I was thinking, what kind of manufactured light sources would Creation have? Other than torches of course. I'm not nearly the most up to date on Exalted Lore, so I'm not really sure how it'd work. Best thing I can think of is Red Jade lamps. I imagine there's probably some mineral or other that can be modified to provide it's own light, but I have no idea how. Any ideas?
 
I was thinking, what kind of manufactured light sources would Creation have? Other than torches of course. I'm not nearly the most up to date on Exalted Lore, so I'm not really sure how it'd work. Best thing I can think of is Red Jade lamps. I imagine there's probably some mineral or other that can be modified to provide it's own light, but I have no idea how. Any ideas?

There's been mention of essence powered lighting, hooked into a grid of manses. Chiaroscuro's functioning towers also absorbed daylight to light the interiors at night.

As for basics things like that, which get overlooked in the face of god-slaying weapons, I've been wondering about architecture for the Imperial City. Trying to think up a few quick descriptions of styles that reflect the grandeur of city. Obviously we have the base model of a blend of Greco-Roman and China, but where to take it from there is bugging me. What kind of exotic reaches can it go with Dragon-Blooded power and aesthetics, but also reflecting the fact that this is still the Age of Sorrows.
 
Bioengineered luminescent flowering vines that date back to the First Age, and which are grown around the posher areas of some cities to provide soft white light from their flowers as they wind around lampposts and up walls.
 
Okay, can someone give me a critique on this charm?

Viridian Seraph Guardian (I know, the name is camp.)

Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Emerald Angel Unfurling

The Green Sun Princes are divine, and are not to be struck down by the rebellious usurper dogs.

This charm is a permanent upgrade to Emerald Angel Unfurling. Whenever said charm is activated, the Infernal gains a number of -0 health levels equal to the total number of layers that is created by Emerald Angel Unfurling, her emerald wings flashing Obviously as they absorb the damage. When a health level provided by this charm is lost, the Infernal loses that layer.

So, what do you guys think? What adjustments are necessary to make this Charm better?
 
I believe those would be temporary health levels, and as per the temporary health level rules would be transferred over to your actual health levels. So in that case you would need add a exception to the standard rules on temporary health levels that would allow the charm to prevent damage to your actual health track.

Give me a second And I will Grab the references that relate to this charm
 
So the temporary health level errata
Temporary health levels may fit into any wound penalty category in the health track, but if the character gaining them is already suffering levels of damage in a worse wound penalty category, the damage does not "slide up" to fill the new health levels. Any new damage will fill the temporary health levels first before proceeding to more permanent levels, effectively shoring up the worse but yet unsurpassed set of health levels. Characters always suffer the worst applicable wound penalty from their health levels, even if they possess unfilled temporary health levels of a lesser penalty. (Unless, of course, the health level-granting effect explicitly says otherwise.) Damage will always "flow down" to fill in permanent health levels when temporary health levels vanish, unless the effect granting the temporary health levels explicitly says otherwise.

As an example from Revlid's Isidoros charms set, an extra health level charm reads:

Cost: 1m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Stackable, Obvious
Duration: One scene
Prerequisite Charms: Impeded By Nothing
Isidoros surrounds himself with whatever he wants, and it seldom survives the experience. Such refuse swirls in his wake like dirt around the jowls of a pig. This Charm can be activated whenever the Infernal destroys an object or kills a character, as the warlock draws the aftermath of his destructive urges about him in a shroud of hypercondensed dark matter, equal parts chthonic warpaint and bulging expansion of his own form. Each activation grants him a single temporary -0 health level (Scroll of Errata, pp. 12), which vanishes when this Charm deactivates.

In order to prevent this damage from hitting you after Sinew and Debris Corona ends there is Black Vitality Rubble-Rousing the text is below.

Cost: 1m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Action-Only, Obvious
Duration: Instant
Prerequisite Charms: Sinew Debris Corona
With a crash to shame thunder, Isidoros shakes off the dirt that encrusts some part of his body, and new continents form on the world below. Activating this Charm, the Infernal chooses up to (Essence) of the temporary health levels granted by Sinew Debris Corona and cleanly removes them. Those applications of the Charm immediately deactivate, supplying the warlock with an equal number of offensive motes which he can add to any of his Overdrive pools. Any damage carried by temporary health levels removed in this way is lost – counter to the usual rules, it is not transferred into his normal health track.
The compacted clouds of flesh-space that comprised those health levels do not go quietly, however. Their violent detonation is a one-time magical environmental hazard centred on the Infernal. It has a radius in yards equal to the number of removed health levels and deals an equal amount of Bashing damage, with a Trauma of (Essence) and an Evade of (Resistance x 2)P. The Infernal himself is immune to this hazard.

These to charms give you temporary health levels, the first provides them while the second allows you to get rid of filled health levels without them transferring into your actual health levels.

So I would suggest a minor rewording of the charm in order to prevent the damage from these temporary health levels from transferring into your actual health levels

Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Emerald Angel Unfurling

The Green Sun Princes are divine, and are not to be struck down by the rebellious usurper dogs.

This charm is a permanent upgrade to Emerald Angel Unfurling. Whenever said charm is activated, the Infernal gains a number of -0 health levels equal to the total number of layers that is created by Emerald Angel Unfurling, her emerald wings flashing Obviously as they absorb the damage. When a health level provided by this charm is lost, the Infernal loses that layer.

The bolded part could be changed to
When the Health levels provided by this charm are filled, the corresponding layers of Emerald Angel Unfurling disappear. When these happens the damage filling these temporary health levels does not migrate to the character actual health track, but instead vanishes alongside the layer. This is an explicitly an exception to standard temporary health level rules.

Of course You should also have someone else review as well, as I am not the best (suck at mechanics) and other on the board have a better grasp of the system.

I hope this has helped out.
 
So the temporary health level errata
Temporary health levels may fit into any wound penalty category in the health track, but if the character gaining them is already suffering levels of damage in a worse wound penalty category, the damage does not "slide up" to fill the new health levels. Any new damage will fill the temporary health levels first before proceeding to more permanent levels, effectively shoring up the worse but yet unsurpassed set of health levels. Characters always suffer the worst applicable wound penalty from their health levels, even if they possess unfilled temporary health levels of a lesser penalty. (Unless, of course, the health level-granting effect explicitly says otherwise.) Damage will always "flow down" to fill in permanent health levels when temporary health levels vanish, unless the effect granting the temporary health levels explicitly says otherwise.

As an example from Revlid's Isidoros charms set, an extra health level charm reads:

Cost: 1m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Stackable, Obvious
Duration: One scene
Prerequisite Charms: Impeded By Nothing
Isidoros surrounds himself with whatever he wants, and it seldom survives the experience. Such refuse swirls in his wake like dirt around the jowls of a pig. This Charm can be activated whenever the Infernal destroys an object or kills a character, as the warlock draws the aftermath of his destructive urges about him in a shroud of hypercondensed dark matter, equal parts chthonic warpaint and bulging expansion of his own form. Each activation grants him a single temporary -0 health level (Scroll of Errata, pp. 12), which vanishes when this Charm deactivates.

In order to prevent this damage from hitting you after Sinew and Debris Corona ends there is Black Vitality Rubble-Rousing the text is below.

Cost: 1m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Action-Only, Obvious
Duration: Instant
Prerequisite Charms: Sinew Debris Corona
With a crash to shame thunder, Isidoros shakes off the dirt that encrusts some part of his body, and new continents form on the world below. Activating this Charm, the Infernal chooses up to (Essence) of the temporary health levels granted by Sinew Debris Corona and cleanly removes them. Those applications of the Charm immediately deactivate, supplying the warlock with an equal number of offensive motes which he can add to any of his Overdrive pools. Any damage carried by temporary health levels removed in this way is lost – counter to the usual rules, it is not transferred into his normal health track.
The compacted clouds of flesh-space that comprised those health levels do not go quietly, however. Their violent detonation is a one-time magical environmental hazard centred on the Infernal. It has a radius in yards equal to the number of removed health levels and deals an equal amount of Bashing damage, with a Trauma of (Essence) and an Evade of (Resistance x 2)P. The Infernal himself is immune to this hazard.

These to charms give you temporary health levels, the first provides them while the second allows you to get rid of filled health levels without them transferring into your actual health levels.

So I would suggest a minor rewording of the charm in order to prevent the damage from these temporary health levels from transferring into your actual health levels

Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Emerald Angel Unfurling

The Green Sun Princes are divine, and are not to be struck down by the rebellious usurper dogs.

This charm is a permanent upgrade to Emerald Angel Unfurling. Whenever said charm is activated, the Infernal gains a number of -0 health levels equal to the total number of layers that is created by Emerald Angel Unfurling, her emerald wings flashing Obviously as they absorb the damage. When a health level provided by this charm is lost, the Infernal loses that layer.

The bolded part could be changed to
When the Health levels provided by this charm are filled, the corresponding layers of Emerald Angel Unfurling disappear. When these happens the damage filling these temporary health levels does not migrate to the character actual health track, but instead vanishes alongside the layer. This is an explicitly an exception to standard temporary health level rules.

Of course You should also have someone else review as well, as I am not the best (suck at mechanics) and other on the board have a better grasp of the system.

I hope this has helped out.
Thank you very much. :D
 
Something I just thought of.

If you had a variant of Glorious Solar Saber that created say, a dagger, axe, or spear, could you then use it as a throwing weapon, if you suddenly found yourself needing to?
 
Something I just thought of.

If you had a variant of Glorious Solar Saber that created say, a dagger, axe, or spear, could you then use it as a throwing weapon, if you suddenly found yourself needing to?
Nothing in the Charmtext prohibits it. You should be able to throw your Glorious Solar Whatever as well as you could a physical Whatever, with the advantage of moteless, diceless, miscellaneous Calling the Blade.

There's also Spirit Weapons, the Thrown Charm that creates (Resources 2) weapons.
 
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Though I heard that Spirit Weapons only allows them to be thrown, as the weapon dissolves when you try to use it in melee.
That's not in the corebook or the errata, as far as I can tell. The corebook mentions an antitheft effect,
If anyone else uses them to make an attack, these weapons fade away during Step 2 of the attack's resolution.
Might be what you were thinking of?
 
Viridian Seraph Guardian (I know, the name is camp.)

Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Emerald Angel Unfurling

The Green Sun Princes are divine, and are not to be struck down by the rebellious usurper dogs.

This charm is a permanent upgrade to Emerald Angel Unfurling. Whenever said charm is activated, the Infernal gains a number of -0 health levels equal to the total number of layers that is created by Emerald Angel Unfurling, her emerald wings flashing Obviously as they absorb the damage.When the Health levels provided by this charm are filled, the corresponding layers of Emerald Angel Unfurling disappear. When these happens the damage filling these temporary health levels does not migrate to the character actual health track, but instead vanishes alongside the layer. This is an explicitly an exception to standard temporary health level rules.
 
My search for cool custom War charms continues! I like the fluff for this next one, but it seems a little weak. And yeah, I know the mass combat system is generally regarded as a mess, but in the absence of something better I have to use it.
Undaunted Phalanx Defense
Cost: 6m; Mins: Essence 2, War 4; Type: Supplemental
Keywords: War
Duration: Indefinite
Prerequisites: Shining General Puissance
The armies of the Solar Lawgivers know no retreat, no surrender. Shield to shield, shoulder to shoulder, they hold firm in the face of demonic hordes, and none shall pass where the Sun's champions take up arms to stand against them. This charm supplements a Blockade Movement action taken by a unit that the Solar commands. A unit using this Charm may impede one unit per two points of Magnitude it has, and must be in Close formation to gain the benefits of this Charm. The unit gains the Solar's permanent Essence as a bonus to its Drill for the duration of the Charm, and units attacking it at range do not double their effective Magnitude against the Solar's unit. The opposed roll used by all parties is (Endurance+War+Essence). So long as the unit continues to take consecutive Blockade Movement actions, this Charm continues to function indefinitely and does not need to be reactivated. If at any point the unit stops Blockading, flurries a Blockade Movement action with an action other than Blockade Movement, or is no longer interposed between the target units and the destination, the Charm ends.
Is there something missing about this that makes it more potent than I'm getting at first glance? If I'm right and it is a little underpowered, what sorts of boosts could I give it without going overboard? I was thinking maybe that replacing the 'no other actions than blockade movement' with 'move actions end the charm' so the unit could still fight in close quarters might be a decent adjustment, but I'm still pretty inexperienced with Charm tech.
 
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Was there ever a spirit of 'justice' in canon?
There are the Hidden Judges of the Secret Flame (summoned by the Celestial Circle spell of the same name, White Treatise p 72-73).
No spirit for such a pedestrian concept as "justice", though, as far as I remember right now. "My daiklave in your guts" or "my Godspear up your rear end" are just as much of a cosmically valid notion, and there's no need for a spirit embodying it.
 
I've no doubt there are spirits of justice in Creation. It's just that given the situation of Creation itself the justice they represent tends to be uneven and violent, as justice has been throughout the centuries on Earth.
 
Was there ever a spirit of 'justice' in canon?

There are no "spirits of justice", because "spirit" is not a single class of thing. There are certainly gods of Justice (and gods of Miscarriages of Justice and gods of Death Sentences and so on), but that just means their job as a god is to record and handle the paperwork for their domain.

Hmm. The God of Justice is probably in the Bureau of Heaven, but the gods of various human interpretations of it should be in the Bureau of Humanity - however I bet the God of Justice has poached a lot of them to weaken the Bureau of Humanity.

(Of course, the true spirits of justice are the Priests of Cecelyne, who happen to look identical to the Judges of Heaven)
 
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