Or to create a wheat-eating pesticide resistant parasite.Honestly in the modern world, what would scare me more about sorcery is the potential for someone to send a sneaky demon into someone's home to steal a shirt, then just having the ability to bombard them with social attacks via magic dreams.
Depends on how you read it, depends on how you choose to interpret a more modern settings magical particulars. Certainly, creating a disease and personally infecting the entire planet with it is Solar.An Ambition 3 Terestrial level working is "Place a curse on a small region in a way that diminishes, warps, or blights its mundane aspects such as flora, fauna, or natural resources, making it all but impossible to make a livelihood off the cursed land" level. Celestial Ambition 2 is "Spread mutations throughout the mundane flora and fauna of an entire ecosystem" level. Creating a plague or parasite that breeds true that poses a worldwide risk is probably going to be Solar Ambition 1 level.
um, no. A working isn't a spell that wears off. If you create a new form of life, it's going to keep replicating. It's not a sustained magic that fades once it reproduces. It's...breeding a new sort of life and releasing it to reproduce in the wild.Yeah that example is singular, and it doesn't breed true. You'd have to repeat the working on every example of the creature, and it would last as long as it's normal lifespan.
"A specimen" is singular though. The scope of terestrial level workings is not "create a new species"."breed a specimen of an existing species with a minor supernatural power that augments its strongest traits."
Asexual reproduction is a thing. A pretty common thing. And yes. It pretty obviously is create new species, if you, you know, make something reproduce asexually."A specimen" is singular though. The scope of terestrial level workings is not "create a new species".
or that, yeah. Like, we're not talking about a committed effect of magic, we're talking about a permanent alteration/the creation of new, stable life. Unless you make it sterile, life, uh, life finds a way.
Yeah, that's where the contention lies. It isn't keyword as one but obviously causes an emotion. Were I DMing I'd allow it, but I'm pretty permissive as long as the player is doing something cool as opposed to just trying to be stronger.
Actually while I'm here I might as well ask. @EarthScorpion does the Terrified Awe intimacy imposed by FAA make someone count as mad for the purpose of Oramus Charms?
Conversely, would it be appropriate for an Infernal to concoct a Heretical Charm that crosswires FAA and the Madness-keyed Charms of Oramus to make people with Terrified Awe count as Mad (and vice versa) for purposes of the Infernal's Charms? After all, freebasing Malfeas and Oramus seems like it would work for creating an "I am a nuclear horror that demands obedience, the Emperor Outside who you cannot help but frighten and fascinate in equal measure".Catching up with this - no, by RAW. I might consider it legitimate in the first scene when it's been applied, but after that it's been absorbed as part of their psyche. You're going to need to work harder than that to keep your cluster of madmen for Oramus Charms.
After all, it can hardly be called mad to be in terrified awe of the Demon King.![]()
"That's broken, you can't have it."A question.
Add +4 to all mental attribute rolls for a scene.
Artifact 2 or 3?
Aw man.
If it adds +a bunch of dice, it's broken. The dice curve in Exalted is fragile. The example artifacts in Ex3 that work like what you're saying are stuff like the Belt of Shadow-Walking, Artifact 3, +3 Charm dice to Stealth rolls, and you can pay a huge amount of motes to turn into a shadow. The Collar of Dawn's Cleansing Light, Artifact 2, offers +2 dice to resist infection as it cleans your wounds for you. And none of the higher level artifacts do more than this, because this is the limit, higher level artifacts do grand powers.Aw man.
How about a pipe meant to enhance deep thought and contemplation?
Even if you don't care that it's broken, having an artifact that just gives +Dice is so incredibly boring. Artifacts aren't supposed to be boring, they're supposed to be cool.
You want a mental artifact? Make a crown that gives it's wearer oracle-style evocations that allow them to divine the future so they can better plan. Make a dagger that sucks the emotion out of people, turning them into emotionless calculators by turning their social dots into mental dots and put them to work doing mental stuff.
When you ask about things, why not tell us what you want the artifact FOR, in addition to the mechanics? Short and simple, of course, but a little insight into the direction you want the artifact to take would help people know what to suggest to help you.
Conversely, would it be appropriate for an Infernal to concoct a Heretical Charm that crosswires FAA and the Madness-keyed Charms of Oramus to make people with Terrified Awe count as Mad (and vice versa) for purposes of the Infernal's Charms? After all, freebasing Malfeas and Oramus seems like it would work for creating an "I am a nuclear horror that demands obedience, the Emperor Outside who you cannot help but frighten and fascinate in equal measure".
I have to say that, in my opinion - and this is an opinion, I make no claim to any kind of empirical truth - a central theme of heretical charms should be being exactly that - heretical to the mythoi of the Yozis. Not limited to creating 'a handy trick made by combining two Yozis' themes', but something that transgresses upon those themes and makes them into something new, overcoming the blinders and self-defeating spite of the Yozis with very human insight and ingenuity. The Infernals may be exactly that, but they're still Exalted and it's in the nature of the Exalted to do the impossible. I, personally, find that more interesting, and more worthy of the palaver and plots that the Heretical keyword implies. Why would Adorjan and TED care that you've made something that lets you take your armour off really quickly with Scale-Shedding Solution? Because they can't learn that charm? Again, why would they care? It's not like they use armour. But if the souls of the Yozis know that such charms are a gateway to overcoming their oversouls' inherent weaknesses, and they can't partake? That's a much bigger deal, and it'd be entirely... Well, reasonable isn't the right word but understandable for them to react badly.No, not really, and I have no idea where the idea that you can change how the meta rules of Infernal Charmsets function with heretical charms. It certainly doesn't come from the text, because the example Heretical charms are things like "remove my armour quickly" and "Shaping defence".
I have to say that, in my opinion - and this is an opinion, I make no claim to any kind of empirical truth - a central theme of heretical charms should be being exactly that - heretical to the mythoi of the Yozis. Not just 'a handy trick made by combining two Yozis' themes', but something that transgresses upon those themes and makes them into something new, overcoming the blinders of the Primordials with a very human insight and ingenuity. I, personally, find that more interesting, and more worthy of the palaver and plots that the Heretical keyword implies. Why would Adorjan and TED care that you've made something that lets you take your armour off really quickly with Scale-Shedding Solution? Because they can't learn that charm? Again, why would they care?
Not to say that those kinds of tricks don't have their place - especially among 'loyalist' Infernals - but the transgressors, those looking to truly work beyond what they have been provided with, should be able to. Now, some things - like the hypothetical Kimbery/Cecelyne charm you used as an example - are too out-there, stamping all over the themes of both Yozi, but in places where themes are closer, like in the Malfeas/Oramus thing that @GardenerBriareus was talking about, I think it's definitely acceptable to develop such a charm. Although the thing you said about it not being madness to fear the Demon-Emperor is certainly valid. Perhaps the charm could instead build off of the Magnanimous Warning Glyph, tainting it with Oramaic essence and making it a conduit for Nosognosia?
And that's why you're the respected one of the two of us.Yes, and there you see why I think it's a poor shortcut that's trying to use "learn a new Charm" to resolve something you could have done with just a little bit of lateral thinking. For example, their Intimacy of Terrified Awe lowers their MDV against your music. Et voila, you can just... get them to listen to you. And of course, you can keep the masses in Terrified Awe forming a functional state, while you make an elite inner circle of madmen a la Byrgenwerth who are your scientists and scholars seeking enlightenment in your terrible radiance (and thus they're kind of a bit unstable and don't make the best general workers).
Part of the fun of Infernals is arranging things so your organisation is set up so your weird mishappen Infernal Charms work properly. And exploiting synergies that the Yozis can't, like the Oramus/Malfeas example of keeping the peons in terrified awe while your inner circle are those you have enlightened.
That's the real "heresy" - blending atomic Charms to produce remixed playstyles, not inventing little Charms to try to bypass the flavourful constraints on your charmset.
I hate to sound greedy, though, but... Why not do both? That is, why not have the plot of constructing that weird societal structure, and then from that divine the shape of a Charm that helps you refine it further into something better? As you said, there's already the synergies that you're capable of without learning Heretical charms. Add the charms on top of that, and you can have the best of both worlds. At least to me that makes sense - the kind of people who become Exalts are rarely satisfied with 'good enough', and I see no reason why learning a charm can't be story-fodder in and of itself, especially if you're inventing an entirely new charm. I mean, look at anime. How many 'developing a new, original technique' arcs have there been?
Also 'atomic charms'? I'm sure that this is something obvious, but I'm missing it.
EDIT: Also also, while I have your attention, what does a person who is Mad 'sound' like to a warlock who knows Madman's Insight? The text says that Madness is obvious to the warlock, and I presume that's conveyed in terms of hearing, but I've no idea how to actually describe something like that.
In that case, what should Heretical Charms do?Part of the fun of Infernals is arranging things so your organisation is set up so your weird mishappen Infernal Charms work properly. And exploiting synergies that the Yozis can't, like the Oramus/Malfeas example of keeping the peons in terrified awe while your inner circle are those you have enlightened.
That's the real "heresy" - blending atomic Charms to produce remixed playstyles, not inventing little Charms to try to bypass the flavourful constraints on your charmset.