Maybe try asking Cyl about a custom Craft/Lore/Occult Charm to store items Elsewhere in the vein of Many-Pockets Meditation?Coyotekin said:Oh how I wish I had bought a Cache Egg....
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Maybe try asking Cyl about a custom Craft/Lore/Occult Charm to store items Elsewhere in the vein of Many-Pockets Meditation?Coyotekin said:Oh how I wish I had bought a Cache Egg....
Well I'm waiting for you to decide your course of action.Tome said:He posted in Clashing Waves just recently.
But yah, what's happening with Rasheel and co?
I was tempted to say yes at first, but then I read the Vanishing from the mind's eye method again.Tome said:By the by, if Nomaz Kalid uses some sort of memory eraser, such as a certain Stealth Charm, would Stiches be able to hit it with Lesser Horrors Scorned on the grounds that memory erasure is almost certainly a form of mental influence?
It also doesn't state what sort of range it has, or whether it requires line of sight, whether a failed roll covers only that specific instance, lasts for the day or is permanent. It doesn't state how you'd stop the effect either, since, as written, it automatically works on a Deathlord and there's no way to stop having to make those rolls whenever it becomes relevant... so if some FA asshole hit the Walker with that charm, he still has to make a roll to remember that asshole, and will until the day he vanishes into Oblivion. Neither does it state what happens if a character is confronted with undeniable evidence of the user's existence.cyl said:I was tempted to say yes at first, but then I read the Vanishing from the mind's eye method again.Tome said:By the by, if Nomaz Kalid uses some sort of memory eraser, such as a certain Stealth Charm, would Stiches be able to hit it with Lesser Horrors Scorned on the grounds that memory erasure is almost certainly a form of mental influence?
It's not a social effect and not explicitely a mental influence, not like Mental Invisibility Technique (which states it imposes a mental influence, and against which LHS would work as a perfect defense), and Integrity or MDV cannot defend against it, you need a wits+lore to pierce through the fog.
This charm... needs clarifications:
- doesn't state the moment from when it kicks in
- doesn't state if people can be spared or not...
That's one of the strangest power. But the Night Anima Power has a similar feel so...
My guess it would be that it would affect anyone, anywhere who tried to remember the effect. I imagine "memories" in Creation come from an individual's connection to the Loom of Fate and the specific events that tie them to it. As from my reading of VFtME I believe it obscures the Solar, rather than directly force people to ignore memories about her, anyone and everyone who tried to remember the Solar would have to roll. Pretty good, but it only works as long as the motes remain committed.Tome said:It also doesn't state what sort of range it has, or whether it requires line of sight
The duration is listed as Indefinite, so I would imagine it's permanent as long as the motes remain committed to the Charm. As written, the roll happens once per day. If you pass, you remember for that day. If you fail, you forget for that day, and have another chance the next.whether a failed roll covers only that specific instance, lasts for the day or is permanent.
Though, it's worthwhile to note that said Deathlord would probably have an arbitrarily high enough pool to beat the Solar's rolls in the first place, and Excellencies to enhance said roll if need be. If he still failed, or the Solar rolled super high, or both, it happens. Sometimes the dice play in your favor, other times they don't.It doesn't state how you'd stop the effect either, since, as written, it automatically works on a Deathlord and there's no way to stop having to make those rolls whenever it becomes relevant...
Only if said FA asshole kept the motes committed to VFtME. As soon as the motes became uncommitted, the effect would disappear.so if some FA asshole hit the Walker with that charm, he still has to make a roll to remember that asshole, and will until the day he vanishes into Oblivion. Neither does it state what happens if a character is confronted with undeniable evidence of the user's existence.
So it lasts as long as the cost is comitted? Doesn't state that in the Charm, but it does make it a lot balanced.fhgwdads05 said:Vanishing From the Mind's Eye is fine as it is. Arcane Fate is a very similar effect, and IMO, this seems to me to be an attempt by Rebecca Borgrstrom/Jenna Moran's to replicate this in a Solar Charm with far less broad scope and level of power. Arcane Fate isn't Mental Influence, nor is it an attack. In fact, it could potentially be considered a defense of sorts more than anything else.
My guess it would be that it would affect anyone, anywhere who tried to remember the effect. I imagine "memories" in Creation come from an individual's connection to the Loom of Fate and the specific events that tie them to it. As from my reading of VFtME I believe it obscures the Solar, rather than directly force people to ignore memories about her, anyone and everyone who tried to remember the Solar would have to roll. Pretty good, but it only works as long as the motes remain committed.Tome said:It also doesn't state what sort of range it has, or whether it requires line of sight
The duration is listed as Indefinite, so I would imagine it's permanent as long as the motes remain committed to the Charm. As written, the roll happens once per day. If you pass, you remember for that day. If you fail, you forget for that day, and have another chance the next.whether a failed roll covers only that specific instance, lasts for the day or is permanent.
Though, it's worthwhile to note that said Deathlord would probably have an arbitrarily high enough pool to beat the Solar's rolls in the first place, and Excellencies to enhance said roll if need be. If he still failed, or the Solar rolled super high, or both, it happens. Sometimes the dice play in your favor, other times they don't.It doesn't state how you'd stop the effect either, since, as written, it automatically works on a Deathlord and there's no way to stop having to make those rolls whenever it becomes relevant...
Only if said FA asshole kept the motes committed to VFtME. As soon as the motes became uncommitted, the effect would disappear.so if some FA asshole hit the Walker with that charm, he still has to make a roll to remember that asshole, and will until the day he vanishes into Oblivion. Neither does it state what happens if a character is confronted with undeniable evidence of the user's existence.
That's incorrect, actually. ALL Charms with a Duration longer than instant are committed for the entireity of the their Duration. This includes Scenelongs, Action-longs, and the like. This is why BotBM can be broken for Sidereals, but also completely fuck them over. For a potentially nasty effect (albeit one Celestials can ignore almost effortlessly), you're taking up to 20 motes entirely out of an already small pool for the whole scene.cyl said:(I remember reading something about scene longs, but reading the corebook about commitment, it seems only indefinites are actually committed).
This does make more sense, however given how the Charm's written, I'd probably lean more towards this:does it mean that as long as you're under the effect of the charm, you are hard to remember for those you had interactions while the charm is active (which is probably the original intent).
It's also good to remember, that as memory is a pretty small field, having a Charm or effect that allows you to perfectly and totally recall things isn't too out of the question at middle, let alone High Essence. Even without that, they should have a high enough pool and an Excellency to have a fighting chance at this. IMO, it's safe to assume that despite the Charm's power, if someone had high enough Essence and wanted to remember the Solar, they would be able to do so.I think that the "retroactive stealth" is the most problematic (well for me it is): does it mean you are really hard to remember whenever you want to be.
Take action thenCoyotekin said:Must....PlAy.. :twitch, twitch:
At first I thought that most charms using unexpected attacks would prove this one wrong, but actually they don't.fhgwdads05 said:That is a problem though. You should never need a Combo to defend against one Charm.
Suggesting that you drop Piercing and make the unexpected something you roll - Target's Wits + Awareness at a difficulty of the caster's Essence or Melee or Melee + Essence, Iunno. If the target wins, it's not unexpected, but you still get auto-initiative, quickdraw, and the movement. That puts it on a rough par with the new BSB.cyl said:Just so you know, I have rewritten Blazing Solar Bolt (because the day might come when I blast one at one of you :twisted: ) to the following:
Same cost and basic system.
When this charm is used, the target DV automatically becomes 0 as no one can hide himself from the holiness of the Unconquered Sun, cover and shields are ignored as well.
Charms raising DV can be used, as well as stunts, but they only count as bonuses towards the base DV of 0. Perfect defense are applicable.
I am also considering rewriting Ebon Lightning Prana too, because it has too many effects compared with BSB:
- auto draw
- auto initiative
(those two were in the 1e version of the charm...)
- auto unexpected attack
- Piercing Damage
- movement enhancement
I will keep the auto draw movement and the go first schtick, because they're too cool to be erased, but I might change the P tag (suppressing it), and auto unexpected attack (maybe applying another type of penalty to DV) because there's just no way you need a combo to perfect defend against that one if the solar mirror can be perfectly defended.
Will get back to you soon, maybe I'll just do the same as with BSB, DV becomes 0.