Shintai are Form type charms. I'm not saying you can't house rule that they can be activated simultaneously, but they're really effing strong, so I'd be very hesitant to remove their main balancing factor.
Yeah, it's not something I'd allow in an actual game, but it works fine for a narrative which is where this was coming from. In an actual game that would have to be covered with a custom charm, but it was an example I had on hand that I could use.
 
My issue is that Godbound feels a lot like Exalted 2E. Though I will say that, as a GM, 3E at least let me throw credible opponents at the PCs without turning things into a masochistic grind or a total party kill. I don't have fond memories of all the times in 2E where had Abyssal antagonists ignore their easily applicable perfect defenses, or the time I killed a PC Dawn when both he and the NPC Dusk used Iron Whirlwind Technique on each other. :cry:
I can agree that on first read, I also jumped to the Exalted 2e comparison for Godbound, and will say that the enemy building guidelines make for a much better experience than ultra lethal 2e or the dreadfully boring slowdowns of 3E combat.
No, I mean Godbound is literally worse than Exalted 2e when it comes to rocket tag. Not just in physical combat either - it also shatters into pieces when you look at social influence as well.
>worse than 2E
>at anything but having terrible sorcery
:confused:

Ultimately, I would completely recommend Godbound over any edition of Exalted to anyone who hasn't already put the effort that some in this thread have into making Exalted actually engaging game mechanically and not just narratively.
 
The idea is that Qaf has charms which, instead of allowing ascension into the ranks of demonkind ala Oramus' Ascension's Lullaby, allow a student to work themselves into their own unique form of akuma/behemothood, using Revlid's Mutation system.
To clarify, the idea here is that while Qaf is very good at convincing his "students" that he's a Wise Old Master they should listen to even though he demands the moon & stars from them at best, usually ignores them utterly unless he needs something from them, and at worst does shit like "convincing" underperforming Pupils to meditate inside of burning kilns so they'll either find the inner wisdom and get their Enlightenment up to par or die quickly and stop wasting his time.

He "helps" his Pupils gain Enlightenment in much the same way that the Leader "helped" people by dumping shitloads of gamma-irradiated waste all over a small town: sure, if you're in the 20% who get superpowers from gamma bombardment, then you get to be a living embodiment of your inner self! The other 80%, of course, die horribly and are quickly forgotten.


Qaf should be SEELE, Orochimaru, Voldemort, Olivia Pierce (of NuDoom fame) and the bad guy who made the Homucluous in Full-Metal Alchemist.

Every villian who wanted to become more, to ascend beyond their limits and to reinvent themselves, gain mastery, achieve immortality or to change the world into one more to their liking etc. Often they will help their subordinates to achieve their own, often more limited, enlightenment or growth. But often they are used and discarded as suits their master.

Look to Orochimaru; the Sound Four were very competent and powerful, their training must have taken time and effort on Orochimaru's part - the material costs of housing and their equipment would have been high. They were elite Ninja, made stronger by the unholy power of the Cursed Seal. Such assets wouldn't be discarded casually. But as soon as the potential to further his own personal prowess arises, their lives were spent without hesitation on the Snake-Lord's part - like pebbles cast aside.

That's what you'll be looking for - a villian who enlightens and uplifts (but only so much) his followers so that they may aid his own enlightenment. But who also discards them without a thought when the time comes. He's not Szorenzy, who needs the attention, needs people to notice him. His students are their to learn and improve themselves so that they might better serve him, not to gratify his ego.

Heck, Thanos works as well - he wanted to change the world to his vision, and he had an army of loyal followers who he sacrificed to fuel his ambition. His relationship with Gamora and Nebula are another example; he disregarded Nebula and was cruel and callous to her, while Gamora was his favourite because of her skill and talent. He was considerate to her - he listened to her opnion and argued against it. We know that Nebula wouldn't have gotten the same consideration.

He loved her, as much as a person like him could, and he still sacrificed her for his own goals.

Qaf is the villian that says no sacrifice is too great, that the ends justify the means.
This is fairly close to what we're currently going for, actually. The main asterisk is that the Qaf we're writing is built for a super-exploitative, nomadic version of that. He doesn't build empires, he either subverts an existing organization and then steadily burns through its assets to further his quest (and then bails out and leaves the rest to burn when he's done with it), or he relies on his fucked up entourage of sentai villains Enlightened Pupils to do the jobs he doesn't have time for while he accomplishes whatever goals he has in the region. If you want to be able to build a secret society, then you use another Yozi's Charms to do it, because Qaf sees temporal structures as either meaningless background noise or a resource to be expended.


Also, the other thing I'd emphasise is that you need to justify the Yozi's existence as a charmset in its own right. That means cloning effects that already exist in other Yozis as central elements is a big no-no. Trying to focus around "turning people into demons", for example, is a bad idea because now that exists in two different Yozis already which cover different thematic niches, and I don't think there's really much room for a third. If you can't claw out your own niche and interesting things that get people going "I want that!" then no, you can't support a Yozi.
The current idea is that it makes people into behemoths, and it's heavily built on giving your "students" mutations if they can survive imitating the inhumanly brutal training regimens you practice. The Pupils who survive you long enough to achieve apotheosis get to be a weird one-off snowflakes (and the high mortality rate among Pupils, as well as their tendency to eventually snap and go off on their own if you're properly Qafian - i.e. neglectful and abusive - in managing them, keeps their numbers fairly manageable).

You don't use Madness to keep people in line, you convince them that you're the Buddha and by the time they realize that you're a goddamn monster, they've already become so warped and alienated from the mortal world by the "Enlightenment" they've gained from your teachings that they feel like there's nowhere else for them to go, or become as monomaniacal in their asceticism as you are. If Oramus is a Lovecraftian cult, then Qaf is like an RL cult, where it's all about isolating new members and making them feel like part of something bigger, cutting them off until even if they start having regrets, even if the scales fall from their eyes and they see behind the curtain, they'll keep doing what the Wizard tells them because it feels like they'll lose what little they have left if they make a scene.

One of our other major imperatives is to thoroughly disincentivize going into the wilderness to meditate on a mountaintop for decades; my personal angle for that is to have a Charm sequence that lets you "mine" spiritually significant locations for... something (XP that's exclusively earmarked for Qafian Charms, Sorcery spells, or boosting Enlightenment? Not good at crunch here) by meditating on their qualities, but you can only get so much benefit from a given location before there's nothing left for you to learn from it, so you get peak utility by being an itinerant vagrant who squats in powerful demesnes & manses for weeks on end (which means getting into conflict with the factions that currently occupy said demesne/manse)* before flitting off again.

A second Charm sequence turns your eyes into black mother-of-pearl orbs that you can pop out of your head and send floating away to find spiritually significant places/things for you to exploit, and eventually makes you grow additional eyes for the task. @QafianSage has been planning a related branch of Charms that turn your eyes into knockoff Byakugan.

Also, an entry-level Charm that makes you substitute peoples' Enlightenment for their Appearance, so you inherently perceive mortals as hideously ugly (while gods, Sorcerers, and demon princes are incredibly beautiful) and no longer really grok the idea of physical appeal.


* It might be a good idea to have an upgrade that lets you do the same with powerful spirits, strange behemoths, and other things with weird esoteric Essence structures that you can plumb for inspiration. Of course, the best way to do it is likely to cripple or kill your subject, so an unscrupulous Qafian Infernal could deliberately build up his Pupils for future harvesting...

"You said my insight was a gift, Master! Why are you doing this?"

"It is indeed a gift you possess, my faithful student - and now you will give it to me, in payment for the time I've spent cultivating you."
 
* It might be a good idea to have an upgrade that lets you do the same with powerful spirits, strange behemoths, and other things with weird esoteric Essence structures that you can plumb for inspiration. Of course, the best way to do it is likely to cripple or kill your subject, so an unscrupulous Qafian Infernal could deliberately build up his Pupils for future harvesting...

"You said my insight was a gift, Master! Why are you doing this?"

"It is indeed a gift you possess, my faithful student - and now you will give it to me, in payment for the time I've spent cultivating you."
Just want to say I really like this. If we run with the idea of Qaf going from area to areas ducking there resources dry, then one of his big failure states will be if he runs out of resources between the big aqquisitions, say by attacking a Manse that's better defended than he thought and losing a bunch of resources. At such a time, this charm that let's the infernal sacrifice a few minions to jumpstart his resources again will seem very tempting.

Also may I suggest having the thing he harvests be hearthstone? It's the best fit thematically because they're basically crystalized essence, and so would be to op.

Plus that opens up some cool ideas for doing charms based around hearthstones
 
I really don't think Qaf should be a nomad. He's a mountain; moving is not thematic. And going by the scraps we know about him, he seems to be the least active of the Yozis.

If I was writing him, I wouldn't try to disincentivise meditating on top of a mountain for decades. I'd have his Charms encourage it, in much the same way that the Ebon Dragon's Charms encourage being self-sabotagingly horrible to everyone. Inactivity would be the danger that lurks in Qaf's Charmset.

At the same time, I'd make his Charms make you un-ignorable. You're the Heaven-Violating Spear; everyone knows where you are. You'll draw aggro. You can change the world by meditating on a mountaintop, but that doesn't mean you can change the world safely or easily.

If we're going with villain archetype analogies...you know those video game bosses that sit in their castles waiting for the hero to come and die? But somehow they're a terrible threat to the world at the same time?
 
If we're going with villain archetype analogies...you know those video game bosses that sit in their castles waiting for the hero to come and die? But somehow they're a terrible threat to the world at the same time?
That's a pretty vague archetype. All of those bosses have a narrative (and that narrative often doesn't require them to sit on their ass in a castle).

Do you cause the creeping corruption of the world just by existing?

Does your presence inspire wickedness in the hearts of humanity and attract rampaging monsters?

Are you sending armies to conquer the world?

Have you stolen the artifact that keeps the world habitable so you can hold the world to ransom?
 
If I was writing him, I wouldn't try to disincentivise meditating on top of a mountain for decades. I'd have his Charms encourage it, in much the same way that the Ebon Dragon's Charms encourage being self-sabotagingly horrible to everyone. Inactivity would be the danger that lurks in Qaf's Charmset.
The issue with that is that inactivity is boring, whereas self-sabotaging horribleness inherently makes plot.
I really don't think Qaf should be a nomad. He's a mountain; moving is not thematic. And going by the scraps we know about him, he seems to be the least active of the Yozis.
What we're going with is that that inactivity is enforced, rather than being something that Qaf himself wants. You have to remember that what we see of Qaf nowadays is the result of his imprisonment, in the same way that Malfeas is different to Theion or the Principle of Hierarchy that we see now is different to how She was before the Primordial War. In other words, for Qaf, inactivity is a failure state, and the fact that he's been forced into inactivity for the last few millennia is something that he loathes. He's a knowledge-addict who's gone thousands of years without his fix, and he is pissed.

Basically, his usual dynamic movement-dynamic is 'find an interesting place/person, strip-mine insight from it as a mountain, then move on as an avalanche/pyroclastic flow/whatever to find a new one, then set up shop there. Rinse and repeat.' Since his imprisonment, he's been stuck in one place, and he's long since learned everything he can about the un-place where he's trapped, so he's resorted to meditating upon himself for something to do to pass the ages - but that's all it is, a pastime. He knows himself, and the siblings he can spy on through his black-nacre eyes.
 
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That's a pretty vague archetype. All of those bosses have a narrative (and that narrative often doesn't require them to sit on their ass in a castle).

Do you cause the creeping corruption of the world just by existing?

Does your presence inspire wickedness in the hearts of humanity and attract rampaging monsters?

Are you sending armies to conquer the world?

Have you stolen the artifact that keeps the world habitable so you can hold the world to ransom?

Well, a Qaf-using Exalt could be doing any of those. But I had the first two in mind for Qaf himself. The words corruption and wickedness might be a bit misleading, because I imagine him pushing people towards transcendence and asceticism, but they get across the message that Qaf is dangerous and inimical to human life/society through in his inaction.

The issue with that is that inactivity is boring, whereas self-sabotaging horribleness inherently makes plot.

What we're going with is that that inactivity is enforced, rather than being something that Qaf himself wants. You have to remember that what we see of Qaf nowadays is the result of his imprisonment, in the same way that Malfeas is different to Theion or the Principle of Hierarchy that we see now is different to how She was before the Primordial War. In other words, for Qaf, inactivity is a failure state, and the fact that he's been forced into inactivity for the last few millennia is something that he loathes.

Fair enough. But I think making the mountain into a nomad is a bridge too far.

PS: Did a bit of Googling, found these:

Qaf Charm Set - Onyx Path Forums

Qaf | Dawn of the Devil-Tigers | Obsidian Portal

Qaf - Compendium of Things

No promises WRT quality, but you might find them to be worth a look.
 
Fair enough. But I think making the mountain into a nomad is a bridge too far.
Perhaps. It's certainly a valid point WRT thematics.
PS: Did a bit of Googling, found these:

Qaf Charm Set - Onyx Path Forums

Qaf | Dawn of the Devil-Tigers | Obsidian Portal

Qaf - Compendium of Things

No promises WRT quality, but you might find them to be worth a look.
I knew about the OP forums thing and the Obsidian Portal one, but I hadn't seen the one in the Compendium of Things. Thanks for that!
 
I really don't think Qaf should be a nomad. He's a mountain; moving is not thematic. And going by the scraps we know about him, he seems to be the least active of the Yozis.

If I was writing him, I wouldn't try to disincentivise meditating on top of a mountain for decades. I'd have his Charms encourage it, in much the same way that the Ebon Dragon's Charms encourage being self-sabotagingly horrible to everyone. Inactivity would be the danger that lurks in Qaf's Charmset.

At the same time, I'd make his Charms make you un-ignorable. You're the Heaven-Violating Spear; everyone knows where you are. You'll draw aggro. You can change the world by meditating on a mountaintop, but that doesn't mean you can change the world safely or easily.

If we're going with villain archetype analogies...you know those video game bosses that sit in their castles waiting for the hero to come and die? But somehow they're a terrible threat to the world at the same time?

Yeah, pretty much. Like, yeah, I built one of Oramus' trees around being a crazy roving hobo prophet, but Oramus' imprisonment is explicitly an unnatural thing forced on him. And it matches the themes and inspirations I used for him that you're encouraged to wrap yourself up in whatever clothes you have because you have stone scales and don't care about cold weather and you boil up whatever organic matter you feel into hobo soup.

But Qaf was always a mountain.

Now, if I was building his charm tree, I'd build him around his geomancy stuff to an even greater degree than Cecelyne. Cecelyne is encouraged to make Holy Lands because it makes inhospitable desert in the middle of lush areas so she can use her desolation stuff, but she doesn't need Holy Lands. But Qaf, I'd build from the ground up on the idea that you'd have your root (maybe even the root of everything) be geomancy that makes an evil tower / mountain / highland / castle erupt from the earth and start looming over things. Your Bureaucracy/Performance charms draw people looking for purpose to the mountain; your craft charms enhance the workers labouring within your evil tower; your evil mountain works as a radio tower that broadcasts your sermons into the minds of sleepers within tens of kilometres.

You need your tower/mountain/evil lair, or else you're nothing. More than being personally static, you're strategically static. To be most effective, you need to stay in your evil tower and call everyone to you. But you're building a giant evil tower and calling people to you - and you need to call people to the mountain. You need to empower proxies to send out because you're weak away from your spire, or find powerful cultists to be your minibosses.

And so on. Embrace the lack of strategic mobility, and build the conflict around that just like I built Szoreny around managing your self-inflicted poisoning.
 
You need your tower/mountain/evil lair, or else you're nothing. More than being personally static, you're strategically static. To be most effective, you need to stay in your evil tower and call everyone to you. But you're building a giant evil tower and calling people to you - and you need to call people to the mountain. You need to empower proxies to send out because you're weak away from your spire, or find powerful cultists to be your minibosses.

And so on. Embrace the lack of strategic mobility, and build the conflict around that just like I built Szoreny around managing your self-inflicted poisoning.

 
Yeah, pretty much. Like, yeah, I built one of Oramus' trees around being a crazy roving hobo prophet, but Oramus' imprisonment is explicitly an unnatural thing forced on him. And it matches the themes and inspirations I used for him that you're encouraged to wrap yourself up in whatever clothes you have because you have stone scales and don't care about cold weather and you boil up whatever organic matter you feel into hobo soup.

But Qaf was always a mountain.

Now, if I was building his charm tree, I'd build him around his geomancy stuff to an even greater degree than Cecelyne. Cecelyne is encouraged to make Holy Lands because it makes inhospitable desert in the middle of lush areas so she can use her desolation stuff, but she doesn't need Holy Lands. But Qaf, I'd build from the ground up on the idea that you'd have your root (maybe even the root of everything) be geomancy that makes an evil tower / mountain / highland / castle erupt from the earth and start looming over things. Your Bureaucracy/Performance charms draw people looking for purpose to the mountain; your craft charms enhance the workers labouring within your evil tower; your evil mountain works as a radio tower that broadcasts your sermons into the minds of sleepers within tens of kilometres.

You need your tower/mountain/evil lair, or else you're nothing. More than being personally static, you're strategically static. To be most effective, you need to stay in your evil tower and call everyone to you. But you're building a giant evil tower and calling people to you - and you need to call people to the mountain. You need to empower proxies to send out because you're weak away from your spire, or find powerful cultists to be your minibosses.

And so on. Embrace the lack of strategic mobility, and build the conflict around that just like I built Szoreny around managing your self-inflicted poisoning.
So, basically Qaf is Sauron; he's got an objective he obsesses over, so his mind-tree and then his body-tree is that of a great tower rising above all others, from which an army of created servants pour out of to feed the heart of the empire by stripping the surrounding land, and who, even though he has no physical form, is capable of corrupting and subverting even the purest and most steward defender of middle-Earth, Saruman.
 
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Now, if I was building his charm tree, I'd build him around his geomancy stuff to an even greater degree than Cecelyne. Cecelyne is encouraged to make Holy Lands because it makes inhospitable desert in the middle of lush areas so she can use her desolation stuff, but she doesn't need Holy Lands. But Qaf, I'd build from the ground up on the idea that you'd have your root (maybe even the root of everything) be geomancy that makes an evil tower / mountain / highland / castle erupt from the earth and start looming over things. Your Bureaucracy/Performance charms draw people looking for purpose to the mountain; your craft charms enhance the workers labouring within your evil tower; your evil mountain works as a radio tower that broadcasts your sermons into the minds of sleepers within tens of kilometres.

You need your tower/mountain/evil lair, or else you're nothing. More than being personally static, you're strategically static. To be most effective, you need to stay in your evil tower and call everyone to you. But you're building a giant evil tower and calling people to you - and you need to call people to the mountain. You need to empower proxies to send out because you're weak away from your spire, or find powerful cultists to be your minibosses.

And so on. Embrace the lack of strategic mobility, and build the conflict around that just like I built Szoreny around managing your self-inflicted poisoning.
So, basically Qaf is Sauron; he's got an objective he obsesses over, so his mind-tree and then his body-tree is that of a great tower rising above all others, from which an army of created servants pour out of to feed the heart of the empire by stripping the surrounding land, and who, even though he has no physical form, is capable of corrupting and subverting even the purest and most steward defender of middle-Earth, Saruman.
Perhaps. It's certainly a valid point WRT thematics.

I knew about the OP forums thing and the Obsidian Portal one, but I hadn't seen the one in the Compendium of Things. Thanks for that!
Adding on to this, in the original metaplot Qaf ended up being the Point of Correspondence in Mage the Ascension. So you could add in effects based on oMage Correspondence to his tree to counter his lack of mobility. Maybe something like 'Send Messages to followers' -> 'Send messages to non-followers' -> 'Actually project your consciousness' -> 'Project your body to one place, with caveats' -> 'Project your body to multiple places, with caveats' -> 'Project your mountain to other places, with caveats'

Edit: Note that all of these should have some caveats, as the effects are very powerful in Exalted compared to oMage. (and they're also pretty overpowered in oMage.)
 
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Well Qaf is literally the biggest cock (metaphor?) that has or ever will exist, so pretty accurate. Though it does mean Hegra loses her monopoly on sweet sweet hell-drugs. What would Qafian nootropics be like, do you reckon?

A brief talk with @EarthScorpion and @ManusDomine about Qaf charms and associations got this brief bucket list:
  • The Wish Granter from STALKER-granting people knowledge or ability that, on its own accord, fucks up the person in question. Qaf isn't Cecelyne-his gifts of enlightenment are free of catches or hidden clauses. They just never are quite what the beneficiary imagined they would be and often fuck the beneficiary up.
  • Big tech/big data. Qaf connects people and things with his knowledge-but rarely in a way that doesn't come with unexpected and undesired consequences.
  • Geology and geologic timescales. Qaf takes root in a place and his power is slow but inexorable. I suspect this is where Qaf's combat charmset mostly lies-preparing the battlefield, creating defenses, stuff that enhances aim or guard actions or even gives benefits only when Inactive.
 
EarthScorpion's idea for Qaf being exclusively the giant madness tower suffers from the same conceptual issue as Chirality Prohibition Index did, in that it's trying to tell a story instead of give you a tool to work with.

To quote myself:

I think that should be the capstone, because that way you start off with your Qafian Infernal "just" profaning a holy manse and crushing its guardians so he can meditate on the perfection of its architecture...

... and end with him flaring his anima and sculpting it into a giant crystalline 2001 Monolith that floats above the site he's studying*, visibly pulling in streamers of Essence from the manse and the land around it which orbit around the Infernal as he hovers at its core, for him to examine at his leisure.

It's exactly the kind of escalation you'd see for a story's main villain, which makes it ideal for an Infernal charmset.


* Or a towering non-Euclidean pillar of iridescent Hegran cloud that resembles some sort of abstract sculpture, or a giant thousand-toothed lotus digging hungry roots into the land below, or a luminous Pyrean orb, or even just a vanilla Qafian spire. The exact nature of the "spire" should be fairly unique to each individual Infernal - it just needs to be big and flashy and blatant.
In essence, throwing up a Blasphemy 5 Las Vegas sign saying "FITE ME YU SHAN" should be a thing you can eventually work out how to do and that pays off by supercharging the foundation of Charms you've built up until then, not the beginning and end of your character concept.
 
A brief talk with @EarthScorpion and @ManusDomine about Qaf charms and associations got this brief bucket list:
  • The Wish Granter from STALKER-granting people knowledge or ability that, on its own accord, fucks up the person in question. Qaf isn't Cecelyne-his gifts of enlightenment are free of catches or hidden clauses. They just never are quite what the beneficiary imagined they would be and often fuck the beneficiary up.
  • Big tech/big data. Qaf connects people and things with his knowledge-but rarely in a way that doesn't come with unexpected and undesired consequences.
  • Geology and geologic timescales. Qaf takes root in a place and his power is slow but inexorable. I suspect this is where Qaf's combat charmset mostly lies-preparing the battlefield, creating defenses, stuff that enhances aim or guard actions or even gives benefits only when Inactive.

As I said to @MJ12 Commando and @EarthScorpion on Discord, I was pretty inspired by S.T.A.L.K.E.R.: Shadow of Chernobyl.

One of the things that inspired S.T.A.L.K.E.R. was a Soviet movie called Stalker; it has a lot of similarities to the game, but is also extremely different. The idea of the Wish Granter comes from here. The Wish Granter is a Magical Thing at the center of the Zone that makes whatever you desire most truly, come true. We're told a story about a dude - Porcupine - who found the Wish Granter and became fabulously rich overnight; like he just finds it and then he's richer than he could ever dream of. Porcupine kills himself after a week.

He had come to the Zone to help his dead brother.
 
EarthScorpion's idea for Qaf being exclusively the giant madness tower suffers from the same conceptual issue as Chirality Prohibition Index did, in that it's trying to tell a story instead of give you a tool to work with.

That's as spurious as claiming the same applies to Cecelyne, for how she restricts you to places of desolation if you want to use her effectively. And suggests you didn't actually read my post, if you think it's "the same issue as Chirality Prohibition Index".

How, pray, is giving you a set of tools that require you to be on your claimed terrain to use properly the same issue? The fact that it forces you to take and hold land - which can be a doom castle, a mountain, or something else explicitly in my words? It's certainly not a grab bag of effects crammed into one charm because I was very much talking about building the Charmset around the idea that you have little to no strategic mobility, and it's also not forcing you to use your claimed land for a certain reason.

Yes, I think trying to make Qaf, the self-reflective, turned inwards mountain into a traveller is a poor fit. And I think Yozi Charmsets need a strong and distinctive vision that works along with the aesthetics and plenty of inspirations, and I think the "lord of the dark tower" and "isolated ascetic" works pretty well with other ideas scattered around like "use internet and big data metaphors" to make someone who's only strongest on his home turf and who calls others to serve him and uses and discards them as appropriate.

Yozi Charmsets are defined by their flaws. Because they're, each one, a villainous archetype and villains are very flawed. But by making Qaf strategically static and inflexible, you can give him wide-ranging useful effects because the limits in how you use them are applied at the strategic level. And then you're like "fuck, I want to take down this city, right, I'm going to need to find somewhere near-ish it that I can claim and start hammering it, but they'll probably notice - is there a way to make this work?".
 
That's as spurious as claiming the same applies to Cecelyne, for how she restricts you to places of desolation if you want to use her effectively. And suggests you didn't actually read my post, if you think it's "the same issue as Chirality Prohibition Index".

How, pray, is giving you a set of tools that require you to be on your claimed terrain to use properly the same issue? The fact that it forces you to take and hold land - which can be a doom castle, a mountain, or something else explicitly in my words? It's certainly not a grab bag of effects crammed into one charm because I was very much talking about building the Charmset around the idea that you have little to no strategic mobility, and it's also not forcing you to use your claimed land for a certain reason.

Yes, I think trying to make Qaf, the self-reflective, turned inwards mountain into a traveller is a poor fit. And I think Yozi Charmsets need a strong and distinctive vision that works along with the aesthetics and plenty of inspirations, and I think the "lord of the dark tower" and "isolated ascetic" works pretty well with other ideas scattered around like "use internet and big data metaphors" to make someone who's only strongest on his home turf and who calls others to serve him and uses and discards them as appropriate.

Yozi Charmsets are defined by their flaws. Because they're, each one, a villainous archetype and villains are very flawed. But by making Qaf strategically static and inflexible, you can give him wide-ranging useful effects because the limits in how you use them are applied at the strategic level. And then you're like "fuck, I want to take down this city, right, I'm going to need to find somewhere near-ish it that I can claim and start hammering it, but they'll probably notice - is there a way to make this work?".
Won't that be boring though? A charm based around being stuck in one place seems like it would be to passive and uninteresting
 
Won't that be boring though? A charm based around being stuck in one place seems like it would be to passive and uninteresting
You're not stuck in one place: you're not Qaf. You're an infernal with his charms, so there are limitations on your actions but you're not as limited as Qaf. Note how Earthscorpion described things: in order to be able to trash the city you have to take and claim territory nearby. If you were actually stuck in one place the description would have said that.
 
You're not stuck in one place: you're not Qaf. You're an infernal with his charms, so there are limitations on your actions but you're not as limited as Qaf. Note how Earthscorpion described things: in order to be able to trash the city you have to take and claim territory nearby. If you were actually stuck in one place the description would have said that.
To be most effective, you need to stay in your evil tower and call everyone to you. But you're building a giant evil tower and calling people to you - and you need to call people to the mountain. You need to empower proxies to send out because you're weak away from your spire, or find powerful cultists to be your minibosses.

This implies you're not leaving your tower.
 
A charmset that strongly encourages you to be sedentary and let things come to you strikes me as a bad design space for a PC archetype. Unless every PC at the table picks up Qaf charms, or the game is explicitly about taking and holding territory, it strikes me as a powerset that really won't play nice with what other PCs want to do.

This sounds like a reasonable antagonist charmset though.
 
This implies you're not leaving your tower.
That part is literally laying out how you having being limited in terms of mobility interesting: you have to call people to you, empowering them, increasing your location's power, etc. Also, setting up a doom castle does mean that you're kinda setting a giant "hey I'm here" signal to any enemies you might have.
A charmset that strongly encourages you to be sedentary and let things come to you strikes me as a bad design space for a PC archetype. Unless every PC at the table picks up Qaf charms, or the game is explicitly about taking and holding territory, it strikes me as a powerset that really won't play nice with what other PCs want to do.

This sounds like a reasonable antagonist charmset though.
Depends on the implementation and game: games that are all about roaming across all of creation/a direction you might be right. But there's a lot of games I've seen/been in that were more focused on a single location. It also really depends on what counts as claiming territory: if it means all your charms are off for 3-4 weeks after every move then you're absolutely accurate. But there's plenty of room between that and being completely free. Especially since there's probably a divide between the strategic scale stuff that's being talked about and non-strategic stuff.
 
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