*coughRidingTheDragoncough*
Oh sure. But there's a difference between "There are some charms in your set that do absolutely terrible things as primary or secondary effects" and "Your associated magical material comes from killing a god--possibly on trumped-up charges--and smelting their corpse." If Bob Journeys has Riding the Dragon, he's a character who deliberately learned that charm. There's a deliberately chosen spot on his character sheet that says, "I can do this absolutely terrible thing." See also "Shun the Smiling Lady", although that can get a walk a bit since it's a charm at the root of the tree.

Abyssals can carry something terrible on them as a default magical material. It makes them unique, and is fitting. The reveal that Starmetal was born of kangaroo courts and murdered gods is not so cool.
 
So I've been trying to come up with a utility artifact for a while not, and I'm running out of ideas that work for me.

The core idea is an artifact desk that helps with managing a business or organization- management and the like. I'm looking for the kind of high-concept effects similar to Solar War or Bureaucracy, without explicitly making the desk 'Bureaucracy Charm in an Item'.

So like, tracking what my companies/backgrounds are doing, powers/actions I can take through or with the desk, etc.

I'm aiming also for stuff that's more like Silver/Audient brushes- they have mechanical statements like "Never runs out of ink" or "takes dictation". Power level is open-ended for now. I can cut it down if need be.

Thanks in advance!
 
So I've been trying to come up with a utility artifact for a while not, and I'm running out of ideas that work for me.

The core idea is an artifact desk that helps with managing a business or organization- management and the like. I'm looking for the kind of high-concept effects similar to Solar War or Bureaucracy, without explicitly making the desk 'Bureaucracy Charm in an Item'.

So like, tracking what my companies/backgrounds are doing, powers/actions I can take through or with the desk, etc.

I'm aiming also for stuff that's more like Silver/Audient brushes- they have mechanical statements like "Never runs out of ink" or "takes dictation". Power level is open-ended for now. I can cut it down if need be.

Thanks in advance!
a bunch of linked tablets which allows information to be transmitted between them easily.
 
Entirely possible, but I'm not sure how to mechanize that without it being "Speed the Wheels" or "Generic Penalty Negator.

Mind you I'm fully acknowledging that 2e doesn't have a bureaucracy system.

Creation Ruling Mandate is decently functional if you homebrew the charms for it and everyone agrees not to stress the system too hard (the ways to really break it are fairly transparent). Do you have a specific problem with CRM that makes you want to avoid it? Because having a special asset is pretty nifty in and of itself in terms of getting a few points of capital out.

Also I'd say being able to get information from everywhere you have people working for you doesn't really need the primary benefit to be mechanized.

The primary function of an instant network seems like it would be getting information really quickly. This is most obviously useful across a large geographical area, but a restricted version should still give some nifty narrative benefits.

Alternatively you can make it less a bonus for you and more a bonus for everyone having the tablet. Having reference material, etc, etc immediately on hand and the ability to double-check with others might be something like +1 success to every person using it on bureaucracy. Which would be pretty huge if you abstract that in a few small ways with the stuff people do when you aren't around being all solary.
 
Creation Ruling Mandate is decently functional if you homebrew the charms for it and everyone agrees not to stress the system too hard (the ways to really break it are fairly transparent). Do you have a specific problem with CRM that makes you want to avoid it? Because having a special asset is pretty nifty in and of itself in terms of getting a few points of capital out.

Also I'd say being able to get information from everywhere you have people working for you doesn't really need the primary benefit to be mechanized.

The primary function of an instant network seems like it would be getting information really quickly. This is most obviously useful across a large geographical area, but a restricted version should still give some nifty narrative benefits.

Alternatively you can make it less a bonus for you and more a bonus for everyone having the tablet. Having reference material, etc, etc immediately on hand and the ability to double-check with others might be something like +1 success to every person using it on bureaucracy. Which would be pretty huge if you abstract that in a few small ways with the stuff people do when you aren't around being all solary.

Oh right, that subsystem from the 2e guildbook- It wasn't bad when I first looked at it, but it was fairly dry... Hrm, I'll have to track down my copy and review it. The main reason I didn't bring it up was because I forgot it existed, like the rest of Masters of Jade.

Well, information transfer is really iffy/interesting- it's one of those "Big Solar Moments" and I wasn't really aiming to make a big artifact that did that yet. Cheap telecommunications is tough in Creation. I'm aiming to affect an area that's like, the size of a college/university (several buildings), too.
 
So I've been trying to come up with a utility artifact for a while not, and I'm running out of ideas that work for me.

The core idea is an artifact desk that helps with managing a business or organization- management and the like. I'm looking for the kind of high-concept effects similar to Solar War or Bureaucracy, without explicitly making the desk 'Bureaucracy Charm in an Item'.

So like, tracking what my companies/backgrounds are doing, powers/actions I can take through or with the desk, etc.

I'm aiming also for stuff that's more like Silver/Audient brushes- they have mechanical statements like "Never runs out of ink" or "takes dictation". Power level is open-ended for now. I can cut it down if need be.

Thanks in advance!

Just kinda coming off the top of my head; this'll certainly need polishing and checking.

Desk of the Plutarch's Great Thread

Born of Shogunate-era experimentation in Hollow School economics, these artefacts are elegant black jade affairs inlaid with rare woods from all five Directions of Creation. Most commonly the desks have a draconic aspect to them, in reverence to Da'aad. Built into the desk is a lavish shrine wherein dwells the least god, who reports directly to Direct Bazaar Theoretician, Plutarch of Traders' Knowledge and employee of the Department of Mysteries. However, most vitally, there is a hearthstone socket set in the centre of a delicate spindle made of alloyed starmetal at the peak of the shrine.

The user must attune n motes, and socket the desk with a level one Water-, Kimbery- or Sidereal-aspected hearthstone, or a level two hearthstone if those aspects are not available. Once they have done this, marvelous thread may be spun from the spindle which encases the hearthstone. The thread produced by this spinning naturally cleaves when trimmed away from the spindle, leaving two identical lengths of thread. One length must be hung up on the desk in the provided receptacles, and the other length may be given to a subordinate in the same organisation as the user engaged in a venture which benefits the group.

As long as the desk possesses the necessary hearthstone, the attuned user enjoys the following benefits:

- They may touch any of the thread loops to instantly know the direction and distance of the corresponding thread.
- They may touch a thread loop and spend one willpower to instantly divine the fortune of the venture bearing the corresponding thread as if they had carried out a thaumaturgical rite [Note, insert the appropriate rite name here; I can't remember it off the top of my head] using the Art of Astrology. This divination manifests through a change to the thread loop - for example, should a ship be at risk of sinking from inclement weather, the thread may suddenly grow damp and undulate like a storm-wracked sea. Essence users may spend four motes to activate this feature instead.
- The thread loop counts as an arcane link to the venture for the purposes of sorcery or necromancy.
- Should someone deliberately destroy their thread with the intent of communicating with the attuned user, this counts as a successful prayer. The user may hear the prayer as if they were a god. This is commonly used for emergency message (such as "Oh Dragons, we're under attack by a Solar Anathema, please send he-urk"), though it also sees use for notifying of a successful completion of a venture.
 
Just kinda coming off the top of my head; this'll certainly need polishing and checking.

Desk of the Plutarch's Great Thread

Born of Shogunate-era experimentation in Hollow School economics, these artefacts are elegant black jade affairs inlaid with rare woods from all five Directions of Creation. Most commonly the desks have a draconic aspect to them, in reverence to Da'aad. Built into the desk is a lavish shrine wherein dwells the least god, who reports directly to Direct Bazaar Theoretician, Plutarch of Traders' Knowledge and employee of the Department of Mysteries. However, most vitally, there is a hearthstone socket set in the centre of a delicate spindle made of alloyed starmetal at the peak of the shrine.

The user must attune n motes, and socket the desk with a level one Water-, Kimbery- or Sidereal-aspected hearthstone, or a level two hearthstone if those aspects are not available. Once they have done this, marvelous thread may be spun from the spindle which encases the hearthstone. The thread produced by this spinning naturally cleaves when trimmed away from the spindle, leaving two identical lengths of thread. One length must be hung up on the desk in the provided receptacles, and the other length may be given to a subordinate in the same organisation as the user engaged in a venture which benefits the group.

As long as the desk possesses the necessary hearthstone, the attuned user enjoys the following benefits:

- They may touch any of the thread loops to instantly know the direction and distance of the corresponding thread.
- They may touch a thread loop and spend one willpower to instantly divine the fortune of the venture bearing the corresponding thread as if they had carried out a thaumaturgical rite [Note, insert the appropriate rite name here; I can't remember it off the top of my head] using the Art of Astrology. This divination manifests through a change to the thread loop - for example, should a ship be at risk of sinking from inclement weather, the thread may suddenly grow damp and undulate like a storm-wracked sea. Essence users may spend four motes to activate this feature instead.
- The thread loop counts as an arcane link to the venture for the purposes of sorcery or necromancy.
- Should someone deliberately destroy their thread with the intent of communicating with the attuned user, this counts as a successful prayer. The user may hear the prayer as if they were a god. This is commonly used for emergency message (such as "Oh Dragons, we're under attack by a Solar Anathema, please send he-urk"), though it also sees use for notifying of a successful completion of a venture.

Pfff, Nice. I'll be making it in character, so I'd have to adapt the fluff- but hey, even Solar Crafters start with the basics. Interesting that you focused on the Hearthstone as it's core element- makes a lot of sense though.
 
Oh right, that subsystem from the 2e guildbook- It wasn't bad when I first looked at it, but it was fairly dry... Hrm, I'll have to track down my copy and review it. The main reason I didn't bring it up was because I forgot it existed, like the rest of Masters of Jade.

Well, information transfer is really iffy/interesting- it's one of those "Big Solar Moments" and I wasn't really aiming to make a big artifact that did that yet. Cheap telecommunications is tough in Creation. I'm aiming to affect an area that's like, the size of a college/university (several buildings), too.
Shyft, your kinda pushing into Manse territory with the effect several buildings thing. A lot of the more useful bureaucracy type stuff is linked into there as well (Archives, clerical minions and the like). Might be worth taking a look there?

Artifact wise, the only thing I can think of is a book that can show any book you or a subordinate owns. Because you need to keep track of bookkeeping somehow.
 
And hey, I do other stuff. Have a second circle demon. Aleph helped lots.

* * *

Homkora- Dancer in the Crystal Treasury, Warden Soul of the End of All Wisdom

Orabilis guards knowledge and the seekers of same, but does not suffer those who persue the archives of his crystal libraries to overstay their welcome. Homkora is the incarnate expression of that drive. The Warden Soul of the End of All Wisdom rules a crystal clocktower citadel in the sands on the border of Cecelyne, curled around a lake of molten glass. It is here she tends to her Mint of Wisdom and fashions coin of thought and concept, because only knowledge is truly valuable in the Demon City. She monitors the economies and exchange rates of Hell, even to those native to Creation who treck across the Endless Desert, trading their Jade and Script for legal tender.

Decadant and suprisingly sly for a being who guards knowledge, Homkora appears as a statuesque woman with gleaming crystal skin and hair, enticingly dressed in the manner of southern desert dancers. Her glass features are marred by a line of deep fractures and shatter-marks that run horizontally across her eyes; a scar that speaks of some terrible blow in an age long past. Orbs of polished obsidian glitter in the middle of the web of cracks; gifted in place of those she lost, and she is prone to wearing elaborate masks or ornate jewellery to cover her ruined features.

The sands of the Endless desert shift and move through hollow chambers in her body, each representing a grain of knowledge in the vast libraries of Orabilis. Their paths mark the time one is allotted to learn.

Against those who would violate or desecrate the hallowed libraries of Orabilis, Homkora dances or sings walls of unbreakable glass into being, locking miscreants away from their desires or simply crushing them. If there is no glass to shape, she may take a breath and blow the sands of Cecelyne from lips, shaping new glass as needed.

Summoning: (Obscurity 2/3) Sorcerers call Homkora to Creation for her talents in organizing and conveying information- she is a strict teacher as well as a valuable security expert. Alternatively Articifers call upon her unique techniques in their various projects, requiring someone solidify an intangible idea. She gains one point of limit when prevented from being punctual in her duties and habits.

Motivation: To guard the knowledge of Orabilis's libraries and ensure that no one gains any more or less information than what is described by Law.

Her Intimacies include such things as her Citadel, the Mint of Wisdom and timepieces. Protecting knowledge and her deference to Orabilis and Cecelyne are also important. Also held in her glass heart is a mote of gratitude for the mysterious benefactor who gifted her the pair of obsidian eyes.

Attributes: Strength 4, Dexterity 7, Stamina 5; Charisma 3, Manipulation 6, Appearance 7; Perception 7, Intelligence 5, Wits 4

Virtues: Compassion 2, Conviction 5, Temperance 3, Valor 2

Abilities: Athletics 4, Awareness 5, Craft (Fire, Air) 6, Dodge 5, Integrity 5 (Managing Knowledge +3), Investigation 7, Linguistics (Native: Old Realm; ) 7, Lore 7, Martial Arts 5, Melee 3, Occult 6, Larceny 4 (Securing Information +3), Presence 4, Performance 6, Resistance 4, Stealth 1, Bureaucracy 4 (Exchange Rates +3)

Backgrounds: Artifact 3, Artifact 4, Artifact 5, Backing 4, Cult 3, Followers 3, Resources 5, Sanctum 3

Charms:
Essence Plethora
Affinity (Element) Control—Air, Earth, Homkora may exert her will over six barrels of these elements. Specifically glass and sand.
Creation of Perfection- Contain thoughts and knowledge in beads of glass.
Hurry Home— To her sanctum-citadel, the nearest locked vault of knowledge or the original point where she entered Creation
Materialize— Costs 80 motes
Meat of Broken Flesh— Recovers motes from managing the acquisition of knowledge, setting time limits.
Measure the Wind- Homkora may gauge a beings power by feeling the vibrations of glass and crystal.
Mint of Wisdom - Homkora may extract value from knowledge and mint it as currency in the demon realm, ordered as legal by the law of Cecelyne.
Ox-Body Technique
Portal—To her sanctum or the nearest locked vault of knowledge
Principle of Motion—Homkora typically banks up to nine stored actions
Tracking- Homkora may track her grains of knowledge-sand

Touch of Eternity— Beings she permits to stay and learn may be blessed if need be, but her reasons for the allowance are hers alone.
First (Ability) Excellency—Bureaucracy, Craft, Martial Arts, Performance
Second (Ability) Excellency—Bureaucracy, Lore, Occult, Investigation
Third (Ability) Excellency—Lore, Occult, Investigation, Dodge
Infinite (Ability) Mastery— Investigation
Divine (Ability) Insubordination- Investigation,

Supernatural Martial Arts- Homkora has mastered Dreaming Pearlescent Courtesan Style

Sorcery— Homkora knows Sorcery up to the Sapphire Circle, including spells like Incantation of Effective Restoration

Homkora has three grand treasures in her panoply, along with a host of lesser wonders gifted to her for services rendered, or secured as colatteral for exchanges. Her Sash of Sand and Stars (Artifact 3) serves as her armor, studded with polished gemstones, the latter containing ever-burning motes from the dying stars in Malfeas's sky. Only those who can read such portents and learn their secrets may harm her. In defense of her treasures and knowledge, Homkora wields the Whiplblade of Molten Glass, an Artifact 4 Chain-Daiklave. Her polished eyes of obsidian are her greatest treasures, equivilent to Artifact 5, but she has never revealed their function.

Join Battle: 9

Whipblade of Molten Glass (4-dot Chain Daiklave)
Homkora can superheat her whipblade, allowing it to deal Aggravated Damage.

Short Daillave: Speed 4, Acc +2, Damage +6L, Rate 4, Defense +2, Tags -
Dire Chain (Attack): Speed 5, Acc +2, Damage +9B, Rate 2, Defense +2, Tags M,R (10yd)
Dire Chain (Clinch): Speed 6, Acc +2, Damage +9B, Rate 1, Defense +0, Tags C,M,P,R (10yd)
Chain Daiklave: Speed 5, Acc +2, Damage +6L, Rate 3, Defense +1, Tags - 2,M,R (10yd)

Hardness: 30L/30B (Sash of Sand and Stars)
Natural Soak: 9L/12B (+7/+7 from Crystal Skin)
Health Levels: -0/7x-1/7x-2/-4/Incap/5xDying

Note: A character who knows Malfean astrological procedures or a degree in the Art of Astrology may examine the Sash of Sand and Stars, making an extended [Perception + Occult + Degree] at difficulty 4, requiring 15 cumulative successes. Each roll is a Miscellaneous Action. if they suceed, the character learns the secret of the sash and tears away its protection. Alternatively, they could find the secret somewhere in Orabilis's libraries...

Dodge DV: 10
Parry DV: 7
Willpower: 9
Essence: 7 Essence Pool: 125m
Essence Plethora 10m

Other Notes:

Homkora has the unique ability to contain a thought or idea in a bead of glass. Citizens of Hell often ask her to hold their plans and missives in such baubles for secure transport, as they will only break by the hand their original owner or intended recipients. (More than a few demons have had their hands removed as to break this condition.)

In being a guardian of knowledge, Homkora's power also guards the owner as well, removing from their minds the idea they asked her to contain, until the bead is broken or used. They remember the things around the sealed thought- who was meant to recieve it, its purpose, but not its specifics.

When used as a communications method, a contained thought can be no longer than a single social attack, similar to Infallible Messenger. Articifers and Sorcerers often call upon Homkora to contain complex enchantments in glass beads, making them easy to apply to an artifact or other working.

Alternatively, she may gift knowledge through a bead, by requiring a target to swallow it. This is not an easy or comfortable process though, because the seed of a memory without any context or natural connection to the recipient is like a grain of sand in the mouth of a clam. It becomes an irritant that grows bigger and more demanding as more and more of the victims thoughts revolve around it, and the thoughts that revolve around those thoughts, until it is removed or it consumes them completely. The layered obsession around the "memory pearls" of this process are exceptionally more potent, however.
 
Shyft, your kinda pushing into Manse territory with the effect several buildings thing. A lot of the more useful bureaucracy type stuff is linked into there as well (Archives, clerical minions and the like). Might be worth taking a look there?

Artifact wise, the only thing I can think of is a book that can show any book you or a subordinate owns. Because you need to keep track of bookkeeping somehow.

That's a fair point, I was thinking the desk would be an intermediary step is all. It's less 'affect several buildings' and more just 'This is it's range, which happens to equal the property I own.'
 
So I've been trying to come up with a utility artifact for a while not, and I'm running out of ideas that work for me.

The core idea is an artifact desk that helps with managing a business or organization- management and the like. I'm looking for the kind of high-concept effects similar to Solar War or Bureaucracy, without explicitly making the desk 'Bureaucracy Charm in an Item'.

So like, tracking what my companies/backgrounds are doing, powers/actions I can take through or with the desk, etc.

I'm aiming also for stuff that's more like Silver/Audient brushes- they have mechanical statements like "Never runs out of ink" or "takes dictation". Power level is open-ended for now. I can cut it down if need be.

Thanks in advance!

As a different form of fluff for ES's desk, since the mechanization is quite good:

How about "Gateway?" It's a strong thematic of generals and businessmen and their chess after all!

It would have the same level of vagueness in its representation of threats and success. It might have an alternative feature to the emergency broadcast in the form of moving the game pieces to give the subordinates (just linked? holding an item?) semi-vague instructions.

Fluff-wise, despite being designed for bureaucracy, you can see where it might have been utilized by degenerate modern armies! Regardless of design, leaving that possibility in would give it a nice bit of third age feel.
 
Charms only, but SMAs are fun, too. Mostly looking for Charms to find stuff for the Sidereal I'm playing.
If you are willing to dig, here there is a messy dump of all the charms of the wiki. There are surely some custom SMA, but maybe there are also some custom Sidereal Charms.(I suggest to don't search in the PDFs: they lack things)
 
What do people think of this variation?

ANIMAL MAGNETISM
Cost: --; Mins: Appearance 5, Essence 2; Type: Permanent; Keywords: None; Duration: Permanent
Prerequisite Charms: Any five Charisma, Manipulation, or Appearance Charms

Each time the Lunar succeeds at social influence or successfully applies her Resolve, any witness who considers the Lunar sexually compatible might be profoundly smitten in that moment. If the Lunar's action positively resonates with the character, they may accept an automatic Intimacy of major infatuation for the Lunar.

At the same time, anyone who considers the Lunar an enemy and witnesses a negatively resonant action may accept an automatic Intimacy of major hatred.


I'm not sure about the Hatred effect. I wanted to make it Fear, but no one would voluntarily accept an Intimacy of Fear. Suggestions?
I've reconsidered the duality effect. Provoking a negative response like this, involuntarily as part of a permanent upgrade, is simply poor design.

Instead, better to have the Charm mirror the Solar one a little more closely.

If the witness does not consider the Lunar sexually acceptable, and the Lunar's action resonates with him, he gains a minor tie of admiration for the Lunar. If he does find the Lunar sexually acceptable, it's the major tie of infatuation.

The Solar Charm inspires others to revere, follow and emulate the Solar. The Lunar one merely charms others into accepting or desiring the Lunar's company, in one fashion or another.

Ideally, the name Animal Magnetism would instead be given to a Charm that really does concern powers over positive and negative emotions.
 
After all, the guy who came up with the term "Animal Magnetism" (Franz Mesmer), thought he was literally magnetic and that this gave him healing powers.
 
In real-life the Moon affect the tide due to gravity. In Exalted, the Moon is just so pretty that the whole world want to do what she say (banging Gaia also help).

Not sure how to translate that into Lunar Charisma charm though.
Well, The Silver Chair, the actual moon that moves across Creation's sky, is responsible for both maintaining Creation's essence flows and giving a reprive from the Unconquered Sun's brilliance.
 
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