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[DB Exalted] The Sea of Mind

Red Shadow Claws

Six Thousand Club
In a foreboding forest in the north-east of Creation, dwells a group of Dragon-Blooded that are unlike anything else. Their view of the world is different, and in fact, can be quite skewed. But they consider themselved to be better, more perfect, and more in control than others of their ilk. And who knows, maybe they are correct?
After all, being able to live forever, and touch upon your descendants, and other who come after you, even beyond death, is something no other Dragon-Blooded can do...

But something has stirred, and has upset the balance in their idyll forest. And so, their elders, both living and dead, have gathered a group to investigate this. Will you step up and offer yourself up for the job? Will you be able to perfect yourself in the chopping waters of the Sea of Mind?

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As noted, this is an Exalted Dragon-Blooded game, set for the Forest Witches. In addition to the normal chargen, you will each receive the three dot Merit - Immersion in the Sea of Mind. (Noted in the Heirs to the Shogunate pdf.

The game may take some darker turns, exploring some of the more gruesome aspects of the Forest Witches.
 
Any special rules for character creation besides the three points of the Merit you noted?
 
I don't think I have the Heirs of the Shogunate PDF; can you give me the details on that one Merit?
 
The Sea of Mind
Immersion in the Sea of Mind is represented with a three-dot Story Merit. Player characters who don’t begin with it can subsequently gain it, although they’ll have to pay a suitable tribute before being allowed to do so. In addition to altering the character’s perceptions as detailed above (p. XX), it also confers the following benefits:
• When she takes an action that upholds on of her Intimacies, her roll is used to determine its outcome in reality — but within the Sea, she succeeds automatically, unless she is opposed by another attuned character acting in furtherance of an Intimacy. When two attuned characters come into conflict, each multiplies their total rolled successes or applicable static value by (Intimacy) to determine its effects within the Sea. If a character takes an unopposed action that solely effects the Sea, such as building a palace that has no equivalent in Creation, no roll is necessary.
• Tasks can be completed far more quickly than normal within the Sea, decreasing the necessary time by one step: from years, to seasons, to months, to weeks, to days, to hours, to minutes. This is only reflected in the Sea; in reality, the attuned character’s progress corresponds to the actual time they have spent at work.
• Her actions within the Sea are not impeded by injuries, poison, disease, shaping magic, curses, or other unwanted effects. Even if she dies, she persists within the Sea.
• If an attuned character activates a Charm in a way that has no impact on reality outside the Sea, she waives its cost.
• If an attuned character crafts an object that exists only in the Sea, she waives all craft point costs. Likewise, if she performs a sorcerous working that exists only in the Sea, it costs no experience.
• While the Sea of Mind cannot impact Creation directly, an attuned character’s idealized experience of reality still conveys some benefits, guiding her towards the best ways of achieving her goals. When she spends Willpower to add a success to an action that upholds one of her Intimacies, she may add (Intimacy) non-Charm dice instead of a success.
The Sea of Mind is weak in demesnes, manses, shadowlands, and Wyld zones, and the benefits of this Merit may likewise be unreliable in such places. Outside Creation, it offers no benefits at all.
 

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