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Campaign:Will Of The Yozi/Artist
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=== Lore Charms === '''First Lore Excellency:''' 1m per die, Reflexive, Instant. <br> Adds 1 die to a Lore roll for every mote you spend. <br> '''Second Lore Excellency:''' 2m per success; Reflexive, Instant <br> Adds one success to a roll for every two motes spent up to (Attribute + Ability). Each success purchased is equivalent of purchasing two dice with the First Excellency or some other dice adder. He can also use this Charm to enhance unrolled uses of the relevant ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two.<br> '''Chaos-Repelling Pattern:''' 8m, Simple, One Hour. <br> Surrounds the Exalt with the patterns of Creation, protecting him and the area around him out to (his Essence) from the ravages of otherworldly effects such as those in the Wyld and Malfeas. <br> '''Wyld-Shaping Technique''' 20m, Simple (Dramatic Action), Instant, Obvious, Shaping <br> Forces a region of Chaos to take shape as the Exalt commands. An extended dramatic action. The dice pool used equals (Int + Lore). Each roll takes five hours of effort, and the character pays the Charm's cost with each roll. <br> ''Base Difficulties'' Pure Chaos: 1 Deep Wyld: 3 Middlemarches: 5 Bordermarches: 10 The Exalt can spend accumulated successes at any point to complete part of the construction. This functions as follows. <br> ''Demesne'': Create the land and then spend successes equal to it's demesne level. <br> ''Land'': To create a stable region, spend successes equal to it's Resources value. You can spend up to five successes at a time, and more fertile land and mineral resources require more effort per acre than creating wastelands or desolate areas. The Solar can use Wyld-Shaping Technique in this region as if it were the Middlemarches of the Wyld, but all other effects consider it a Tainted Land - touched by Wyld energy, but a part of Creation. <br> ''Magical Things'': To create a manse or an artifact, the Solar applies the successes on this roll directly as Craft successes in manse or artifact construction. This charm cannot speed the construction process more than tenfold, but the character is specifically permitted to supplement the process with Craft Charms such as Craftsman Needs No Tools. <br> ''People'': To create extras, the Solar spends successes equal to the number of Background dots necessary to have them as followers. To create useful Essence 1 servants, the Solar spends one success per servant. Increase the required successes by one if the character is creating a coherent military unit, social group or government out of the chaos. The Solar can spend up to five successes at a time. <br> ''Wealth'': To create portable wealth, the Solar must spend successes equal to it's Resources value. She can spend up to five successes at a time. <br> If things made by this charm do not interact extensively with the things of Creation, it begins to lose it's reality. Roll creator's Essence either against difficulty 1, or if the Solar's creation does not interact with real things in the story ''at all'', difficulty 2. After three failures without any extensive interaction with Creation or an Exalt, something created by this charm fades away entirely. <br> Creatures made using this charm are outside Creation's process of life and death. They do not reincarnate in Creation or as a real creature unless Heaven orders their pattern woven into the Loom of Fate. Nor do they form ghosts unless the Neverborn intervene to recreate their Essence pattern as such. They fade away upon their deaths and are no longer valid targets for Charms or other effects unless otherwise stated. '''FUCK THIS IS A LONG-ASS CHARM.''' <br> '''Wyld Cauldron Technology'''
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