What are people's thoughts on the DB kickstarter charm previews? I'm really really digging a lot of these, there's a lot of variety and flavor to them.
I'm slightly disappointed in DB Brawl's punching charms being a bit lacklustre, Embracing the Violent Flow is awesome though. Hope it works on blood too.

Other tham that I agree, a lot of them standout much betterr than the Solar's(hello Craft and Bureaucracy)
 
I dont really agree with this? Like that's the way they work if you only use canon charms, but I always felt they encouraged the use of custom charms for Infernals.
If someone made a series of solar craft charms that were melee charms that only worked on weapons they themselves made, they would be laughed out of the forums. Every yozi has their own version of Hardened Devil Body, but if you don't favor Malfeas then you have to pay 2xp more for it.

Taken to the logical extreme, every yozi charmset should be comprehensive enough to cover almost every possible thing a player could want to do. In practice this is bad because that effectively gives them 25 favored abilities when it comes to charm costs.
 
this one's for @EarthScorpion from the sorcerous ASCEND stuff

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Three Face Moulay is loony and rules in schizophrenic thirds way down South, where the Western Ocean lashes open the vast sands into great straits, and where smog and insects clot the sky and choke your breath. Old Moulay was a man once, a crime boss, cruel sorcerer, and old pirate without peer. He grew older and his interests grew more esoteric and his tastes more depraved. He wanted to bottle the moon and drink it. Nobody thought he could. Then he showed his face at one of his bacchanalian celebrations, and his other face, and his other face, and his body rippled like difused moonlight over water. Now in his moods, which wax and wane with the moon, he wants to grow his empire even more, all capacity for compassion gone. His six eyes turn west, to the chaos and riches that extend to the end of civilization.

At the new moon he is rejuvenated and young at heart. He has energy and he has focus, and he has self-discipline. He can be reasoned with under the light of the new moon, to the extent that any madman can. This good mood does not last, and as the half-moon approaches, a new face takes over. This one is cautious and distrustful, and is fond of lies. It does not trust and it does not wish to take risks and it frequently is a source of frustration for the subordinates of Moulay. As the full moon approaches Moulay becomes completely unchained, manic and feral, and comes in like the tide. He is beyond reasoning. He is beyond caring. He seizes on the smallest of whims and will pursue them to the ends of Creation and will ruin everything he has to fulfill every little obsession that compels him. As the moon waxes, he swings from manic to depressive, and enters a deeply foul lethargic fugue from which there is little that can rouse him, save perfunctory engagements in his favorite perversities. From this he will recover as the moon blackens and the cycle will repeat.
 
What are people's thoughts on the DB kickstarter charm previews? I'm really really digging a lot of these, there's a lot of variety and flavor to them.
The excellencies are more restrictive than Solar ones, and need to be purchased as charms, but at the same time they are more powerful mote-for mote, having things that reroll dice, or add extra non-charm dice, or penalize opponents.

The Signature Charms in particular are interesting, as there's usually three per ability that have no prerequisite charms.

Likewise, DBs don't have Limit in 3E, instead gaining Dragon XP for acting out the effects of the Great Curse. This makes the DB curse less explosive than that of the Solars, and far more subtle.
 
I'm a bit sad that the new lead devs weren't in charge for the Solar Charmset, but overall it's pretty dammed good. I raised an eyebrow when I saw that DBs don't get Excellencies for free like Solars do, but their Excellency Charms aren't boring dice-adders, each adds something just a bit extra, so I'm not *too* fussed about it.

Overall, pretty good so far, I think.
 
Likewise, DBs don't have Limit in 3E, instead gaining Dragon XP for acting out the effects of the Great Curse. This makes the DB curse less explosive than that of the Solars, and far more subtle.
It's very player friendly and encourages roleplaying.

I always felt like the (RAW) Ex3 Solar version is a bit overly adversarial, this big sword of Damocles that will suddenly drop at the most inopportune dramatic moment that (by RAW) needn't necessarily be particular IC merely dramatic and inconvenient (Beserker Raging in the middle of a crowded market place being the given example)...
Having the player choose with ST approval is an easy change for new and new to each other groups (or just groups with players uncomfortable with being out of control of their character).

On another note, I Inviolate Dragon Spirit feels like a cheaper better version of Steel Heart Stance, though there is room for debate what Steel Heart Stance actually does...
 
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I raised an eyebrow when I saw that DBs don't get Excellencies for free like Solars do, but their Excellency Charms aren't boring dice-adders, each adds something just a bit extra, so I'm not *too* fussed about it.
I mean, I hated 2E's policy of treating them as 'mere' Dragonblooded, but they are supposed to be individually weaker than Solars. Having the boost Solars get for free packaged with one of their first charms instead of coming automatically fits that.
 
I mean, I hated 2E's policy of treating them as 'mere' Dragonblooded, but they are supposed to be individually weaker than Solars. Having the boost Solars get for free packaged with one of their first charms instead of coming automatically fits that.

And since it's not a boring dice adder and does gov3 you something else, it doesn't feel like a pure Charm Tax, yeah.
 
Sorcerous Blade
Price
: 10-15m; Circle: Emerald; Anchor: (Any) 1+
Target: Self
Spell Duration: Until Sheathed; Casting Duration: Emerald
Essence Aspect: Any; Favoured Aspect: Special

Not all sorcerers carry a staff or ancient sword with them - yet oft-times a weapon can be useful. To that end, many sorcerers learn one of the countless spells made to channel power into taking form as a weapon of their choice.

Ritual: The sorcerer takes an Emerald shape sorcery action to create the weapon, overtly invoking their Anchor in some manner.

Mechanics: This spell creates a given generic artefact weapon with a dot rating equal to the minimum anchor required for the spell variant. Ranged weapons that require ammunition cost 15m to create; other weapons cost 10m. The weapon is fixed when the spell is created. This artefact weapon has no attunement cost, but may only be used by the sorcerer (see below for details). The weapon is Obviously magical, and invalidates stealth as a 4-7m anima banner. Ranged weapons generate their own ammunition, which evaporates back into raw essence at the end of the tick it is used. Weapons with the thrown tag automatically return to the sorcerer's hand when used for ranged combat.

Effects: The artefact weapon is created. Should the sorcerer willingly lay down the weapon be disarmed, the spell terminates. A Sorcerous Blade also has a single unique magical power that is related to the Anchor and/or the Essence Aspect of the spell variant. This may be a magical material bonus (for example, Essence Aspect: Solar might give the orichalcum magical material bonus), or another effect. This is set when the spell is created and may not be changed except by creating a variant of the spell.

Example Spells:

Spiritual Sword (Anchor: Cult 3) - Forged from the hopes and prayers of the sorcerer's cult, this grand daiklaive burns with ephemeral blue flames and has countless prayers engraved into its straight blade. As an Emotion effect, characters who see the sorcerer using this weapon in combat gain a positive Intimacy of the character's choice towards them. A character can only be affected by this once per story.

Green Sun Spear (Anchor: 2 plus one of Essence Aspect: Malfean or Anchor: Allies (Ligier) - Similar in form to the Grieving Lord, a Green Sun Spear is a ray of Ligier's light forged into a glowing Dire Lance. The touch of this spear is a vector for the Sickness known as Green Sun Wasting with Virulence 3. The sorcerer is not immune to this, unless she wears gauntlets made from the magical materials or lead.

Edge of the End (Anchor: Whispers) - There are countless blasphemies which invoke the dread power of the Neverborn. Some make pitch-black blades which appear two-dimensional, like a hole in the world, while others make sickly pulsing living swords whose eyes watch from the hilt. These weapons permanently destroy the souls of anything they kill, casting them to Oblivion. Only an Exaltation is proof against such power - though the hun and the po cannot escape the inexorable pull. Should the sorcerer die while this spell is active, the blade consumes their souls too.

Justice of the (Element) Dragon (Essence Aspect: (Element) plus Backing: Immaculate Order) - The sorcerer-monks of the Immaculate Order forge their righteous authority into weapons made from the fangs of dragons that burn with elemental wrath. These spells make the form weapons of the applicable Dragon Style, if the sorcerer has sufficient Backing. Attacks made with these weapons are enhanced with the applicable element's Dragon-Graced Weapon.
When a spell like this is anchored in cult how does that work? Does the sorcerer only get one in place of the usual wp they would gain

Also in regards to anchoring spells in virtues, I thought a background can only have one spell anchored in it. Do virtues break that rule or can all things be the anchor for multiple spells? Also can stronger backgrounds be used to anchor more spells?
 
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Also in regards to anchoring spells in virtues, I thought a background can only have one spell anchored in it. Do virtues break that rule or can all things be the anchor for multiple spells? Also can stronger backgrounds be used to anchor more spells?
That's for long-term Anchoring. For Instant spells like Death of Obsidian Butterflies or Flight of the Brilliant Raptor, you can cast several in a scene all through your Valour - but if you then come up against a really scary mutant goldfish and run away in fright, all of those combat spells you Anchored in your Valour to cast during the scene will turn on you.
 
That's for long-term Anchoring. For Instant spells like Death of Obsidian Butterflies or Flight of the Brilliant Raptor, you can cast several in a scene all through your Valour - but if you then come up against a really scary mutant goldfish and run away in fright, all of those combat spells you Anchored in your Valour to cast during the scene will turn on you.
Ah okay. I thought anchoring anchoring was a long term process
 
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A question; how many other people reskin artifacts to better fit them into their character design? I was thinking about it after reskinning Shining Ice Mirror (Blue Jade Reaper Daiklave) from the Core into Gleaming Gem Splitter (White Jade Reaper Daiklave) and it's first charm Winter Night Cut into Sanded Edge Detritus, along with Strife's Crucible (Starmetal Slayer Khatars) from Arms Of The Chosen to Hate's Forge (Soulsteel Slayer Khatars) with the charms Gleaming Dagger Dissent and First Blood Poise becoming Barbed Claw Ideals and Last Blood Determination. (Last Blood Determination is slightly different to it's origin with a different trigger situation and one different use.

So now that I've rambled on about what I've done, what have other people done?
 
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That's for long-term Anchoring. For Instant spells like Death of Obsidian Butterflies or Flight of the Brilliant Raptor, you can cast several in a scene all through your Valour - but if you then come up against a really scary mutant goldfish and run away in fright, all of those combat spells you Anchored in your Valour to cast during the scene will turn on you.
Well, as I read it it's only if you suppress Valor, right? If you just fail your Valor roll -- if it's really that scary or whatever - you don't get hit with the penalty.

Which is good, because while I don't remember any Virtue-penalizing effects off the top of my head I'd be kinda surprised if they didn't exist, and that's a pretty nasty death-spiral trap to be leaving around that isn't even really back by RP reasoning.
 
Well, as I read it it's only if you suppress Valor, right? If you just fail your Valor roll -- if it's really that scary or whatever - you don't get hit with the penalty.

Which is good, because while I don't remember any Virtue-penalizing effects off the top of my head I'd be kinda surprised if they didn't exist, and that's a pretty nasty death-spiral trap to be leaving around that isn't even really back by RP reasoning.
If your Valour fails you, then shouldn't the spells too?
 
A question; how many other people reskin artifacts to better fit them into their character design? I was thinking about it after reskinning Shining Ice Mirror (Blue Jade Reaper Daiklave) from the Core into Gleaming Gem Splitter (White Jade Reaper Daiklave) and it's first charm Winter Night Cut into Sanded Edge Detritus, along with Strife's Crucible (Starmetal Slayer Khatars) from Arms Of The Chosen to Hate's Forge (Soulsteel Slayer Khatars) with the charms Gleaming Dagger Dissent and First Blood Poise becoming Barbed Claw Ideals and Last Blood Determination. (Last Blood Determination is slightly different to it's origin with a different trigger situation and one different use.

So now that I've rambled on about what I've done, what have other people done?
I was inspired to reskin the other charms for Strife's Crucible (Truth In Strife Riposte and Final Blood Sanction (forget Shining Duellist's Challenge) to Vindictive Interrogator's Gambit and Furious Overkill Challenge) and would greatly appreciate anyone who could look at them from a mechanics standpoint.

EDIT: Sorry for the doublepost.
 
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Well, as I read it it's only if you suppress Valor, right? If you just fail your Valor roll -- if it's really that scary or whatever - you don't get hit with the penalty.

Which is good, because while I don't remember any Virtue-penalizing effects off the top of my head I'd be kinda surprised if they didn't exist, and that's a pretty nasty death-spiral trap to be leaving around that isn't even really back by RP reasoning.
Ah, true. So it's actually if the scary mutant goldfish implies that you've had amorous inclinations towards its cousin and also that you're a swede-eating turnip-farming accountancy school drop-out who wears a chamberpot on his head, and instead of going "SAY WOT M8 I'LL MESS U UP" and charging blindly, you go "scru u d00d i'm not rising to ur bait shuv off" and stay behind your defensive palisade wall like a whiny coward.
 
Ah, true. So it's actually if the scary mutant goldfish implies that you've had amorous inclinations towards its cousin and also that you're a swede-eating turnip-farming accountancy school drop-out who wears a chamberpot on his head, and instead of going "SAY WOT M8 I'LL MESS U UP" and charging blindly, you go "scru u d00d i'm not rising to ur bait shuv off" and stay where you are.


Hmm, I mean, if you're Valour 3+ and you fail a Valour check, I think you still need to suppress your Valour to coward out and run away. Otherwise, you should be spending WP to resist your Emotion of fear, if you were't a morally flawed weakling.
 
Green Sun Spear (Anchor: 2 plus one of Essence Aspect: Malfean or Anchor: Allies (Ligier) - Similar in form to the Grieving Lord, a Green Sun Spear is a ray of Ligier's light forged into a glowing Dire Lance. The touch of this spear is a vector for the Sickness known as Green Sun Wasting with Virulence 3. The sorcerer is not immune to this, unless she wears gauntlets made from the magical materials or lead.
Didn't somebody write a custom Malfean Charm in this thread that lets you essentially create one of these - at least in the sense of "I make a spear out of Malfeas' hatred and throw it at someone whose face displeases me"?

Also, I have a broader question about the way your Sorcery rewrite has the Essence source for the spell 'flavor' its effects. If, for example, you have an Infernal Exalt who uses his Ally (Sanceline) Background to anchor a Sapphire-circle version of Death of Obsidian Butterflies, what does that look like?

My current blueprint is that it's essentially a DoOB-style shotgun blast, but made of colorless fire and singing crystal knives that convert anyone killed by the blast into statues of Pyrean crystal, with a possible side effect of infecting survivors with Sanceline's Crystal Cyberman mind-plague.
 
Didn't somebody write a custom Malfean Charm in this thread that lets you essentially create one of these - at least in the sense of "I make a spear out of Malfeas' hatred and throw it at someone whose face displeases me"?
That's a canon Charm, Vitriolic Corona Endowment. Also has an upgrade that lets you shoot green-sun-lasers from anywhere on your body.
 
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