Anyway, does anyone have character concepts that they'd like to try out, but never had the chance? Mine was for a Lunar Witch spends here time performing and doing magic tricks as a part of her circus that is filled with Demons and Elementals and Spirit-Blood bastards galore all in it to delight and entertain.
Bitch I got ten completely unused character sheets, but if I had to choose the ones that I really want to use...
1. Ash Striped Pyre-Cat (Centimane Exalted, Homebrew From the Book Of Bone And Ebony), a Southern martial artist who hates the Immaculate Faith and believes the Southern Gods abandoned him. He is a student of Tiger and Laughing Wounds and his fetter is that his students still need his help, though he'll surely drag them down into abasement before the Neverborn.
2. Kites Aloft On Tattered Silks 'Kite Silk' (Sidereal, From The Where Fate Has Lead Homebrew), a ronin Sidereal who escorts the caravan he was born in around the South, although none of them can remember him as anything other than a passing acquaintance or the 'patron' of the caravan who funds them from afar, which kills him inside since his parents still travel with them and their eyes skid across him. He keeps the sitar his father taught him to use as a link between them, a way to reinforce their connection. He is an exceptional student of Snake style and his intimacies really prime him to be the guy who just stumbles across a team of Sidereals who've been denied any official help, but it turns out Chejop just happened to lose the paperwork for this one Sidereal ronin that just so happened to be in the right place.
3. Little Mother (Solar) a sorcerer/necromancer of the Zu Tak who I've spoken about before on this board.
4. Screaming Thunder Gibbon (Solar), a monkey-beastman (prehensile tail, hideous, Tempered By The Elements, Ambidextrous plus) who uses a Silver-Voiced Nightingale variant named Howling Monkey Style and makes talismans on his off time. He carries about a yasal crystal, audient brush and second-shadow drum so he can manipulate ghosts.
 
Ugh. It's too Wednesday for this, Aleph.

Anyway, does anyone have character concepts that they'd like to try out, but never had the chance? Mine was for a Lunar Witch that spends her time performing and doing magic tricks as a part of her circus that is filled with Demons and Elementals and Spirit-Blood bastards galore all in it to delight and entertain the masses.
Infernal focusing on Magleas/Oramus. These two seem to just jive really well together as, to my reading, it seems that Fealty Acknolwedging Audience makes people count as Mad for the purpose of Oramus charms. It allows you to build this really cool aesthetic of an Infernal who is a walking suit of Cathedral Armor constantly blasting out faux Latin background music like a final fantasy villain.

It also inspired my idea for a character in an Exalted Modern campaign who believes the Yozi to be the Abraihamic god defeated and broken during the war in heaven. Malfean Indernals makes surprisingly good paladins what with their heavily plate, ability to keep on fighting despite the pain, and smite ability.

And of course there was also that Sidereal I wanted to play, Murder the Gods and Topple their Thrones

Still waiting on the day I get to play exalted
 
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They're sadly not packaged with entry level Charms. The Brawl Excellency rerolls sixes on the damage roll. The Larceny, Socialize, and Stealth Excellencies are all just 2nd Excellencies, up to 3 autosux for 2m a pop, and have the Mute keyword, nothing else. Melee is insane, it gives you a cumulative 1m discount. Medicine gives you one non-charm die when you max excellency it, and is one of the better ones. Awareness has the "bonus" of being able to choose between the First and Second excellency, adding dice or autosux, with no statistical difference.

They are not, generally speaking, cool effects with a boring dice adder. They're just slightly different dice adders, except for Melee which is just what.
Please don't quote me.
 
But 3e decided that No, the scientific method is Bad and you shouldn't want to live in a world where you can run experiments and make predictions.
It's honestly a bit worse than that. The motive here is Holden et al declaring that the only way magic can be Special and Significant is if it actively opposes the idea of being understandable or repeatable. In 2E, you had free reign to tackle the world as either fantasy or science fiction. In 3E, if you so much as say the word "physics", the writers point at you, unhinge their jaws, and shriek like Donald Glover at the end of Invasion of the Body Snatchers.
I feel like H&H took a look at the early-Technocracy-esque stuff that was going on in late 2e, screamed, and decided to make 3e as Traditions as possible. Except not even that, they made it how the Technocrats see the Trads. Fuckin "ineffable magic" bullshit...
 
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Ugh. It's too Wednesday for this, Aleph.

Anyway, does anyone have character concepts that they'd like to try out, but never had the chance? Mine was for a Lunar Witch that spends her time performing and doing magic tricks as a part of her circus that is filled with Demons and Elementals and Spirit-Blood bastards galore all in it to delight and entertain the masses.

Lesse... I have 3 characters I've Played that I want to play again/in better games;

  • Venerable Forge of Iron Wills, Soulsteel Alchemical; best described as Terminator Space Marine Chaplain Darth Vader Captain America Ghost-Rider
  • Smiling Lotus; Elder Bluesid, Mafia don of happiness, laziest enlightened bushi of Heaven
  • Scarlet Edge; First Age Night Caste, olympiad celebrity who moonlights as a one-woman demolitions team; has the +3 Presence specialty "Backlit by Explosions"
As for characters I've not played appreciably
  • King of White Sands, Limitless Horizon; Dawn Caste Sand Pirate/Purveyor of rare goods
  • An unnamed Eclipse playwright who cribs a lot from Anji Mito's designs. Burly, masculine but not ostentatiously macho.
  • Rage Shakes the Pillars/Heavens ; Full Moon Gladiatrix- imagine The Rock as buxom blonde foxgirl.
I don't really have any other concepts at the moment.
 
I feel like H&H took a look at the early-Technocracy-esque stuff that was going on in late 2e, screamed, and decided to make 3e as Traditions as possible. Except not even that, they made it how the Technocrats see the Trads. Fuckin "ineffable magic" bullshit...

I understand their intent, but if they wanted to get away from 'science is magic' it's not about making everything weird and mysterious. What was needed was Creation and it's magic to have a more mystical and symbolic rule set with how artifacts and other such wonders were constructed.

Maybe to make a powerbow it works best during the wood season (or maybe if you're in the east, then wood season would be bad since it might accumulate too much of that direction's essence). Next ones chakras, humors, etc need to be aligned just right with the materials and energies one wishes to evoke within the powerbow. Then maybe local spirits and the spirits of the artifact's larger concepts need to be placated since you are drawing on their domains, etc, etc.
 
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The Ex3 craft system is - rightly - not interested in being a simulation of What Can You Do, How Fast. It's not interested in setting up a Sim City for the Twilight to play. It's interested in directly engaging craft-focused characters in gameplay onscreen.
Ehhhhhhh.
I think you can make that argument for the base system, but the Solar Craft Machine once all the cogs (charms) are in place is going to be pumping out artifacts at such a rate, Including N/A rated ones, I don't think it really holds up. Especially cause the way it's set up is going to encourage the Twilight Supernal Crafter to play SimCity just so they have enough problems to solve with their projects to feed the machine.
Anyway, does anyone have character concepts that they'd like to try out, but never had the chance?
So many. I had this idea I really liked of a Dream Witch/Merchant -like Infernals with a lot of Cecelyne and (homebrew) Ta'akozoka charms I thought was really cool (sell a wish for twice the price!).
In Ex3 I had this idea I thought was really cool for a kinda witch-y-ish shaman-y-ish Solar sorcerer that rolled around on top her siege lizard with a small group of demonic bodyguards that is just a really cool image to me (though complicated cause I'd really want them to be a Twilight with Supernal Survival=>_>=)

I have a few ideas about playing a Wood (cause I think the connotions are kinda cool) DB Sorcerer who invests super deeply into sorcerer and weird esoteric stuff could be a fun thing to play, though looking over the Ex3 DB charms has inspired me with the idea of a Air DB sorcerer with a kinda paperwork wage slave secretly an assassin angle to it (moderately inspired by similar-ish ideas I've had for a LotFR character)

Those are kidna the big/best fleshed out ones I have bumping around in my mind.
 
May I suggest cannibalising the A Clutch Of Dragons Homebrew and ramming it's lower Essence charms into the lacking charmtrees?

It has always been my intention to restructure ACoD to function as an expansion of the canon Charmset where the adaptation is possible. I'm working on it, no promises on when it'll be done, but I'm confident that it's possible.

As for adapting low Essence Charms yourself, be aware that ACoD had a structural weakness in its entry level Charms, which generally offered small but broadly applicable benefits, similar to (though stronger than) the ones packaged with the WFHW excellency Charms. This was intended to further the intended design of a specialisation/commitment curve in the primary Charm set. The assumptions of WFHW are different.

Personally I'm of the opinion that the buy-in excellencies are a vestigial artifact of an earlier design. Vance says the change was made because excellencies were stronger than the E1 Charms. That being the case, I would expect people to just buy the excellencies instead of the other E1 Charms. Assuming that to be so, buy-in excellencies don't serve any purpose other than to artificially shrink the number of Charms DBs start with.

In any case, the deal is done, and it's not so great an issue that it detracts from the rest of the set. There are some patchy areas but those look like good homebrewing opportunities to me.
 
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I understand their intent, but if they wanted to get away from 'science is magic' it's not about making everything weird and mysterious. What was needed was Creation and it's magic to have a more mystical and symbolic rule set with how artifacts and other such wonders were constructed.

Maybe to make a powerbow it works best during the wood season (or maybe if you're in the east, then wood season would be bad since it might accumulate too much of that direction's essence). Next ones chakras, humors, etc need to be aligned just right with the materials and energies one wishes to evoke within the powerbow. Then maybe local spirits and the spirits of the artifact's larger concepts need to be placated since you are drawing on their domains, etc, etc.

This is supposedly the sort of thing already going on when you make artifacts with the proper celestial alignments and such. But if you are too strict about them players cant craft what they want to make. If it is the Season of Fire and the sessions are about a day of IC time the campaign will be over before the Twilight Supernal with 20 craft charms can make a powerbow. Or if you rule their lightning daiklave requires something only found in the North and you are in the South. Then either the whole game gets put on hold for a road trip or you just told them they can't make the thing. (And yes, there is the Guild and trading cities, but those still require plot-on-hold field trips, or such elements to be set up as part of the campaign already)
 
This is supposedly the sort of thing already going on when you make artifacts with the proper celestial alignments and such. But if you are too strict about them players cant craft what they want to make. If it is the Season of Fire and the sessions are about a day of IC time the campaign will be over before the Twilight Supernal with 20 craft charms can make a powerbow. Or if you rule their lightning daiklave requires something only found in the North and you are in the South. Then either the whole game gets put on hold for a road trip or you just told them they can't make the thing. (And yes, there is the Guild and trading cities, but those still require plot-on-hold field trips, or such elements to be set up as part of the campaign already)

I was throwing things against the wall from the top of my head. It's an example of magic still possessing a rule system, but with lots of variables that also keeps it away from industrialized magic.

Going with seasonal timing, it could just be the optimal time and not the only period one can make a certain artifact. As for specific materials and such, they could vary based around the specific Direction to certain locals. This can be more than simply importing consensual magic from Ascension, but based around say the elemental composition of said region or what have you.
 
I think there should be all sorts of weird mystical limitations on when and how you can make each Artifact. But said limitations should generally be defined by the player doing the crafting. Which naturally means they'll mostly be stunt fodder; I'm fine with that.

There is one situation where I like the idea of the ST imposing a limitation on a PC's crafting, though. And that's when a player blows their rolls and uses up their terminus. Then the GM can say something along the lines of "it's not that the glorious golden demigod had a sudden moment of incompetence, it's just that the project demands X obscure material from Y exotic location".

No, literally none of your summary is accurate.

The 2E craft "system" was basically pointless. It served as a numerical gate on "what can you make in how much time" and that is all. Its only story hook was Exotic Components which, as Shyft noted, were a failure.

The base Ex3 craft system is actually pretty solid, with a few rough corners; the Solar craft charmset is what falls apart, as it's monofocused on making artifacts. For a reasonably diverse set of "crafters" the base system will work perfectly fine and be plenty of fun, as long as there are reasonable Minor and Major projects within your chosen profession(s)*.

I don't agree.

Points are basically the same as exotic components, except more complicated and less difficult. They don't really add anything to the experience of making stuff, they just put a limitation on when you can do it.

There is also the issue that if Craft is something you do mostly as a tool to enable other things, like not dying to the fae invasion by having a Fort and traps and ohthatsanicemagicriverofdeath you are also fucked, because to "fix" the economy you need a bunch of charms...that also have pre-reqs. It's harder to just casually make stuff, even if it isn't magic, is you don't bother with a fuckload of charms. I'm not out to make artifacts. I want a way to be able to make useful things like Forts, not even magic forts, without having to jump through more hoops than getting a workforce and material already imposes. It punishes people who want to dabble a little, and have Craft as an accessory tool to another skillset because...the Devs think that shouldn't be allowed. Which makes no sense.

I don't think the devs were actually trying to shut down that possibility; I think it was an accident.

But I agree; the focus of Craft should be below the Artifact scale. The system should make it as easy as possible, and as painless as possible, to approach your problems through the construction of useful things.

With that in mind, a fort-builder should have different Charms from a hat-maker, reflecting the differences in their methods of problem-solving.
 
@Exthalion or the ST could just make it clear that artifact crafting is a season-scale action, and you aren't going to be able to do it in onscreen game time. Remember, Exalted comes with the expectation of months/years of downtime between each major onscreen adventure.
 
There is also the issue that if Craft is something you do mostly as a tool to enable other things, like not dying to the fae invasion by having a Fort and traps and ohthatsanicemagicriverofdeath you are also fucked, because to "fix" the economy you need a bunch of charms...that also have pre-reqs. It's harder to just casually make stuff, even if it isn't magic, is you don't bother with a fuckload of charms. I'm not out to make artifacts. I want a way to be able to make useful things like Forts, not even magic forts, without having to jump through more hoops than getting a workforce and material already imposes. It punishes people who want to dabble a little, and have Craft as an accessory tool to another skillset because...the Devs think that shouldn't be allowed. Which makes no sense.

Uh. You can totally build forts with the base system. Have you ever even read the book? There's literally a sidebar for it. And you're not going to "casually" make a major fortification without serious charms; castles typically took years to build. (You only need two craft charms to be able to complete it in three rolls, btw.)

As I mentioned in the post you quoted (did you read that either?), one of the rough edges is that the system has difficulty with the "pure architecture guy" because he just doesn't have that many smaller-scale things to do on-screen during play.

edit: Another trick is, with something like the fort, you can start it right away; you only need craft XP by the end. So if this story, or more likely season, resolves around some anticipated need for the fort, then you can start building, go around doing Plot Stuff and finding ways to display your crafting prowess, then come back and finish things before that climactic event. And, if you fail, then - that's also an interesting outcome! Now you have to deal with that threat without the resources you thought you would have.

Look, clearly mundane architecture just doesn't exist. This is a perfectly reasonable setting decision, and since Ex3 is clearly not the same setting as previous editions it's entirely within the devs' creative purview to establish that all structures are Manses, Artifacts, or constructed through Sorcerous Workings. Much like economies, or legal systems.

If you don't want to play people who live in manses or sorcerously constructed housing, or natural rock formations, or are nomads, well, that's unfortunate but I guess this game just isn't for everyone.

Clearly.

What I do want to do is play a game with people who have read the rules, or at least skimmed them.

Ehhhhhhh.
I think you can make that argument for the base system, but the Solar Craft Machine once all the cogs (charms) are in place is going to be pumping out artifacts at such a rate, Including N/A rated ones, I don't think it really holds up. Especially cause the way it's set up is going to encourage the Twilight Supernal Crafter to play SimCity just so they have enough problems to solve with their projects to feed the machine.

Yes. Solar Craft charms are a big problem along a bunch of dimensions, from their myopic focus on artifact crafting to their myopic focus on the math of artifact crafting.

But the core system works well for a wide range of types of "craft" creating a play experience that encourages you to take your profession's hammer and find some nails. Cooking, for example, has plenty of fun applications. Especially if you can cook anything in minutes.
 
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I dislike how it makes this thread look, and I'd just end up expanding your posts anyway to keep track of the discussion. I'm simply asking you to not single me out with quotes.
But the core system works well for a wide range of types of "craft" creating a play experience that encourages you to take your profession's hammer and find some nails. Cooking, for example, has plenty of fun applications. Especially if you can cook anything in minutes.
Honestly, I don't think it does. In my experience it encourages too much of a Decker Problem instead of helping the crafter to actually engage with the rest of their group, because too much of the system is focused on mechanising the process of crafting (something I've ruminated about before) by turning it into a pen-and-paper cookie clicker. Like, it's notable the example you choose to tout is like, the one form of crafting that minimises the amount of time spent on the process of making a thing in favour of letting you do stuff with the thing you make.
 
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I dislike how it makes this thread look, and I'd just end up expanding your posts anyway to keep track of the discussion. I'm simply asking you to not single me out with quotes.
Honestly, I don't think it does. In my experience it encourages too much of a Decker Problem instead of helping the crafter to actually engage with the rest of their group, because too much of the system is focused on mechanising the process of crafting (something I've ruminated about before) by turning it into a pen-and-paper cookie clicker. Like, it's notable the example you choose to tout is like, the one form of crafting that minimises the amount of time spent on the process of making a thing in favour of letting you do stuff with the thing you make.
No. You don't get to ask me that. If you're making posts as part of the discussion and I have something relevant to say based on the point or thing you were saying, I'm going to quote your post. If you don't wanna engage with me, don't engage. If you can't stand the idea of me engaging with your posts, put me on ignore. You don't get to demand that I go out of my way to replicate the function of the ignore system with none of the downsides. This is a public forum, deal with it.
 
I feel like H&H took a look at the early-Technocracy-esque stuff that was going on in late 2e, screamed, and decided to make 3e as Traditions as possible. Except not even that, they made it how the Technocrats see the Trads. Fuckin "ineffable magic" bullshit...
Yeah, I...really, really like the Technocracy. It's easily the most fun faction in OWoD to me. Guess 3e was written for literally the opposite of me.
  • Rage Shakes the Pillars/Heavens ; Full Moon Gladiatrix- imagine The Rock as buxom blonde foxgirl.
That sounds amazing.
 
Yeah, I...really, really like the Technocracy. It's easily the most fun faction in OWoD to me. Guess 3e was written for literally the opposite of me.
Same. Fucking. Hat.

Seriously though, I love the core mechanics of most of 3e, but viscerally despise what H&H did to the fluff. I'm especially salty about how they gutted thaumaturgy. *discontented grumbling about those bastards*
 
Yes. Solar Craft charms are a big problem along a bunch of dimensions, from their myopic focus on artifact crafting to their myopic focus on the math of artifact crafting.

But the core system works well for a wide range of types of "craft" creating a play experience that encourages you to take your profession's hammer and find some nails. Cooking, for example, has plenty of fun applications. Especially if you can cook anything in minutes.
Craftsman-Needs-No-Tools does make using craft for basic/minor projects during play rather easy, it highlights how the system actually encourages a bit of a decker problem without it.
 
Invoking the Demon's Icon
Price
: 20m; Circle: Emerald; Anchor: (Any) 2+ / Any (4+)
Target: Icon, one demon
Spell Duration: Until dawn / until sunlight strikes the icon; Casting Duration: 1+ hours
Essence Aspect: Incarnate, Elemental, or Yozi; Favoured Aspect: Yozi

Some say that the sorceries of the Emerald Circle will never achieve the summoning prowess of higher circles. Maybe not - but the image of great spirits can still be summoned and consulted for wisdom and dark secrets. It is always safer than calling such a spirit directly, but one should not underestimate the danger of a spirit's honeyed words.

Ritual: Before beginning the ritual, the sorcerer must first craft an icon of the demon in question which represents them, made with materials thematically appropriate to them. This icon will likely cost at least Resources 4 in rare materials and exotic unguents, and in many places in Creation will draw the attention of the authorities for the unusual purchases. Fortunately, this icon may be re-used for later invocations of the same demon.

The ritual may be carried out during the night of the new moon, during Calibration, or upon dates or astrological occurrences sacred to the demon in question. For example, the demon princess Sima may be called on any night when a comet is seen in the sky of Creation.

To invoke a Second Circle Demon or sublimatus a 2-dot Anchor is required. To invoke a Third Circle Demon a 4-dot Anchor is required - unless appropriate Yozi essence is used and the Anchor is a Cult, an Artefact icon of the demon, or them as an Ally, in which case a 2-dot Anchor can be used. For example, a sorcerer would require a mighty 4-dot demesne to channel the energy into invoking the image of Ligier, but a sorcerer with Ally (Ligier) could invoke the mad green sun of Hell with Ally 2 if the spell is cast with Malfean essence.

Mechanics: During the ritual, the sorcerer ritualistically evokes their Anchor, rolling (Attribute + Ability) at Difficulty 2 once per hour. If the demon is willing - as most are - the number of required successes is equal to the demon's Essence. If the demon is unwilling, the required number of successes is equal to twice the demon's Essence, and the demon contests the rolls with (Willpower). Should sunlight fall upon the icon during the casting process, the sorcerer automatically botches.

Effects: If successfully invoked, the consciousness of the demon felt the call five days ago and was drawn in a disembodied form across the Endless Desert to take up residence in the icon. While occupying the icon, the demon may not take any physical actions, but has full access to its magical and mundane traits and may use them as it wishes. The demon is under an irresistible Compulsion to not harm the sorcerer or the spell's Anchor - although other beings are not protected.

While invoked, the demon and the sorcerer may freely converse. Many demons invoked in this manner will act with at least some civility - and many are outright eager to help, offering their services in a Pact or seeking an arrangement as Allies. Through this spell, a sorcerer may converse with a demon that they could not summon, seeking lore or rumours. Some Workings build upon a demon invoked into an icon, using it as the lynchpin for some greater magic.

The demon may leave at any point with the sorcerer's permission. She may banish an unwilling demon from the icon using the same mechanics described in Demon of the First Circle for banishing a demon after a failed control roll. Should both the sorcerer and the demon wish it, the consciousness of the demon resides within the icon until sunlight strikes it. Otherwise the spell terminates at sunrise.

Example Spells:

Many - maybe even most - versions of Invoking the Demon's Icon are deliberately constrained. Most versions that demons teach will only allow a specific demon to be invoked. The sorcerers of Sondok cannot stray and call upon demons other than their lady. In 'compensation' - of sorts - these versions will usually allow a choice of Anchors. Likewise, most versions taught by demons lack the protective invocations which prevent the demon from harming their summoner. Of course, such demons seldom make the lack of such a clause obvious and indeed may act as if it is present, though a skilled sorcerer will be able to notice the lack.

Weep for the Lord (Target - Gervesin, Anchor - Artefact 2 (Polearm) - Those cultists of Gervesin who make use of this spell call their grieving lord into an artefact spear through elaborate ritual blade dances when they would speak with him and report success in their search for Kinnojo's bones.
(Attribute + Ability): Appearance + Melee

Hellspawn Invocation (Essence Aspect - Incarnate, Anchor - Status (Heaven) or Status (Solar Deliberative)) - Still practiced by the sorcerer-bureaucrats of Yu Shan, this spell calls a demon to answer the questions from a victor of the Primordial War. While in the present day only Heaven has the required authority, should a new body ruled by Solars arise it is possible this old spell might find new life.
(Attribute + Ability) - Charisma + Bureaucracy

The Granting of Forbidden Desires (Essence Aspect - Metagoyin, Target - the Shashalme, Anchor - Cult 2 or Ally (the Shashalme) - Hidden within certain pages of a now-banned romance novel is a ritual to call the Garden of Avarice into a carefully cultivated bonsai tree. This ritual says that through this, endless wealth and great power may be obtained. This is true, and the only cost is devotion to this demon prince. The gifts they offer blossom from the tree, should the invoker accept its honeyed bargains. Incidentally, this version of the spell lacks the wards that would prevent the demon prince from harming their invoker. The Immaculate Order burns individuals caught with this book along with their text.
(Attribute + Ability) - Intelligence + Occult
 
No. You don't get to ask me that. If you're making posts as part of the discussion and I have something relevant to say based on the point or thing you were saying, I'm going to quote your post. If you don't wanna engage with me, don't engage. If you can't stand the idea of me engaging with your posts, put me on ignore. You don't get to demand that I go out of my way to replicate the function of the ignore system with none of the downsides. This is a public forum, deal with it.
I think 'demand' is a pretty uh, strong way to characterise a polite request in a shared community, but okay then, I asked and you answered.
Invoking the Demon's Icon
Price
: 20m; Circle: Emerald; Anchor: (Any) 2+ / Any (4+)
Target: Icon, one demon
Spell Duration: Until dawn / until sunlight strikes the icon; Casting Duration: 1+ hours
Essence Aspect: Incarnate, Elemental, or Yozi; Favoured Aspect: Yozi

Some say that the sorceries of the Emerald Circle will never achieve the summoning prowess of higher circles. Maybe not - but the image of great spirits can still be summoned and consulted for wisdom and dark secrets. It is always safer than calling such a spirit directly, but one should not underestimate the danger of a spirit's honeyed words.

Ritual: Before beginning the ritual, the sorcerer must first craft an icon of the demon in question which represents them, made with materials thematically appropriate to them. This icon will likely cost at least Resources 4 in rare materials and exotic unguents, and in many places in Creation will draw the attention of the authorities for the unusual purchases. Fortunately, this icon may be re-used for later invocations of the same demon.

The ritual may be carried out during the night of the new moon, during Calibration, or upon dates or astrological occurrences sacred to the demon in question. For example, the demon princess Sima may be called on any night when a comet is seen in the sky of Creation.

To invoke a Second Circle Demon or sublimatus a 2-dot Anchor is required. To invoke a Third Circle Demon a 4-dot Anchor is required - unless appropriate Yozi essence is used and the Anchor is a Cult, an Artefact icon of the demon, or them as an Ally, in which case a 2-dot Anchor can be used. For example, a sorcerer would require a mighty 4-dot demesne to channel the energy into invoking the image of Ligier, but a sorcerer with Ally (Ligier) could invoke the mad green sun of Hell with Ally 2 if the spell is cast with Malfean essence.
In retrospect, I am somewhat surprised this wasn't already a thing. Although I would note that as written, it seems as if technically I could summon Ligier with an Anchor of Ally ●● (Ligier). While I'm not necessarily averse to casting Hotline to Hell through the power of friendship* (with hell), I have to wonder if this is intended.

* Fiendship?
 
In retrospect, I am somewhat surprised this wasn't already a thing. Although I would note that as written, it seems as if technically I could summon Ligier with an Anchor of Ally ●● (Ligier). While I'm not necessarily averse to casting Hotline to Hell through the power of friendship* (with hell), I have to wonder if this is intended.

* Fiendship?

You can invoke him with that, yes. He's a consciousness speaking from a statue of himself or a shrine so it's not a real summoning (it's just calling his consciousness so you can chat), but yes, if he's your ally, he'll come to speak with you if you want to invoke him.

Of course, prank-calling him is likely to get you losing that Ally rating. But calling him as your respected ally to ask him questions about how a First Age dam works? With a later likely call of quid-pro-pro? Yeah. He's much easier to call that way than if you were using your authority over him from the Surrender Oaths.
 
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