So, did not actually get around to revising it today, but
Crane style is in Glories of the Most High: Maidens of Destiny. Nothing I cited is from Scroll of the Monk.
Ah Well, thanks for clarifying that I'm completely wrong. It's kind of hard to search where stuff came from in Exalted 2e in 2025 when it's outside any main book and when the name has been used since (or at least a bunch of 3e people seem to be talking about different effects with the same names) and it turns out relying on LLMs' surprisingly broad knowledge of where shit comes from in Exalted (it can usually provide page numbers for anything in a major book, and at least the correct book for almost anything else) is an extremely fallible approach. This is just a straight fuckup on my part I have no good excuse for and I would like to apologize for it; thank you for your correction, I'm very sorry, both for getting it wrong and mischaracterizing your source and for being so flippant, rude, and generally operating with a wildly misplaced arrogance. Honestly, thanks for your patience in dealing with me up to this point, it's way more than I have any right to expect.
I think you're getting the wrong message from that. Power-Awarding Prana lets actual Solars loan out their own charms to mortal subordinates. If your training effect takes multiple weeks per dot AND can only target one person at a time (while still costing 10m 1wp per use, and... I'm not sure how exactly the instant duration and sorcerous keyword are supposed to interact with an ongoing active effect that can't even get started until after some social actions have resolved?) and has all those other limitations, it's weaker than any other charm-equivalent training effect I can think of on the critical "how soon will these recruits be ready for action" metric, and less efficient besides.
I mean, comparing it to Power-Awarding Prana (when one involves committing motes for the duration and the other is a long-term sorcerous effect) doesn't necessarily seem appropriate, especially because they're not just loaning out their
charms but the mortal needs to pay XP they don't get back to
learn solar charms, but yes, it's absolutely supposed to be the worst way of training an army because having the capacity to train an army with it at all is more 'a potential unintended side-effect I'm watching out for' than something it's supposed to enable. Training armies of mortals really is not inside any of the Primordials' themes, and training individual ones is only arguably within a few of them.
I'm
somewhat okay with it becoming a way to do so with enough work on the Infernal's part to actually put together that kind of organization with that many people fulfilling that many requests and constantly burning motes and WP to do it (a modern E3 infernal in 2.xe has a lot of ways to randomly pull together absurd quantities of willpower over the day) but it's more a thing I think would/should probably require expansion charms turning the whole affair/cult into a ponzi scheme to enable and that's why the realization that my original (before posting it here) delegated training times were comparable to what a DB can train an army within struck me as concerning. I was fully aware that it was not what you were trying to convey even at the time, from the context surrounding it.
Within that intended use, it's got serious shortcomings compared to e.g. Thoughtful Gift Technique or Drowning In Negotiation Style from the DB Bureaucracy tree. Bigger stick to threaten with in the event of noncompliance, sure, but also considerably less you can ask for, and no good reason for the other party to agree. That seems like it would soon collapse into pixelbitching exact-words gotchas, taking credit for stuff that was going to happen anyway, and similar un-fun pettiness, rather than the grandeur of Faustian bargains for "terrifying and wondrous miracles."
That's the exact intended use-case, yes, which allows you to ask any one non-impossible task that takes less than a month to do of anyone. I feel like we're repeatedly miscommunicating at one another about what I (and Aleph/revlid/ES as of several years ago, and a bunch of other people over the years) think Cecelyne is about and what the charm is for. It's definitely not supposed to enable Terrifying And Wondrous Miracles, or Miracles period. I do not know that I could have been be more clear about that one. It enables you to bind anyone who expresses any dissatisfaction you can remedy in inescapable chains of debt; that's the intended purpose, any help in actually achieving that are just gravy I sincerely appreciate you helping me to hammer out.
The whole 'little reason to agree' thing strikes me as another miscommunication. Like...the reason to agree to "Do you want your dad to recover from his illness?" is that you do. The reason to agree to "Would you like a glass of water" is that you do. Characters only get to realize there's a major danger to resist on a subconscious level and it requires paying the same amount of WP as resisting mental influence when you don't actually need to beat their MDV. Beyond that, outside of things that fundamentally
require their cooperation to fulfill - like training someone in something - if they just say they want something / are unhappy with a thing without your prompting, unless fixing that thing through anything but wish-granting magic would require you to get them to consent to some training or treatment,
that is agreement, the same as any version of VEE, just without the charm magically cutting out the need to do anything to fix that dissatisfaction other than spend 10m1wp. It doesn't make you a genie or a miracleworker it makes you the person that grants minor requests while accruing incredible power over everyone around you that you can call in at any time, while also allowing you to apply the same principle to more substantial requests when you want to / when it is beneficial to you.
If that's not what the current wording of what I posted on here says, I need to rectify that. Thank you again - this one is actually a
major issue/ambiguity/editing fuckup on my part that I
really appreciate you spotting for me. I went through like six different versions of the charm and if some requirement for agreement slipped in (writing this reply is kind of as much of my time as I can afford to allocate to this right now so a close reading of what I posted is not in the cards atm; got unexpectedly busy
after spending most of the afternoon fucking around earlier) that's an error I need to correct.
If you instead meant that there's little reason to agree to a demand via VEE, I mean, the 'reason to agree' is the sense of incredible doom that will befall them if they don't, which they are aware of. I don't know that a powerful and absolute sense that they will experience incredible consequences if they disobey is 'little reason.' It's definitely not intended as a social influence charm to make people like you or want to agree to things you ask of them, it's intended to strangle your friends, allies, and acquaintances in invisible chains of debt and obligation that they can only break if they're willing to fucking die (there's charm that changes the penalty to basically guarantee death on a combat roll at the worst time) or experience something comparable, which they know (albeit in a vague way) the moment a Demand is given. There's not really supposed to be much of a carrot, there's just "hey, you owe me, and you're intrinsically aware of this fact and the fact that there will be incredibly serious consequences if you do not do whatever I ask you to."
I also don't really know how it compares at all to the DB charms cited. It doesn't really provide any way to find out what people really want - infernals have other charms for that at this point, and they're Homebrew Kimbery stuff - because what people
want is completely irrelevant to VEE. You don't grant people what they want, you grant them whatever they said they were unhappy about, and in exchange you can make them do anything short of kill themselves, or just hold that capability over their head (while accruing interest, since there is a charm for that). They're not really competing pieces of charmtech because they do very different things and Infernals already have their superior version of that specific DB Bureaucracy charm.
The one with a formal contract you cannot be UMI'd into with much weaker consequences
is comparable, I guess, but in the way I'd
expect a DB charm to compare to a solaroid charm that occupies similar territory. It's much easier to trap someone in VEE debts, there are fewer restrictions on how you can do it, what you can compel them to do as a result has far fewer limits, and the consequences of not following through are much greater, without the former really doing anything better or as well as the latter. Except, since it's an infernal charm, it's not contracts or agreements but any statement of dissatisfaction with themselves or the world that can be remedied.
Again, see how it's used in Kerisgame with questions like "do you want to get out of here?" for an idea of what a version of the charm without any actual significant buffs to your capacity to to fulfill people's requests looks like and why it's still a pretty powerful solar charm in and of itself. Or, rather, look at ES' examples from Kerisgame from the discussions I based this on, they come up pretty much immediately from searching the name of the charm in this thread.
The whole 'something trivial' category in the version posted is supposed to include things like 'can you pass me the remote' and 'can I have a glass of water?' or asking someone in a dangerous situation with you 'do you want to get out of this?' I just put relatively little focus on it because, to me, the way to use things like that and how to fulfill them were 100% obvious while the way you'd go about curing someone's sick parent or making them win an election were not. This is another reason I'm glad I posted this here, and I appreciate your perspective just because it's so different from what I assumed would be obvious, which means it clearly is
not obvious and major rewrites to not just its capabilites but to convey the intention of the charm are necessary.
Teaching someone the fifth dot in Martial Arts with Humbling Enlightenment Commentary takes 24 minutes, because a week of training only involves six days of actual work. Teaching them a specialty that way takes 18 minutes. Providing either with VEE takes a scene before the trait becomes available, which (based on anima flare decay rates) is typically about 20 minutes, but explicitly has enormous potential for variability. Twenty is right in the middle of the 18-24 range, so that sounds "effectively the same" to me. Months per dot would have to mean attributes, or Essence, which Humbling Enlightenment Commentary can't train at all. What exactly are you saying that I misremembered?
Fair enough, I clearly misspoke and in a way that mischaracterized you, fairly rudely at that. I apologize for that. On the other hand: part of what I'm saying here is that, Humbling Enlightenment Commentary cannot train things like that; VEE very much can, trivially. Benchmarking a charm that allows you to train Martial Arts quickly against a charm that allows you to train Literally Anything A Human Can Theoretically Improve At in the same amount of time and only talking/thinking about the things the former can do when it also just provides a specific degree of acceleration strikes me as pretty weird and maybe inappropriate.
I'm kind of okay with a martial artist past the form charm in their style who spent their XP on a charm that can only train martial arts possessing the ability to train someone in martial arts more quickly than a version of VEE can train Literally Anything for the same reason I was initially okay with a solar who purchases four separate charms in Lore and War being universally better at training large groups of people than an infernal with VEE is at training one, particularly as it's in addition to the ability to bind anyone who says almost anything you can actually accomplish for them, as if they'd made an Eclipse Oath agreeing to do anything you want.
Once again, thank you for all your patience and consideration. This has actually been incredibly helpful - I clearly
have nerfed the training effect too heavily, not emphasized the main things a person would usually actually do with the charm nearly enough (in my original document there's even a note at the bottom about how that aspect is literally an afterthought because it's just so simple and obvious and
clearly that is not the case), and also have just been generally a bit of a dick in this discussion. Glad I didn't go through my revisions in the morning like I intended to. Will hopefully get back to you with something more appropriate before Saturday.
But yes, to be clear, this is not a general purpose replacement of the charm for everyone who recognizes the charm is broken but still want to be able to make Faustian Bargains with Terrible Miracles and play an evil genie, it's a response to very specific criticisms of the charm built around the very specific premises about cecelyne and hypothetical more thematically appropriate and narratively satisfying versions of the charm, which can be found in this thread with the search function pretty easily. It's just one that is
supposed to provide a write-up that other people who agree with those sentiments but are still using a 2.x system for their games can actually implement, and one that also accepts the premise that an infernal probably should not have to dedicate all of their time for weeks to improve someone's traits even if they can't wish them better. What needs repairs is communicating this better and ironing out how much time is appropriate for a solaroid charm that trains a single person in Literally Anything, which I've been convinced probably needs to be less than this.