Mountain's Clouded Peak
Cost:
— ; Mins: Essence 1; Type: Permanent
Keywords: Idol
Duration: Permanent
Prerequisite Charms: None
Qaf is unconcerned with worldly matters. While meditating, the Infernal does not need sustenance (including air) or sleep, and any ongoing afflictions internal to his body - including bleeding, sickness, and age - are suspended. His body is effectively locked in time, only his mighty mind left free to ponder itself - or the universe that reflects it. Each hour he spends meditating, the Infernal may roll Temperance, regaining points of Willpower equal to his successes - doing so erodes one of his personal intimacies by a scene. Personal intimacies are those which refer to a specific individual, location or group, as opposed to an abstract principle.

At Essence 3+, he can ignore any environmental hazards with a Trauma lower than (Essence) while meditating.

New Keyword!
Idol: Qaf knows that enlightenment only exists within. Others, too, have discovered this, and seek him out to mine wisdom from the rich seams that run through his mountain heart. While active, Charms with this keyword automatically apply their effects to any character with an intimacy or Motivation related to learning from or imitating the Infernal, as a Shaping effect. This requires that the character in question meditate within (Essence x 100) yards of the Infernal, and allows them to use the Infernal's Essence in place of their own for the purposes of calculating the effects of these Charms.
 
I was listening to a song from They Might Be Giants Dial-A-Song project, and I realized that it sort of describes what a procession with a Citizen or Unquestionable would look like in the Demon City.

make way make way and stand aside
the crowd takes up the cry
he comes he comes
bow down bow down and lower your eyes
before the litter borne by men in fancy uniforms
a chariot from which a siren warns
the regal flashing lights and royal horns
behold the great one comes

Though I suppose my opinion might be influenced by the one charm that lets Infernals turn their car into the Chariot of the Hell Emperor.
 
- doing so erodes one of his personal intimacies by a scene. Personal intimacies are those which refer to a specific individual, location or group, as opposed to an abstract principle.

While active, Charms with this keyword automatically apply their effects to any character with an intimacy or Motivation related to learning from or imitating the Infernal, as a Shaping effect.
Wouldn't "Infernal's name (The Sincerest Form of Flattery)" (or whatever) be a personal intimacy? Would that be protected from erosion, the last one to be eroded, or not protected at all?
 
Wouldn't "Infernal's name (The Sincerest Form of Flattery)" (or whatever) be a personal intimacy? Would that be protected from erosion, the last one to be eroded, or not protected at all?

That depends on the context. If you're imitating the Infernal out of some personal emotional attachment, like hero worship or affection than yes. If you are dedicated to the Infernal as an ideal, a personification of a quality to be emulated than no.

It's the difference between trying to be like the Buddha and trying to like the Buddha.
 
I'm probably going to be running a Modern game on giantitp.com, with some of ES's houserules in effect. Definitely the anima houserule, which leads me to the issues of the effects of banners. Here's the changes/clarification's I'm running with:

Some thought regarding Anima banners and ES's Mote Reactor Exaltations:
Most animas don't really have to change that much, just remove the ability for them to automatically trigger at the Totemic level. If you want the Dawn anima effect, pay the cost. Basically makes the powers charms. Terrestrials would still gain the damaging effects of their amina's.


Changes:
Dawn: I think I might remove the bonus +2 to dv, maybe roll it into the external penalty, and use the TAW's willpower cost scheme(1wp to ignore it for an action, after [essence] is spent it is ignored for the scene).
Twilight: No idea. The current version is useless, but the previous one was largely considered overpowered. Suggestions welcome.
Night: I'm thinking of an ability that would allow them to hide their exalted nature better, so effects like All encompassing Sorceror's sight wouldn't necessarily be able to see their essence/use their essence to track them. Mechanically, pay x motes, people using essence sigh don't add your essence to their rolls to penetrate stealth, and add y to the difficulty to gauge your essence/identify you as supernatural. Still judging the costs. This would replace their ability to pay extra to avoid motes contributing to anima banners.
 
Terrestrials would still gain the damaging effects of their amina's.

Actually, the idea currently being worked on is that all Exalted animas, without exception, have anima flux. For Solar ones it might be severe sunburn (Solar animas are genuine sunlight - mortals who get too close to them suffer like people do in the deserts of the deep South), Abyssal ones just kill you dead and make you rot (if you're lucky, they do it in that order), Sidereal ones twist local Fate so a Serenity's anima means everything in it gets so serene it just shuts down and also mean things randomly turn blue, etc.

If the Exaltation is a mote reactor, the anima is you overcharging it so it throws out Essence radiation all over the place. It's not an environment normal humans can survive in - Solar Essence is just as deadly to ordinary mortals in such raw, unadulterated quantities as Fire or Water or Air Essence is. Of course, in the Primordial War, the Exalted host just went "HA HA HA ALL ANIMAS TO MAXIMUM FUCK YOU LINTHA" and then charged through a Lintha formation and set them on fire, drowned them, rocked their world, shocked them, poisoned them, gave them lethal sunburn, twisted them with moon-madness, made their bodies tear themselves apart on a journey, made them so serene they died, set their flesh in battle against itself, destroyed their identities as a secret, and ended them. All at once.

Exalts are fucking bullshit hax.

In addition, in almost all cases, an anima banner makes a bubble of safety. It's a bubble of Creation for most Exalts, a bubble of the Underworld for Abyssals, a bubble of the Design for Alchemicals and a bubble of a personal Mythos based on the net product of all the Yozi Charms you know for Infernals. Likewise, your own anima protects you against other flaring animas, soaking it based on its level with the soak values assigned so people with equal anima levels don't take damage from each other.
 
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Mountain's Clouded Peak
Cost:
— ; Mins: Essence 1; Type: Permanent
Keywords: Idol
Duration: Permanent
Prerequisite Charms: None
Qaf is unconcerned with worldly matters. While meditating, the Infernal does not need sustenance (including air) or sleep, and any ongoing afflictions internal to his body - including bleeding, sickness, and age - are suspended. His body is effectively locked in time, only his mighty mind left free to ponder itself - or the universe that reflects it. Each hour he spends meditating, the Infernal may roll Temperance, regaining points of Willpower equal to his successes - doing so erodes one of his personal intimacies by a scene. Personal intimacies are those which refer to a specific individual, location or group, as opposed to an abstract principle.

At Essence 3+, he can ignore any environmental hazards with a Trauma lower than (Essence) while meditating.

New Keyword!
Idol: Qaf knows that enlightenment only exists within. Others, too, have discovered this, and seek him out to mine wisdom from the rich seams that run through his mountain heart. While active, Charms with this keyword automatically apply their effects to any character with an intimacy or Motivation related to learning from or imitating the Infernal, as a Shaping effect. This requires that the character in question meditate within (Essence x 100) yards of the Infernal, and allows them to use the Infernal's Essence in place of their own for the purposes of calculating the effects of these Charms.

Look @Revlid these are cool and all but I want to see the Lolcats part of Qaf's tree, representing his oWoD association with the Digital Web.
 
Mt. Qaf is the core on which the Digital Web (the spiritual representation of the Internet) is built on. Therefore, Lolcats are clearly First Circle Demons related to Qaf. With cuteness powers.
Qaf is the pinnacle of wisdom, a self-actualized sage. He is a lone hermit, a peak with no range, one who learned from no-one and refuses to teach. Those who climb his peaks seek to learn by example, or directly wrest the countless satori-secrets that grind within his tectonic brain. It is unsurprising that some among his souls - those born from his desire for isolation - breed creatures and enchantments to block the path to enlightenment. The Invaders of Emptiness, who steal the homes of absent pilgrims. The Laughing Cats, who mutilate communication to prevent instruction. The Mist Singers, who echo spoken words into mocking songs that plague and madden those who wander into their fog-dens. These and more are the distraction-demons that make their home on the slopes of the Heaven-Violating Spear.
 
Actually, the idea currently being worked on is that all Exalted animas, without exception, have anima flux.

It's an interesting idea but probably not one I'd go for as default. I think animas should leave marks on the environment, but I don't like the idea of every Solar literally being a DBZ character causing any mortals nearby to explode if they get too close.

One of the things I liked about the difference between Dragonblooed and Celestials is that while Dragonblooded are much closer to mortals in most ways they actually have a far more perverse incentive to not associate with mortals and not live mortal lives. A Dragonblooded who tries to fight alongside a mortal soldier will kill him. A dragonblood who tries to ride a mortal ship or live in a mortal house will burn it down. Dragonblooded are not human and you need to accomodate them.

On the other hand, a Celestial can live with, fight alongside and otherwise do everything they want with mortals with not much worry of unintentionally destroying them or their possessions. This makes the fact that most Celestials end up treating mortals as a separate species more poignant.

Look @Revlid these are cool and all but I want to see the Lolcats part of Qaf's tree, representing his oWoD association with the Digital Web.

Lethargy Originating Liturgy
Cost:
4m, 1wp ; Mins: Essence 2; Type: Supplemental
Keywords: Illusion, Emotion, Stackable
Duration: Instant
Prerequisite Charms: None

It is not the nature of Qaf to surrender his wisdom, but only to have it pried from him by those who prove themselves worthy. In his spite he creates barriers to understanding and enlightenment. By activating this charm while creating a work of art meant to emulate a thing that he is observing the Infernal creates an icon of that thing with a twisted and perverse meaning that erodes sanity and meaning to nothingness.

Record the success on the roll to create this work of art and add (Infernal's Essence) automatic successes to that result. Anyone who observes the work of art will be overcome with a feeling of bemused laconic apathy and forget their current most important personal goal. If they see another such icon created either by the Infernal or someone else with this Charm they will be more likely to be effected by that icon as well, suffering a cumulative -1 MDV penalty for each icon past the first observed in the same scene. Each icon that effects a person will erase one further important personal goal from the victim's mind starting with the most urguent and working down. It costs 1wp to ignore the effects of this Charm, +1wp for each additional icon they have been effected by to a maximum of 5wp. Resisting this charm renders you immune to it for at least one day.
 
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Those are Tacgnols, the Ceiling Watchers. :(

Okay:

Canhass, the Laughing Cats
Progeny of the Fourth Channel
Demon of the First Circle


Deep within the fetid and unvisited depths of the demon city, beyond even the places where the Things That Dwell In Darkness do not venture and in the most unexplored and inhospitable regions live the Canhass. No thing in Malfeas of the sands of Cecelyne is so hated, so reviled that it must lurk beyond the meager edges of even the horrible society of demons. For the Canhass elicit that most dangerous and disgusting emotion in all the infinite layers, an emotion that ever demon knows instinctively to abhor; hope.

The Canhass does not appear much as a demon of Malfeas might be expected to appear. To the naked eye they are not much more than a ball of fluff and fur, with eyes that are overlarge and feet too short for their weight such that they stagger and sway in an ungainly and hapless fashion about the world. A typical Canhass varies from a foot to a yard in length. Within their tiny mouths are even tinier white serrated teeth, impossibly sharp and the ill-favored Canhass' only means of personal defense.

The Canhass smells of Creation, of gentle sunlight and warm grass and fresh water in a way that is unheard of in the Demon City and thus more than enough cause for them to be rejected and abused. Far more tellingly is that the Canhass seems incapable of seeing the world as it is. The eyes of the Canhass see a world that is better than our own. In this world there is food for their swollen bellies and vehicles to carry their sore feet. They stumble and gasp their way through this world of beauty and succor, reacting with delight and laughter even as they stagger into clots of fearful demons who bat them away or watch in dark amusement as they tread into deadly hazards.

The real reason they are feared and despised is that they have the ability to share this delusion with others. Those who can see the immaterial can see the world the Canhass sees reflected in its eyes, an alluring shadow play of nonexistent potential that surrounds each Canhass like a bubble. Multiple Canhass reinforce this effect, extending the bubble further and further around them and imposing a vision of a world without pain or torment or injustice. If enough of them gather together the demons, being creatures of the immaterial, can begin to see this vision as well, and hear it and feel it. So great is this desire for a world they can never have, born down from the spiteful avarice of their Yozi forebears, that the sensation is almost inescapable. Many demons who have fallen victim to the miasma of the Canhass believe themselves to have somehow escaped Malfeas through one of the cracks and live a comfortable and fulfilling life elsewhere. Lulled by this vision they forget their responsbilities, and grow silent and comtemplative.

Then the Silent Wind comes.

Obscurity (5/5): Demons do not speak of the Canhass, except as curses. Demonlogists who know of them summon them rarely for they have little practical value. They are sometimes kept as pets, though their tendency to multiply unless culled weekly is annoying. Summoners who have the ability to observe the immaterial occasionally draw them from Malfeas to use them as living art exhibits, and persistent rumors written in obscure texts state that their visions have some prophetic quality that, to date, remains unproven.

Canhass can be summoned as playthings for children. Any child who has not yet said their first word can naturally see the vivid visions of the Canhass and the Canhass natural infant like intelligence and babbling child speak seem to make them natural playmates. Their tendency to devour their companions when left alone for too long can be easily compensated for by an observant nurse.

Whenever an adult with a position of responsibility disregards his office to engage in child-like entertainments the Canhass can slip from their prison, though most do not last long.
 
It's an interesting idea but probably not one I'd go for as default. I think animas should leave marks on the environment, but I don't like the idea of every Solar literally being a DBZ character causing any mortals nearby to explode if they get too close.

Notably, this functions in combination with the "mote reactor" hack where mote regen doesn't come from stunting, it comes from increased anima level. So, with no anima or only a Level 1 anima, where the Exalt isn't going full out, the mortals are fine. At worst they'll get sunburnt from the Solar if they stand close to them for too long when they're at Level 1. Just as Terrestrials at that level... well, a mortal might find that it's uncomfortably cold or hot around them, or that they're showing signs of hay fever.

If a Solar Exalt goes full out at Level 3, mortals burn up in such terrible, radiant power leaving sun-dried dessicated corpses if they die and go blind if they stare at the newly risen sun for too long. That's what happens when Exalts go full out in this model. Mortal men cannot survive too close to their terrible power for long when they truly cut loose. It's the cost of getting the mote regen flow amped up like that.

Yes, to a certain extent this "Mote reactor" model is designed to support that sort of more DBZ style, where your anima appearing is a sign that you've gotten serious, that you're putting your everything into things, and thus as a cost you're causing lots of collateral damage. It is deliberately designed to de-incentivise Celestials from walking around full anima all the time in areas they control (ie, in times and places where the Wyld Hunt isn't a problem), and means you can look at the decadence of High First Age ruins where everything is built to withstand such terrible force and draw certain conclusions about what kind of assholes the First Age Solars were.

(also, find pairs of artefact sunglasses dating back to the High First Age, which the servants of the Solars wore to prevent the terrible sun-beauty of their masters from blinding them. Nowadays, they're highly prized in the North for how they stop snow blindness)
 
The problem with Qaf, as presented, is that he is terrible for a collaborative storytelling game. Isolation, ignoring things, never seeking aid? Terrible for story and the social contract.

I've made some small modifications to make him a better fit for the story:


Qaf, The Heaven Violating Spear
Once, before mortal minds grasped onto concepts of time through aged fingers, Qaf appeared unto the Wyld. Qaf was as infinite as the Realm Unshaped and from the first sought its beginning and end, striking out as a brilliant white line against the roiling mutable madness. In their travels, the other Primodials found him, a clear direction in an unreadable shifting realm. They shared with him the Shining Answer, a place/concept or thing that must have started all of this and set into motion the events of their existence. Intrigued, Qaf joined them and offered to be their guide, foraging into the unknown for the birth of the Universe and inso themselves. Qaf was possessed of the Shining Answer - even when the conflict with the Unshaped had eased to a gentle wave, no longer threatening to sweep them away, as the others lay down worn and tired and seeking peace and recuperation…Qaf sought on. Creation was build around him, his unbending will and impossible hunger for understanding forming the Axis Mundi, his Joten the spine of a fledgling cosmos all their own. When the gods, who dwelt upon the pile of dirt and dust that gathered about him, what would come to be known as Mount Maru, rebelled – he was far away still, seeking the answer.

As the Primodials became Yozi, when the king of their kin entered bondage and crawled within himself, the gods looked upon Qaf who stood as a shimming spire to pierce into the realms of heaven and beyond. Though Qaf had not raised a hand in the grand conflict, though he had not given council or curse, and though he had only held all of creation about him with every rock and quake that threatened to sunder it – the victors looked upon him and sneered. In him they saw weakness, dependence and something that would always be beyond them. Many questioned how Creation could continue to exist without Qaf, what would it be without the celestial pole? Others asked, how could they cast away and seal something without limits, as even the Endless desert was only bound in half to the prison – her hands grasping and felt in places of desolation. In the end they bent him so that his beginning and end converged, thus and then we was banished into a realm where there were no sights and no wisdom to be found, only still blank infinity. No longer could he seek the shining answer, no longer could Qaf study and learn from the infinite vistas of the Wyld – now he had only himself as the path. If the Shining Answer were to be found, it would be within himself.



On 'Portals of Black Nacre':
Though Qaf knows the truth will only be found in himself, he still seeks perspective, thus did the Portals of Black Nacre grow up like windows of night gazing out on his brothers and sisters. Though they are shaped, though the world outside is a pale comparison to the blurred infinities of yesteryear – Qaf prizes his portals above all things he yet possess. Not because he believes there is truth out there, but because what is outside can help one to understand what is within. Each is a lesson, a lesson to be learned again and again, as each grows in turn.

Qafian Urge (The Urge to Enlighten)

Qaf wishes his chosen to discover lost secrets, study other realms of existence, immortalize lessons, uplift the worthy that seek them out and finally master themselves. Qaf also wills it's choosen to eradicate distraction, throw down those who quit the path, and find answers to impossible questions. A stone cannot know enlightenment, for it is empty and blind, only through the accumulation of knowledge and personal growth can the path be taken further.


Qafian Acts of Villainy & Torment:


Qaf seeks enlightenment above all, above freedom, and above joy. When the chosen forces a student to overcome harsh trials, torments and mutilation in the pursuit of enlightenment – Qaf is pleased.


To step from the path of enlightenment is to lose the light from your eyes and know only helplessness, fear and loss. While under torment, the chosen is filled with a great dread that they have lost their way, desperate to find their path again. Many chosen beat themselves to cleanse their bodies, others purge their systems of filth, and some isolate themselves in dark chambers of hidden torments to attain focus at any cost. Further, those that fall under the pupil keyword are also affected by their master's torment through the poison welling up in their spiritual link, and seek to reaffirm their path similarly.


Qaf Charm Seeds:

· Immortalizing moments of one's life for meditation and the deep lessons to be found in such events

· Trial and punishment, but also reward if the itinerant is successful (given to others)

· Gazing through portals of nacre -> Study others to learn about the self in relation (I am like/unlike the observed)

· Carrying your teachings and being in those who you've taught

· Being the Axis Mundi, become the center of attention and focus through personal magnetism. rather than loud and overt action

· Enlightenment of others, beyond simply opening their eyes to their essence (suite of powerful training charms with high costs and difficult trials)

· Refusal to quit/give up upon one's motivation/urge/declared quest

· Transcend physical bounds, allowing one's will to buoy one up

· Building of monuments, of learning/enlightenment/beauty and personal meaning/moments

· Bending of Space


-----------------

Then the most important seeds, the ones that will be woven through the whole of the other charms:
"You have power over those you have taught & you may ignore the existence of the ignorant"


This will take the form of the Keywords: Pupil and Ignorance
Pupil -
Will activate on those learning from the Infernal/Akuma and provide several benefits to the student but also controls to the master.
Ignorance - Will activate to those who refuse "challenges" from the Infernal/Akuma and will combo with other charms, better allowing the PC to ignore those of lower spiritual worth.

Still working on this, obviously, but I do have some ideas and hope to have something written before the game next Tuesday.
 
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First Qaf Excellency:

The Heaven-Violating Spear is observant, contemplative, and ever seeking. He appears as both master and pupil. A being of many realms, he seeks ever more knowledge, contemplating the mysteries of the universe and striving for perfection. He scorns his brothers and sisters for abandoning the Shining Answer - even if they can no longer gaze over far horizons, that is only half the journey and wisdom yet lies within. True enlightenment is a state of being, an endless quest, and he only helps those who walk the path. Even then, he teaches hard lessons by harsh trials and deep contemplation over frozen moments immortalized in stone. He asks penetrating questions and dispels superstitions and preconceptions. He loathes sloth and complacency, be they mortal or god, and has no time or thought for such beings of spiritual poverty. Those that pursue the bitter work of self-improvement are the only beings worthy in his gaze.

--------

This small changes allow Infernals/Akuma of Qaf to play off of, and be played off of by, other PC's. The thing to keep in mind is that Qaf has seen everything there is to see (for the most part) and has an eternity of data and experiences to reflect upon. He is far far further along the path than a PC could hope to be on. He understands that *half* of the journey is the journey, the other half is what you take away from it and what you learned from it, through introspection. The PC has yet to complete *a* journey, much less *the* journey. Because of that, I feel many people have been stuck on him for awhile.
 
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The problem with Qaf, as presented, is that he is terrible for a collaborative storytelling game. Isolation, ignoring things, never seeking aid? Terrible for story and the social contract.
Consider that among Yozis for whom we have canon Charmsets are the Ebon Dragon (who betrays everyone and hurts people for no reason other than his own amusement), Kimbery (who is defined by literally toxic relationships and disproportionate responses) and Adorjan (who hurts people she likes more than people she hates). A full half of them include the phrase "sadistic" in their Excellencies. The only Yozi who has canonically opened his Charmset but not been detailed is Szoreny, who parasitizes anything he cares about and defines "doubling up" when it comes to group roles. Yozis are not nice people, or particularly fun to be around.

Should you wish to make a Yozi more usable in a player group - assuming a 1:1 match of Infernal personality and Excellency applicability, whatever - the solution isn't to change the Yozi in question. It's to do what the writers did, and assign more wordcount to the Excellency for the purposes of laying out a) non-problematic stuff they can do and b) reasons why you might not do problematic stuff. The three Yozis I've mentioned above have the longest Excellencies by a country mile for just this purpose (although Kimbery's is also just plain bloated).
 
Most of the Yozi are pretty silly though. I mean they are evil to be evil - just mustache twirling villains. The victors write history, that is all, it's propaganda. The Yozi should be alien, they should be spiteful, but they should not be shits just to give the PC's a clear protagonist/antagonist. I don't believe an Incarna should be any better or worse than a Yozi. They are each alien to mortals - the Yozi lost the war, so the deaths of that war are laid at their feet. It is the Primordial War instead of the Rebellion of the Incarnae or the War of the Heavens.

My Exalted is not Black and White. My Creation is not heaven vs hell (in the sense of innate justice and goodness). If I have to home brew till the cows come home, so be it. It is the path I've chosen to walk. The Primordials are the grand builders and the order from chaos. The gods are only kinder to humans because they are lesser. Akin to how a man feels a rain drop vs how a mountain would feel a rain drop. While the man might seek shelter and respond to the rain, this does not make him "good". Where the mountain is unhindered and unaffected by a mere drop of rain, this does not make it "evil". The Yozi as presented are made to lower themselves and be too human, too simple and too evil for the sake of being evil.

I don't know why anyone would want to use such Yozi, or demons for that matter. It just feels like a hold over from Tolkien (D&D) systems. Orcs/drow are born "evil" and elves/dwarfs/most humans are born "good".

In reality, there is no good or evil. There are those who stand in the way of *your* desires and there are those that do not. Good and evil is just empty labeling so one can feel better about collective selfishness.
 
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Y'know, I actually don't entirely like ES's version of anima flare either (although I find it an interesting take).

Hmm. Maybe there should be a system for anima to flare from single, large expenditures of Essence rather than total Peripheral Essence spent, perhaps? I've got this image that every time an anima flares iconic, it should be a significant event. Something that everyone at the scene will remember for the rest of their days, not just because of the anima flaring iconic, but because of the effects of what the Exalted in question did.
 
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