wield it like a club, those inside will emerge unscathed after the conflict, and the building's owner will somehow find his property salvageable. In the unlikely event that something opposes these effects, treat this charm as a perfect defense against that portion of that specific effect. Note that this does not alter the Prince’s opponents actions-- if she chooses to wield a building as a club and he smashes her weapon, the building will be quite naturally smashed.
  565. In addition, the character adds her permanent essence as a bonus to her mental defense values against any effect that would require her to harm someone other than herself. Her MDVs are always applicable against such effects.
  566. This effect does not inhibit the Chosen's ability to cause intentional harm. As an inherent limitation of Amy's powers, any charm that draws on her for combat (be it native or heretical) must include this charm as one of its prerequisites.
  567. At Essence 4+, the activation cost of this charm becomes 0m.
  568.  
  569.  
  570. Harmonic Precision Beyond Timed [green]
  571. Cost: -- Mins: Essence 4 Type: Permanent
  572. Keywords: Leader(5)
  573. Duration: Permanent
  574. Prerequisite Charms: Beneficent Exactitude Stance, Leashed Gift Precaution
  575. Before even power, Amy always valued control. Precision. Her own limited intellect often condemned her to see unintended consequences of her actions rippling (and ripping) through lives or even entire societies, leaving a trail of havoc that she could never take back, for good or ill.
  576. Once she gained mastery over her own attacks and the ability to reclaim her gifts from those who were unworthy, though, she quickly learned to reclaim her attacks from those who likewise did not deserve them. This charm is therefore also known as “Primordial Calls Backsies.”
  577. This charm alters the nature of any harm inflicted while under the effects of Beneficent Exactitude Stance that is expressed by some change to a target’s character sheet (so it includes elements like health levels of damage, crippling effects, and UMI that directly alters intimacies, but excludes most insults, thefts that don’t change someone’s Resources rating, etc). Specifically, it allows Amy to revoke or reinstate it within the limits of Leashed Gift Precaution. All restrictions and expansions of that charm apply to this one. Note that the “gifts” created by this charm do not impose a debt, and using this charm to suppress an injury does -not- count as healing it for the purposes of triggering Auspicious Reciprocity Acknowledgment (that would require Flesh-Warping Mercy or more mundane medical efforts).
  578.  
  579.  
  580. Innocence Untouched
  581. Cost: 8m Mins: Essence 2 Type: Reflexive (Step 2)
  582. Keywords: Combo-OK, Obvious, Leader (4)
  583. Duration: Instant
  584. Prerequisite Charms: Beneficent Exactitude Stance, Moment of Meritorious Honesty
  585. For a sudden transcendent moment, an attacker realizes that he cannot-- must not-- harm the target. Even inanimate or unintelligent attackers draw back from the incarnation of innocence presented, as if iron itself could not bear to shed her blood. This charm functions as a perfect parry defense against any physical attack (that is not unexpected) or environmental hazard. It is subject to the Imperfection of the Shattered Heart.
  586.  
  587.  
  588. Life for Life
  589. Cost: 1m+ Mins: Essence 2 Type: Simple (Speed 3, DV -0)
  590. Keywords: Combo-OK, Obvious, Leader (3)
  591. Duration: One Scene
  592. Prerequisite Charms: Beneficent Exactitude Stance
  593. Amy was never very good at protecting those near her, but she always tried to, even before she was Chosen. Nearly ended up getting herself killed, in fact. Her essence retains the martyr's blueprint for any foolhardy enough to use it.
  594. The Prince spends a number of motes less than or equal to her permanent essence to activate this charm. For the remainder of the scene, she can make up to twice that many Defend Other actions on each of her turns reflexively, without incurring DV or multiple action penalties.
  595. At Essence 3+, these actions can be applied at a range of up to 2^[Permanent Essence] yards.
  596. At Essence 4+, the character can choose to absorb a blow that beats her DV, denying the attacker the option to continue on to the target she was protecting and resolving damage from the attack as if the blow had been aimed at her. If she does so, she cannot defend herself with a charm that carries a Flaw of Invulnerability.
  597. At Essence 5+, the range of this charm doubles and the character may choose to respond reflexively in Step 2 with a Defend Other action if someone within range is attacked and she has a reflexive Defend Other remaining during the current action.
  598.  
  599.  
  600. Heart-as-Life Warding [green]
  601. Cost: -- (-3m) Mins: Essence 2 Type: Permanent
  602. Keywords: Leader (3)
  603. Duration: Permanent
  604. Prerequisite Charms: Life for Life
  605. “Who tells a lie sharpens a knife.” Words from Amy’s patron that she treasured in her heart and shared frequently enough as she went through life, especially with her followers. Her often-misguided aim was to shield those who followed her not only from injury but also from pain-- especially the pain of the soul-warping enchantments of Fey and Chosen. Her patron was alone among the Yozis in devising a means to shield anyone from hostile mental influence, and he taught her well.
  606. This charm allows the character’s Defend Other action (and any Amy charms that affect it or the Parry DV) to function in social combat as readily as in physical. This generally takes the form of quick-witted refutations of points or short reminders about memories of the past, other priorities, etc, which supplant or interfere with efforts to change the defended target’s mind. Although it functions in social combat, this Defend Other action follows the same rules for resolution as its physical counterpart.
  607. As an added benefit, this charm provides a 3m discount on Innocence Untouched when it is used during social combat.
  608.  
  609.  
  610. I’m actually not sure if this charm is necessary (Defend Other is a bit ambiguous), so I tacked on the effect that reduces Amy’s PD from the standard physical cost to a mid-range mental cost (some are cheaper but more situational, like Sagacious Reading of Intent; some are more expensive but have other benefits, like TED’s slowly-lowering PD cost).
  611.  
  612.  
  613. Martyred Guardian's Shrine Aspect
  614. Cost: -- Mins: Essence 3 Type: Permanent
  615. Keywords: Native, Overdrive
  616. Duration: Permanent
  617. Prerequisite Charms: Life for Life
  618. This charm grants the character an additional ten mote peripheral essence pool in accordance with the Overdrive keyword. Whenever someone that the Prince has protected with a Defend Other action is attacked, she gains one offensive mote to fill this pool. If she suffers damage as a result of such an attack, she gains 1 additional mote per point of bashing, two per point of lethal, or three per point of aggravated damage she suffers. If she suffers the damage by invoking the Essence 4+ effect of this charm's prerequisite, double all mote rewards.
  619. This charm will only provide motes when the Prince defends against attacks made against her will; she may no more order a bound demon to assault her friends in order to obtain motes than she may gain them from stabbing herself. Health lost in order to pay the activation cost of a Charm likewise never produces motes.
  620. As a special exception to the rules for the Overdrive keyword, a character with this charm may spend offensive motes to enhance her DVs against attacks aimed at those she protects with a Defend Other action, provided that she does not use the motes to activate a charm with a Flaw of Invulnerability.
  621.  
  622.  
  623. Life's Envoy Stands Triumphant [Green]
  624. Cost: 1m+ Mins: Essence 3 Type: Reflexive (Step 2)
  625. Keywords: Combo-OK, Leader
  626. Duration: One Tick
  627. Prerequisite Charms: Life for Life
  628. You never know how what you can truly do until you do it for someone other than yourself. The overarching narrative of Creation is one of select heroes fighting for the totality of humankind against unfathomable odds. This charm allows Amy to briefly embody that narrative.
  629. This charm increases the character's Parry DV by an amount equal to the number of targets she currently protects with a Defend Other action (if any of the targets is a group, such as a mass combat unit, add the magnitude of the group rather than the number of members).
  630. At Essence 4+, by paying a two mote surcharge the Prince ignores DV caps while using this charm.
  631. Torn between “Instant,” “One Tick,” and “One action.”
  632.  
  633.  
  634. Standing Between the Storm and the Sea
  635. Cost: -- Mins: Essence 4 Type: Permanent
  636. Keywords: Obvious, Upgrade
  637. Duration: Permanent
  638. Prerequisite Charms: Life's Envoy Stand's Triumphant
  639. While Amy's mind may center on defending individuals, her soul remembers her valiant efforts to shield the Gallery. Her Essence flows naturally to protect anything she holds dear.
  640. This charm permanently improves the character's abilities. From now on, any building, geological feature, or other inanimate object the Prince holds an intimacy towards is a legitimate target for Defend Other actions, and if any portion is within range of Life for Life the Defend Other action can be applied to the entire feature. This is an especially Obvious effect; flickering images of the Prince appear, wreathed in miasma, at various points around the structure to respond to any attacks.
  641. In addition, the character can now always oppose her Parry DV to (non-Unexpected) environmental hazards and unblockable attacks, making them legitimate targets for a Defend Other action to counter. Assume that the hazard rolls automatic successes on the attack equal to its trauma. A one-time hazard is neutralized relative to those the Prince defends-- explosions curve around them, the bolt of lightning grounds itself harmlessly through the Prince's staff, etc. An ongoing hazard, such as a blizzard or a lava flow, becomes nonthreatening for five long ticks, provided the Prince maintains her Defend Other action during this time. A counterstrike from the Prince might knock heat itself out of a portion of the lava flow, creating safe and solid places to stand, or direct the Silent Wind to another corner of Malfeas... the player is encouraged to be creative (stunts can enhance her DV as usual).
  642. This might need to be E5, or restrict the scale of hazard it can affect before E5.
  643.  
  644.  
  645. Every Self is Striking
  646. Cost: 4m, 1wp Mins: Essence 2 Type: Extra Action
  647. Keywords: Combo-OK, Obvious, Shaping
  648. Duration: Instant
  649. Prerequisite Charms: Beneficent Exactitude Stance
  650. One of the first acts of essence Amy performed after she returned from her trip to Malfeas was to exist in two places at once. It was also the preferred attack of her mentor, Ceceylene. As might be expected, that technique remains central to her combat style.
  651. This charm allows the Prince to expend the energy for one strike, but repeat it several times. The Prince makes a single attack roll, enhancing it with other charms as usual, then applies that attack up to [Wits] times against one or more targets. All targets must be within ten yards of each other, and at least one target must be within range of the Prince's original attack. All attacks occur simultaneously, carried out by shadowy duplicates of the Prince.
  652. At Essence 4+, the Prince may instead make attacks up to [her Permanent Essence+1].
  653.  
  654.  
  655. Every Strike is Cutting
  656. Cost: -- Mins: Essence 3 Type: Permanent
  657. Keywords: Leader
  658. Duration: Permanent
  659. Prerequisite Charms: Beneficent Exactitude Stance
  660. Amy's power began with a desire to give power to the powerless and the ordinary, and that recognition permeates her combat style. This charm permanently enhances the Exalt's abilities. As long as they wield a mundane weapon (that is, neither an artifact nor a non-permanent construction of essence), they add their permanent essence to the minimum damage of the weapon. As a reminder, the minimum damage of an attack cannot exceed the pre-soak damage.
  661. At Essence 4+, if the Exalt wields a weapon that benefits from this charm, treat the weapon as an attuned artifact for the purposes of determining what effects can destroy or interfere with it.
  662. New name?
  663.  
  664.  
  665. Every Cut is Nothing
  666. Cost: --(+2m; +2m, 1wp) Mins: Essence 4 Type: Permanent
  667. Keywords: Obvious, Upgrade
  668. Duration: Permanent
  669. Prerequisite Charms: Innocence Untouched
  670. The character may pay a surcharge of 2 motes when activating this charm's prerequisite in order to extend its duration to one tick.
  671. At Essence 5+, the Prince may extend the charm's duration to One Action by paying a 2m, 1 willpower surcharge, provided they are currently under the effects of Beneficent Exactitude Stance.
  672.  
  673.  
  674. Every Naught, My Barding
  675. Cost: 5m, 1wp Mins: Essence 3 Type: Reflexive (Step 2)
  676. Keywords: Combo-OK, Leader (6)
  677. Duration: One Scene
  678. Prerequisite Charms: Beneficent Exactitude Stance, (Amy) Inevitability Technique
  679. With solipsistic grace, the Prince learns to ignore as unimportant those who can do no harm to her, that she may better shield other victims. Each time a character misses or inflicts only minimum damage on a character under the effects of this charm, increase Lethal and Bashing soak of the target of the attack by 1. This charm does not increment if the character defends herself using a charm with a flaw of invulnerability; any opponent who can demand perfection is obviously worthy of concern.
  680. At Essence 5+, this charm also increases Aggravated soak.
  681. An Essence 4+ repurchase of this charm increases the soak increment to 2.
  682. An Essence 6+ repurchase of this charm increases the soak increment to 4.
  683.  
  684.  
  685. Bared, Surprise Forswearing
  686. Cost: 1m Mins: Essence 2 Type: Reflexive (Step 2)
  687. Keywords: Combo-OK, Leader
  688. Duration: Instant
  689. Prerequisite Charms: Beneficent Exactitude Stance
  690. A knight in fortress of plate might miss an earthquake as it passed, or an assassin's dagger as it struck his joint. But to the open, bleeding heart, even the lightest touch of the sun or the faintest stir of air brings a new twinge of pain. This charm can be activated in response to any unexpected attack or other hazard; it perfectly negates the unexpected component and/or makes the Prince aware of the danger, allowing the her to defend normally.
  691.  
  692.  
  693. Forsworn Peace Reverting [Green]
  694. Cost: 5m (+2wp) Mins: Essence 4 Type: Reflexive (step 9)
  695. Keywords: Combo-OK, Counterattack,
  696. Duration: Instant
  697. Prerequisite Charms: Innocence Untouched
  698. For the truly enlightened, striking another is the same as shedding the blood of one’s own soul. Amy has always known how to share enlightenment and power. In combat, she simply… does so more aggressively.
  699. This charm targets any assailant with a nearly perfect mirror of their own attack (the one this charm was invoked in response to). It has the same number of attack successes, the same penalties and bonuses (such as “unblockable”), and if it lands will inflict the same consequences (crippling effects, Inside Fate, etc) as the original (or as many of the consequences as the original attacker is a valid target for).
  700. The mirrored attack differs from the original in several key ways, however. Most notably, instead of filling the target’s Health Levels, post-soak damage fills the target’s Willpower track. Willpower “damage” is “healed” by anything that would ordinarily restore willpower points to the target (stunts, Will-Bolstering Method, sleep, etc). It takes one Willpower to heal a level of Bashing, two to heal a level of Lethal, and three to heal a level of Aggravated. Even if the target still has space in their willpower pool, points that would go into the pool are spent to “heal” this charm’s effects first. If a target has more points of Willpower than their maximum (adjusted for damage), those points are lost.
  701. If the target’s entire Willpower track fills with Bashing damage or worse, the target can no longer derive any benefits from their Motivation and Intimacies, and all of their stunts are reduced by one die (this can make a 0-die stunt a -1 die stunt).
  702. This charm carries a 2-willpower surcharge if used against a target the Prince has attacked physically (other than with this charm) during the current scene
  703. At Essence 5+, a target whose entire track fills with lethal damage or worse falls unconscious.
  704. At Essence 6+, Aggravated “damage” from this charm can only be healed by willpower regained through sleep.
  705.  
  706.  
  707. Champion Nods to Shieldbearer [Green]
  708. Cost: -- Mins: Essence 3 Type: Permanent
  709. Keywords: None
  710. Duration: Permanent
  711. Prerequisite Charms: Life for Life
  712. One of the hardest lessons Amy needed to learn was that those she protected could actually help her in their own small ways. After many lectures on delegation and a few encounters with truly exceptional people, she finally became convinced that mortal excellence could be relevant on an Exalted scale.
  713. This charm reduces the penalties on any of the Prince’s rolls by an amount equal to the number of people she is currently protecting via Defend Other (if she applies Defend Other to a unit, use its magnitude instead of the number of individuals). Every two people can either eliminate one point of external or two points of internal penalties.
  714. While this can apply to flurry penalties, it does not allow the Prince to make attacks or take other actions when, but for this charm, she would not have any dice to act with. It has no effect on the DV penalties of actions or other penalties to unrolled values.
  715.  
  716.  
  717. Manifold Magical Material Manipulation Mastery (5MM)
  718. Cost: -- (3wp) Mins: Essence 3 Type: Permanent
  719. Keywords: None
  720. Duration: Permanent
  721. Prerequisite Charms: Every Strike is Cutting
  722. Just as Amy learned to see the power and nobility of the Chosen in even the most scorned of mortals, so she learned to unlock the glories of the Incarnae from even the most commonplace of materials.
  723. By spending three points of willpower and eight hours meditating with an artifact made from a magical material or at least six cubic feet of the refined substance, the Prince may internalize the strengths and weaknesses of that metal. Henceforth, any mundane weapon or armor she uses gains the benefits of those magical materials.
  724. The Prince may simultaneously internalize up to [Permanent Essence]/3 magical materials; learning any beyond that causes her to forget a material already known (her choice).
  725.  
  726.  
  727. Glory-Devaluing Insight
  728. Cost: 3m Mins: Essence 3 Type: Simple (Speed 1, DV -2)
  729. Keywords: Combo-OK, Social, Sorcerous
  730. Duration: One Scene
  731. Prerequisite Charms: Pedestrian Paragon Acceptance
  732. While Amy's first instinct is to revere or suspect the powerful, especially with her new and Primal perspective, with time and concentration she can recognize them as flawed and human, as in need of guidance and support-- and as capable of merit and heroism-- as the crippled beggar in the city street.
  733. This charm's effects linger for one scene (whether the Prince wants them to or not). By spending one tick realigning her perspective, she removes the Great designation from one character she can perceive. These effects apply only to the Prince's own charms; any others with charms that interact with that concept consider the target Great as normal.
  734. In addition to the normal benefits and penalties that result from the target's changed designation, using this charm adds automatic successes equal to the Prince's permanent essence on the next action she takes with the object of this charm as the sole target.
  735. If, while under the effects of this charm, the target is subjected to any effect that applies only to non-Great targets, the duration of this charm extends to match the duration of that effect, and if this charm ends prematurely for any reason, so do all effects on the target which apply only to non-Great targets.
  736.  
  737.  
  738. Awakened Divinity Perception
  739. Cost: 1m Mins: Essence 3 Type: Simple (Speed 5, DV -2)
  740. Keywords: Combo-Basic
  741. Duration: Indefinite
  742. Prerequisite Charms: Glory-Devaluing Insight
  743. Accepting that beings of great power can possess human virtues and heroism is only a short step from understanding that their power over Essence can easily be the medium through which that excellence is expressed. And Amy could never resist excellence.
  744. This charm provides the benefits of All-Encompassing Sorcerer’s Sight. Additionally, the character can automatically track and communicate with any visibly supernatural (Essence 4+) being (effects that perfectly prevent tracking or communication trigger a rolloff as normal). This charm ends immediately if the Prince cannot perceive a non-Great character with at least one sense.
  745.  
  746.  
  747. Incarnate Ewer of Souls [green]
  748. Cost: 1m+ (1wp) Mins: Essence 5 Type: Reflexive (Step 10)
  749. Keywords: Eternal, Combo-OK
  750. Duration: One Month or Instant
  751. Prerequisite Charms: Realm of Summer Rain, Awakened Divinity Perception
  752. This charm, perhaps more than any other, shows the level of influence Ceceylene’s teachings wielded over Amy. During her travels, she learned to her dismay that simply killing a wayward deity was not enough-- they could simply reform in their sanctums. Similarly, it was a well-known fact in Malfeas that a demon with a dutiful cult could recover from death by refilling its reserves of power through prayer. If she could sustain the lives of mortals with it, then why couldn’t her power alter the lives of more spiritual beings just as easily, if not more so? Of course, her former Patron left her indelibly imprinted with the necessity of Law…
  753. This charm allows the Prince to reflexively infuse any god, demon, deva, or similar naturally immaterial spirit who fills its Incapacitated level (or higher) with lethal or aggravated damage within her Aura, preventing it from being annihilated, returning to its sanctum, or facing any other fate. The mote cost is equal to the Essence score of the being in question; there is a 1 willpower surcharge if the being’s permanent essence is greater than that of the Prince.. If it is paid, the being vanishes beyond existence and begins regaining motes and health as if it was inside the Prince’s Aura. Once its mote pool is refilled, it regains 1 willpower for every 10 motes it would recover. If it is fully replenished, it returns to life within one month from initial infusion (or sooner, if its normal reincarnation time is faster, but most are not). The deity appears somewhere within the Prince’s aura (or in its own sanctum, if her Aura is not active). This automatically grants the being an intimacy of reverence towards the Prince which cannot be eroded or altered for a year and a day.
  754. Alternatively, by paying the original mote cost of this charm a second time as a diceless miscellaneous action, the Prince may consign any sealed spirit to annihilation; doing so restores willpower points equal to the spirit’s essence and allows the “infuse” function of this charm to be used for free a number of times during the current scene equal to the number of willpower points regained.
  755. At Essence 6+, the Prince may choose not to commit the mote cost of this charm when activating it, making the sealing and regenerating effect Sorcerous. Countermagic targeted on the being at time of death sends it to its fate as if the Prince did not intervene, as does countermagic of the appropriate circle targeted on the Prince during the one month period of regeneration.
  756. At Essence 7+, beings regenerated by this charm are bound to serve the prince as if by Summon Elemental, obeying all orders for one lunar month or working on a single task for a year and a day.
  757. At Essence 8+, the binding instead uses the durations for Summon Demon of the First Circle.
  758. At Essence 9+, if the Prince also knows Leashed Gift Precaution, “existence in Creation” is treated as a gift the spirit was given via Auspicious Reciprocity Acknowledgment (meaning that the Prince can revoke it at any time in person or set conditions for automatic revocation).
  759.  
  760.  
  761. Touch of Humanity
  762. Cost: 1m+ Mins: Essence 3 Type: Supplemental
  763. Keywords: Combo-OK, Obvious
  764. Duration: Instant
  765. Prerequisite Charms: Glory-Devaluing Insight
  766. While Amy might have seen value and virtue in deities, many of her experiences went quite the other way. Once a truly compassionate person becomes aware of the supernatural world, they cannot help but shudder at the corruption and abuse that fill it. Amy pondered this issue for some time, eventually concluding that the best way to deal with such creatures was to force them to understand the limitations of humanity, the value that a single second can hold.
  767. An action supplemented by this charm affects immaterial creatures as if they were material. Deities and other beings that can normally recover from or ignore death do not receive those benefits against attacks supplemented with this charm.
  768. At Essence 4+, the Prince may reflexively allow any character she currently protects with Defend Other to take advantage of this charm (paying the activation cost from her overdrive or peripheral mote pool or any mote pools they possess). If she does so, part of this charm’s Obvious component is a swirl of light in the shape of the Prince’s totemic anima around whatever limb, weapon, etc, is making the attack.
  769. At Essence 6+, this charm can be activated as a Reflexive (step 1) charm for (10-Prince’s Permanent Essence) motes, in which case its duration becomes One Scene.
  770.  
  771.  
  772. Ablative Mercy of the Heart
  773. Cost: 1m+ Mins: Essence 3 Type: Simple (Speed 5, DV -0)
  774. Keywords: Combo-OK
  775. Duration: Instant
  776. Prerequisite Charms: Glory-Devaluing Insight
  777. To recognize another's human heroism and imperfections is to recognize them as essentially unified with oneself, to wear down the barriers of shame, fear, suspicion, and awe that keep people apart. And when those barriers are down, true affection and sharing can begin.
  778. This charm allows the Prince to send motes of essence (on a 1-1 basis) to a non-Great target within line of sight. While the Prince may recognize the target as essentially the same as herself, the target finds the energy alien and unfamiliar; unless the target also knows this charm, any motes transferred are used to fill the target's Peripheral pool before his Personal pool.
  779.  
  780.  
  781. Charitable Convictions Flow Like Ichor
  782. Cost: – (+2m, 1wp+) Mins: Essence 4 Type: Permanent
  783. Keywords: None
  784. Duration: Permanent
  785. Prerequisite Charms: Ablative Mercy of the Heart
  786. When one begins sharing, one does not share only power. True openness produces a mingling of certainties, of ideas, a fusion of vitality and will. A heart is not truly open until its beat stirs another's limbs.
  787. By paying a two mote surcharge when activating this charm's prerequisite, the Prince may also transfer any number of her temporary willpower points to the target (provided this does not put the target above his normal maximum).
  788.  
  789.  
  790. Prismatic Synthesis Discipline [green]
  791. Cost: -- Mins: Essence 3 Type: Permanent
  792. Keywords: None
  793. Duration: Permanent
  794. Prerequisite Charms: Awakened Divinity Perception
  795. Within days of her Exaltation, Amy learned the charms of four Yozis and one deity, merging them to produce a complex power that the originators could barely grasp. Many of her gifts lie in manipulating the powers of others rather than in the fury of her own essence.
  796. Those who learn this charm reduce the cost of learning Heretical charms by 2xp (making the cost to a Green Sun Prince 7xp). Training times are reduced by 50% (making the time for a Green Sun Prince [minimum essence*3.5] days). The minimum essence to learn a Heretical charm is reduced by 1, to a minimum of the highest minimum essence among its prerequisites (this also applies to any upgrades, expansions, or repurchases, but does not affect the countermagic required by Sorcerous heretical charms). Finally, the mote cost of all Heretical charms is reduced by 1 mote, and the Prince may reflexively suppress the Obvious manifestations of Heretical charms' effects provided she spends only Personal essence to fuel the effect.
  797. Learning this charm permanently corrupts the character; as a perfect expression of synthesis, the find it incredibly difficult to achieve the purity of purpose of a Yozi. Learning any (Yozi) Cosmic Principle charm takes three times as long and costs three times as many experience points. On a brighter note, should they lose access to a particular Yozi’s charms, this charm fulfills the prerequisite for their heretical charms as if it was those charms.
  798.  
  799.  
  800. Debating adding a line like “you take the penalties but do not gain the benefits of lost charms,” but that makes a complex charm even more involved.
  801.  
  802.  
  803. Totemic Heresy Embodiment [green]
  804. Cost: 1lhl, 1 Limit Mins: Essence 4 Type: Reflexive (step 1)
  805. Keywords: Combo-OK, Overdrive, Obvious
  806. Duration: One scene
  807. Prerequisite Charms: Prismatic Synthesis Discipline, any one Heretical charm
  808. A lesser soul might be ripped apart by simultaneously internalizing the principles of perfect hierarchy and primal chaos, but the enlightened Prince learns to thrive on such conflicts, paring her existence down to a stability that reigns over the conflicting forces of her own essence. This charm permanently grants the Prince an overdrive pool of 10 motes.
  809. Upon activating this charm for 1 lethal health level and one point of Limit, the Prince gains 2 offensive motes for each Heretical charm she knows. As long as this charm remains active, the Prince gains an additional offensive mote each time she activates a heretical charm, and she can always pay offensive motes towards the cost of heretical charms.
  810. At Essence 5+, any Heretical charms paid for entirely with offensive motes require only half as many motes to fuel as they normally do.
  811. I like her other overdrive charm better. This one seems abusable.
  812.  
  813.  
  814. Phantasmagorial Narrative Shintai [green]
  815. Cost: 15m, 1wp Mins: Essence 6 Type: Simple
  816. Keywords: Form-Type, Shaping, Heretical, Combo-OK, Training, Native
  817. Duration: One Scene
  818. Prerequisite Charms: Prismatic Synthesis Discipline; any three of: Manifestation of Impotence, Corrosive Pattern Infliction, Any 2nd (Yozi/Amy) Excellency, Excellence-Affirming Admonition, Love the Forest and the Trees, Cosmic Transcendence (Any), Dragon's Lair Obtenebration, Merciful Burden Abjuration, Bared- Surprise Foreswearing, Breath of Perfect Enlightenment, Eldritch Secrets Mastery, Sublime Mimicry of Reincarnation. The prerequisites of this charm must be drawn from at least two different beings.
  819. The true power of the Green Sun Princes does not lie in their perfect power; crippled titans are no substitute for Ignis Divine. Nor does it lie in their adaptability; the eternal agonized stasis of their mentors cannot approach Luna for mutability. They cannot even claim to outnumber their opponents; with one of their patrons' Progenitive souls utterly eradicated, they have no hope of matching Gaia's fecundity.
  820. No. Amy learned that what sets the Green Sun Princes beyond all others is their independence, their ability to define their own causality, casually batting aside the Loom, the Wyld, and the vast beings who support both. A Prince remains the author of her own legend until the day she dies.
  821. This charm builds on that understanding with true Primordial power. It allows the user to unlock an expanding list of benefits as their understanding of that Primordial prerogative improves. The user gains all of the powers for which they meet the prerequisites, allowing them to begin defining their own story. Unless otherwise stated, all powers apply to an area of [Essence]^2 yards around the Prince in Creation; multiply the range of all effects by 10 in the Bordermarches or any landscape created by any part of Oramus, by 100 in any Wyld region deeper than Bordermarches, and by 1000 in any landscape literally created by the character (such as with Spirit of the Living World). This charm allows the character to respond if targeted by Shaping Combat when targeted in that medium by another character; treat all virtues as equivalent Graces and add bonus successes to all of the Prince's Shaping Combat actions equal to twice her essence.
  822. The Prince's ability to define her own narrative is not unlimited. Any self-aware creature with dramatic potential may attempt to oppose the story the Prince crafts. Specifically, if one of the Prince's opponents opposes her actions with a two-die or higher stunt or an action enhanced by spending Essence, the Prince rolls her Essence at standard difficulty with an external penalty equal to the opponent's Essence score. If this roll is a success, the target's opposition is overruled by the Prince's narrative and events resolve according to this charm's effects. If the roll fails, the opponent ignores this charm's effects and events resolve according to normal game mechanics (without this charm). Any number of characters may attempt to oppose the Prince each round; resolve each action separately. Usually successful opposition protects only the character making the attempt, but a stunt that draws others into the opponent's narrative (usually by applying Defend Other or leading them as a mass combat unit) can resist on behalf of another character. The Prince may not add bonus successes or dice to this roll except as described in this charm or another charm/effect that mentions this charm by name.
  823.  
  824.  
  825. Manifestation of Impotence: As the narrator, the user exists at a meta-level above and beyond the story itself. Activating Phantasmagorial Narrative Shintai also activates Manifestation of Impotence, and using any effect of the former charm does not end the latter.
  826.  
  827.  
  828. Dragon's Lair Obtenebration: Through baffling, convoluted prose and plot twists, treat the area under the effects of this Shintai as under the effects of this prerequisite charm. If a character successfully opposes this Shintai in an attempt to see even once, they can see through the darkness created by this Shintai for the rest of the scene.
  829.  
  830.  
  831. Corrosive Pattern Infliction: By taking the time to explicitly describe the background, as an automatically successful Speed 3, DV -2, Rate 2 action, introduce or alter one inanimate object (including “the ground”) according to the parameters and with the durations of Corrosive Pattern Infliction (this action does not cost motes). Immediately harmful effects (such as creating a falling arrow or erupting volcano) are resolved as attacks using one of the Prince's appropriate combat dice pools.
  832.  
  833.  
  834. Any 2nd (Yozi/Amy) Excellency: By subordinating physics to plot and action sequences, the Prince receives one threshold success on any task she attempts, no matter what difficulties or internal/external penalties might naturally apply… including Defense Values. (Soak still applies, as it isn’t a penalty.) The Prince cannot do flat-out impossible things or automatically perform actions that require more than one success, but if a task is possible in principle, she can probably do it. For example, she couldn’t save herself from falling off a cliff by flapping her arms and flying away—that’s impossible without magic. She could, however, scamper up a collapsing cliff despite the external penalty of 5 and a (Dexterity + Athletics) pool of 3. This power does not apply to the Prince's own DVs or the roll to force the narrative on a resisting target.
  835.  
  836.  
  837. Excellence-Affirming Admonition: By refusing to allow co-authors and fanon, the character is automatically aware of and may reflexively block/end/negate any Shaping effect targeted or existing within the effects of this charm.
  838.  
  839.  
  840. Love the Forest and the Trees: By chronicling on a truly epic scale, as a reflexive action on each of her turns, the Prince may target all beings within this charm’s area with one change within the limits of (her own) Auspicious Reciprocity Acknowledgment. This special activation inflicts no debt, and (in addition to the normal options) opponents can pay 1 Willpower to shrug off the change.
  841.  
  842.  
  843. Cosmic Transcendence (Any): With patron-fueled indifference to the public and certainty in the rightness of her cause, when rolling to maintain narrative in the face of opposition, provided the Prince has not paid Willpower to suppress any virtue within the current scene, the Prince adds automatic successes equal to the stunt rating of the action that another character is opposing.
  844.  
  845.  
  846. Merciful Burden Abjuration: Through fearless application of retroactive continuity, after the Shintai ends, characters will remember the results of any parts of this charm as having always been that way. This effect targets anyone who interacts with the area of effect for up to [Prince's Permanent Essence] years after activation. Characters can attempt to resist as normal for this Shintai when first exposed to the memory-altering unnatural mental influence, but otherwise it attaches to them as per the rules for the Sorcerous keyword.
  847.  
  848.  
  849. Bared, Surprise Foreswearing: Through heavy-handed narrative foreshadowing and forced coincidence, the Prince can render any unexpected effect expected and increase any DV to one greater than the number of successes rolled on the attack. This does not prevent DVs from being rendered inapplicable (for instance, by Cascade of Cutting Terror).
  850.  
  851.  
  852. Breath of Perfect Enlightenment: By the simple expedient of telling the end of the story before the beginning, the Prince defines the story's climax. She narrates a brief sequence of events-- something that could be accomplished within one long tick, usually. The events must be within the realm of possibility. Her opponents might turn on each other to fight over who gets her artifacts, for instance, but they would not simply drop dead. In addition to the normal rules for contesting the effects of this Shintai, characters with an essence pool may spend 1 Willpower to outright ignore the externally-imposed conclusion. Doing so without winning the roll to contest reduces dice pools to zero before the use of charms, however. More clever characters will stunt their actions around the narrated conclusion; as long as their actions support the visible elements of the narrative, they need not roll or pay to resist the effects of this charm at all.
  853.  
  854.  
  855. Eldritch Secrets Mastery: Just as a character cannot see the punctuation on the page wherein his life lies, so too Creation cannot sense the touch of the Prince's legend. The manipulations produced by this charm remain Obvious to observers at the scene, but the essence involved masks itself as natural effects of the Dragon Lines, least gods, etc, as the Prince dictates. This charm contests observers' charms and abilities as per the rules for Loom-Snarling Deception and ensures that the entire narrative is not detectable through the Loom or Fate charms. If the narrative involves any Blasphemy effects, the Shintai imposes an external penalty equal to the Prince's permanent essence on the rolls to notice, and the Loom and Sword do not sound alarms unless their operators succeed on a roll to notice as if they were standing within range of the Blasphemy keyword. If the control rooms are vacant, the alarms do not sound.
  856.  
  857.  
  858. Sublime Mimicry of Reincarnation:Through blatant self-insertion, the author may confront other characters with a figure of seemingly endless power. As a Speed 6, DV -2, Rate 1 action, the Prince adds a character to the story. This character has the Prince's traits permanently adjusted as per any Form-type charm the Prince knows -except- this one (meaning it is unable to activate Phantasmagorial Narrative Shintai). The duplicate has copies of the Prince's equipment, but artifacts become merely Exceptional mundane items. It has its own willpower, health levels, and virtue channels, but any mote costs it pays are paid from the original's essence pools. If desired, the Prince may adjust its traits on creation as if it had received a number of activations of Auspicious Reciprocity Acknowledgment equal to her essence. The duplicate always obeys the original and never contests the narrative, but ceases to exist at the end of the scene. Only one duplicate may exist at a time, but the Prince can reflexively dismiss the duplicate, usually by causing them to die in some spectacularly heroic fashion or to retire to a small home in the countryside and live happily ever after.
  859. At Essence 7+, should the original die her soul and Exaltation pass to the duplicate. From that moment the duplicate becomes permanent (which may place the user in XP debt, if it was adjusted via Auspicious Reciprocity Acknowledgment), although the effects of any form-type charm fade by the end of the scene.
  860.  
  861.  
  862.  
  863.  
  864. Crimson Petals Brush the Noumenon [green]
  865. Cost: 1m, 3wp, 3AHL Mins: Essence 6 Type: Simple (Speed 10, DV -6)
  866. Keywords: Combo-Basic
  867. Duration: Indefinite
  868. Prerequisite Charms: Prismatic Synthesis Discipline
  869. Once, there was a girl. As she grew older, she found a patron. He loved her and told her stories, stories about how he had saved his siblings from the terrible blindness inflicted on them by the Chosen of the Sun, revealing to them from his own self how to overcome their weaknesses and give free will to their own Chosen.
  870. She always wanted to follow in his footsteps, to help others see past the traumas of the past and embrace a brighter, more perfect future of their own making. And when she shaped her essence into the perfect type of openness, she finally found her dream.
  871. This charm targets a single Yozi, Primordial, or other being with multiple souls that the Prince can perceive. Her anima immediately flares to the totemic level and is suffused with blood as she forces her essence into a state that can harmonize with such a transcendent and unique existence. This is the moment when the aggravated damage caused by this charm is inflicted.
  872. Roll the Prince's Essence, opposed by that of the target (in the event of a tie, the target wins; targets can voluntarily fail this roll). If the target wins, the Prince's anima collapses, leaving her bloody and Inactive until her next action. If the Prince wins, her anima surges towards the target, seamlessly merging herself into its complex existence. Note that while this display is Obvious for miles in any direction, the link (once established) is no more apparent than any other such connection.
  873. As long as the essence for this charm remains committed, the Prince becomes in some respects one of the Third-Circle souls of the target-- specifically, the Adaptive Soul. She is subject to the Mandate of Subordination from the linked being and can invoke it on the rest of its soul hierarchy in turn; demons targeted by the Mandate cannot spend willpower to resist unless the Prince’s commands conflict with their Motivation(s). If she was not already, using this charm on a Yozi makes her a Creature of Darkness for the duration absent the direct intervention of Ignis Divine. The target is constantly aware of the Prince's Motivation, for he gains an intimacy towards it that cannot be broken while this charm lasts.
  874. Possession of an Adaptive Soul grants certain benefits to the target. First, whenever he acts he uses his own dice pool or the Prince's, whichever is higher. This is incredibly significant, for it allows a Yozi to have a nonzero dice pool even when not thinking or acting in accordance with its First Excellency.
  875. Second, he can communicate with the Prince over any distance, including across realms of existence (and the Prince can respond). When it first forms, this telepathic link is fragile; it cannot bear the stress of an actual social attack launched by the Prince on the target. However, should the target use the link to launch a social attack on the Prince, his cosmic might strengthens the link; from that point onwards, the two can engage each other in social combat at any time.
  876. Third, while the full possession available for normal demons is not possible via this charm, the target can use the Prince to create a “restore point,” placing any memories, beliefs, or other purely mental attributes he wishes into the Prince's mind. The Prince is aware of all of the material so stored and can access it at will, but stored intimacies, Motivations, memories, etc, have no mechanical impact on the Prince. More importantly, perhaps, the target can at will peruse this material through the telepathic line; by drawing it back into his own mind he can perfectly negate or disperse any Illusions, Compulsions, Emotions, Servitude, Total Control, or other effects that would contradict that which was “backed up” in the Prince (and any damage to relevant attributes). No effect can prevent the target from examining and taking advantage of this material, but this applies only to such effects applied after the material was originally stored.
  877. I've debated making this process more complex-- requiring the user to consume Azoth of a relevant Third Circle soul, for instance-- but it is fundamentally intended to be a healing effect. It shouldn't mandate violence.
  878.  
  879.  
  880. Dew Rains from Bloodstained Petals
  881. Cost: am Mins: Essence 6 Type: Simple
  882. Keywords: aa
  883. Duration: aa
  884. Prerequisite Charms: Crimson Petals Brush the Noumenon
  885. [Text of the charm]
  886. This charm would allow the Prince to develop second-circle souls with less power but also less effort than the DT charm that births third-circle souls (while connected via this charm’s prerequisite). The second-circle souls will be stored within Spirit of the Living World while the Prince is not a third-circle soul, and cannot be retrieved via Muricane’s Mercy Remembered unless this charm’s prerequisite is active.
  887.  
  888.  
  889. Inexorable Scent of Wafting Certainties
  890. Cost: -- Mins: Essence 6 Type: Permanent
  891. Keywords: None
  892. Duration: Permanent
  893. Prerequisite Charms: Crimson Petals Brush the Noumenon
  894. Once there was a girl. She loved her patron, but she saw him rarely. He sent messengers, and whispered in her heart that his voice flowed through them. She knew that it was true, and longed for that perfect insight into his soul.
  895. This charm enhances the link between the Prince and any target of this charm's prerequisite. Both now perpetually and perfectly share knowledge of any and all Motivations, Intimacies, and any other goals that the target (or the Prince) has spent Willpower to pursue in the last 24 hours. This does include spending willpower to activate charms, meaning (among other things) that if either pays willpower to activate a combat charm the other is immediately aware of the justification and can take action in response.
  896.  
  897.  
  898. Mimosa's Leaves Spring Shut
  899. Cost: – (1wp) Mins: Essence 3 Type: Permanent
  900. Keywords: Combo-OK
  901. Duration: Permanent
  902. Prerequisite Charms: Crimson Petals Brush the Noumenon
  903. Once there was a girl. Her patron told her of terrible soul-destroying monsters, glaring down on the world like the angry sun at noon. She hunted the monsters and found them dead. “Will you forgive their children?”
  904. “The subject is closed,” said he.
  905. Even the closest hearts must admit of some difference, lest they cease to exist in union, like droplets in the sea. This charm allows the Prince to spend one willpower to reflexively gain immunity to social attacks from the beings whose soul she is on a particular subject. Both parties are immediately aware when this charm is used (and what topic it targets). Valid examples of topics to close include “Killing Tepet Ejava,” “Disobeying the laws of Gem,” “Searching for the Five Metal Shrike,” “Changing the dogma of my cult,” and other similarly specific topics. Invalid examples include “Doing things I don't like,” “Anything involving the West,” “Anything about food,” “All of your social attacks,” “My plans for the next thousand years,” and other similarly vague topics. The Storyteller is the final judge on whether the chosen topic is sufficiently narrow, but no social attack is so broad that this charm cannot function as a perfect defense against it.
  906. The necessity of using it only against targets of its prerequisite is a unique Flaw of Invulnerability for this charm; it has no other.
  907.  
  908.  
  909.  
  910.  
  911. Below this line are some charms that don’t mesh neatly with the rest of Amy’s tree; they’re experiments with mechanics on my part. Some fit her character quite well, but my current goal is to give her one inward and one outward tree (beginning at Manifestation of Impotence and Pedestrian Paragon Acceptance).
  912.  
  913.  
  914. Faith in That Foreseen
  915. Cost: 0m Mins: Essence 2 Type: Reflexive (Step 1 for attacker, Step 2 for defender)
  916. Keywords: Combo-OK, Shaping
  917. Duration: Varies (See text)
  918. Prerequisite Charms: None
  919. Upon activating this charm, the Prince subtracts any number of dice from her current action (this is not a penalty, it is an investment, so it cannot be negated). These must be dice derived from the character's attribute/ability/specialty pool; they cannot be dice added by a charm or other non-permanent effect. If activating this charm before making an unrolled defense, every two dice “invested” inflicts a -1 external penalty to the static DV (which penalty still cannot be negated). Regardless of the number of dice subtracted, the character still makes the attempted action. If the action has zero dice, it is considered an automatic botch.
  920. At the same time as she makes the investment, she names the circumstance under which the dice will be used again and the time that they will be used. The future action must match the current situation to the extent of [Attribute]+[Ability] [on/against] [Self/Ally/Enemy] [Individual/Group]; a more precise prediction may count as a stunt. The time must be a number of hours or days from the present action no greater than the Prince's permanent essence score and no less than one. If the character takes the predicted action at the predicted time (within a 10% margin of error), she adds the “saved” dice to her pool. These do not count as dice added by a charm or count towards DV caps, but neither do they increase the dice limit for the action.
  921. A Prince may invest dice from any rolled action, but she may have at most a number of outstanding investments equal to her permanent essence score at any one time. While this is a Shaping effect, it applies to the sum of reality rather than to any specific target.
  922. Example: Amy (Dexterity 5, Martial Arts 3, Essence 2) is about to attack an alley thug with her staff. She expects the battle to be easy, but she suspects that she will soon make it into the bandits' hideout and face their Dragonblooded leader. She declares that she will invest three dice from her current action in order to spend them on “My Dexterity+Martial Arts attack on a single enemy two hours from now.” She loses three dice from her current action. If she attacks a single enemy with a martial arts attack 1.8-2.2 hours from the present time, she can choose to add three dice to the attack as a one-time bonus; otherwise the dice are wasted. She could not have invested dice from an attack with a sword (which uses Melee, not Martial Arts), nor could she later apply the dice to a performance attack.
  923.  
  924.  
  925. Increasing Horoscope Practicality
  926. Cost: -- Mins: Essence 3 Type: Permanent
  927. Keywords: None
  928. Duration: Permanent
  929. Prerequisite Charms: Faith in That Foreseen
  930. As any child of Wall Street knows, the purpose of an investment is that it may grow with time. Amy has learned to create interest by investing her potential.
  931. This charm permanently improves its prerequisite. From now on, for every unit of time that passes, increase the stored dice by 10% (this simple interest, not compound). Save fractions but round down to the nearest whole number when the dice are added.
  932. Example:Amy (Essence 5) invests three dice on an action “five hours from now.” After the first hour she gains 0.3 dice (3.3 total). This pattern continues in the second hour (3.6), third (3.9), fourth (4.2) and fifth (4.5). When she calls in the loan after five hours, she adds four dice to her pool.
  933. At Essence 4+, increased longevity and precision bear greater dividends. If the Prince predicts the target precisely-- that is, in such a way that it might reasonably be expected to identify a unique being (“Cynis Arko,” “The dog-headed guardian of Chejop Kejack's back door,” “The person trying to stab me”)-- the value increases more rapidly. If the increment of time is hours, interest is 20% per increment. If the increment of time is days, interest is 30% per increment. If the increment of time is months or greater, “interest” converts two of the dice per increment into an automatic success.
  934. At Essence 5+, if the increment of time is years, interest converts two dice per increment into four automatic successes.
  935.  
  936.  
  937. Illiminable Prophetic License
  938. Cost: -- Mins: Essence 3 Type: Permanent
  939. Keywords: None
  940. Duration: Permanent
  941. Prerequisite Charms: Faith in That Foreseen
  942. Any prediction about the future has value, from that of the day trader to that of the man who invests for years in a small startup. As the Prince becomes more enlightened, she begins to understand this simple truth.
  943. This charm expands the time increments available to the Prince to include minutes and months. In addition, she adds 2*[her permanent Essence rating] to the percentage margin of error for all predictions and doubles the number of outstanding investments she can have at any one time.
  944. At Essence 4+, the increments for predictions expand to include ticks and years.
  945. At Essence 5+, the character gains the ability to commit the dice invested through this charm's prerequisite. Doing so reduces the number of dice for that particular pool by the entire amount of the investment as an ongoing effect until the investment is claimed, but it doubles the final reward (including any bonuses from Increasing Horoscope Practicability).
  946. Yes, this allows for a very large bonus to be collected for a single attack at Essence 10 after ten ticks in combat if you invest your whole pool. Yes, if you can survive combat with a -13 irreducible internal penalty for ten ticks at Essence 10 you deserve whatever you get.
  947.  
  948.  
  949. Dread Augury of Mundanity
  950. Cost: 5m Mins: Essence 4 Type: Simple (Speed 5, DV -0)
  951. Keywords: Combo-OK, Messianic (3), Obvious
  952. Duration: One minute
  953. Prerequisite Charms: Increasing Horoscope Practicality, Illiminable Prophetic License, Glory-Born Incredulity
  954. When once she learns to gain power by restricting her own competence in the here and now, shrouding her legend, the next logical step is restricting the competence of others.
  955. The Prince clearly announces a prophecy of failure, which is repeated by translucent Old Realm characters that fill the space behind her. This Prophecy can be expressed in character by any means, but it is communicated between players as a description of a single Attribute+Ability dice pool and a number of dice. All characters within a number of yards equal to [Prince's Permanent Essence]^[Prince's Permanent Essence], including the Prince herself, have the maximum bonus from dice added by charms reduced by that amount. The characters' base pools are not altered, only the limits.
  956.  
  957.  
  958.  
  959.  
  960.  
  961.  
  962.  
  963.  
  964. ________________
  965.  
  966.  
  967. [name]
  968. Cost: am Mins: a Type: a
  969. Keywords: aa
  970. Duration: aa
  971. Prerequisite Charms: aa
  972. [Text of the charm]
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