The Rim and the Hammer (Exalted/Warhammer Quest)

We are not the only exalted around you can safely assume most if not all lower charms are known by somebody.

And we really don't need sorcery, again we have 55 dragonbloods somebody will be a sorcerer. Necrotech is however something we are not going unless we pick it. While we can just learn sorcery ourselves if we really need it later.
Not to mention we have a bunch of enlightened mortals, and they can get Terrestrial Circle sorcery. Or the God-blooded.
 
We need sorcery because its probably the only thing that we wont be able to learn here. Necrotech might be possible if we study some parts of the necro-tech that still remain in the city using as reference both the undead and chaos uses of souls when we began to study them. Astrology is very good indeed but as we know It also exists here and with both Tzeench and lizardmen I wouldnt trust it too much to be correct. Sorcery is not only very usefull but very difficult to develop here because everything here is warp based.
 
We need sorcery because its probably the only thing that we wont be able to learn here. Necrotech might be possible if we study some parts of the necro-tech that still remain in the city using as reference both the undead and chaos uses of souls when we began to study them. Astrology is very good indeed but as we know It also exists here and with both Tzeench and lizardmen I wouldnt trust it too much to be correct. Sorcery is not only very usefull but very difficult to develop here because everything here is warp based.
We have 55 DB let somebody else study it. And to be honest their is not a lot useful spells for ruling and whatnot, besides Demon/elemental summoning. The only other spells like the messenger spell DB can do the same with a charm, and Fast travel is unneeded for Air folk. The rest of the spells are just combat stuff.

DB are very specifically do not get Celestial sorcery, which is where the real nation shacking spells are, because if they did their be no way to challenge their eternal rule.
 
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Given that you got him to 30+ learning and that is the magic stat, yes assume you can get anything you have the prerequisite charms for
Every stat should be the magic stat for Charms. Charms are representations of skill at whatever, you don't need to study from a book to learn advanced Charms. You can very much be an apex of power and have high level charms even with a low learning score. I mean Mask of Winters cannot even read, and he has essence ten. :p
 
@DragonParadox
Could you write the councillor's nature somewhere in the entry?
In most of them you can get wether they are Exalted, Godblooded, Enlightened or just mortal from somewhere in the description, but having a line extra for it would be nice.
 
Every stat should be the magic stat for Charms. Charms are representations of skill at whatever, you don't need to study from a book to learn advanced Charms. You can very much be an apex of power and have high level charms even with a low learning score. I mean Mask of Winters cannot even read, and he has essence ten. :p

Fair, what stat gets rolled for charm activation will decent on its nature, but for Gust most of them will likely be learning

@DragonParadox
Could you write the councillor's nature somewhere in the entry?
In most of them you can get wether they are Exalted, Godblooded, Enlightened or just mortal from somewhere in the description, but having a line extra for it would be nice.

Sure, I'll add that when I put in the next one, probably tomorrow.
 
[X] Sorcery, be bestride the elements and command the forces of creation

[X] Plan I Survived Vietnam Solar Ruins
 
You don't have a first age city with over 200 essence users without someone knowing sorcery.
Expecting our less-than-optimal city with remnants of First Age tech to have a bunch of rock-bottom basic thaumaturges and charm users is a reasonable extrapolation.

Expecting the same city to have a working knowledge of Sorcery - a top-level art generally seen as something to be fearful of (because among other things, Demon Summoning) - and which the QM explicitly describes as: "others may count lost, perhaps well lost", "a forbidden lore" and acquired by "...delving into First Age ruins" is a wild-assed guess which very much depends on the QM being merciful.

I'm not sure why you're arranging your plan on the basis of a core element that the QM explicitly describes as...unlikely. Unless, of course, he mentions elsewhere that at least one of our essence users will know it.
 
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@BronzeTongue Since we seem to be partially in agreement on what our charms should be, got any suggestions for swap-ins that might be better choices?
Gus does have access to a lab, even if the tools would be useful in many ways in the field.

Since he ended up the head of the council somehow I think it's reasonable for at least one charm to be dedicated to helping with that. Maybe Auspicious First Meeting Attitude or Confluence of Savant Thought. Both would be useful picks he'd reasonably make with the career change, and be useful for us in different ways going forward.
 
Gus does have access to a lab, even if the tools would be useful in many ways in the field.

Since he ended up the head of the council somehow I think it's reasonable for at least one charm to be dedicated to helping with that. Maybe Auspicious First Meeting Attitude or Confluence of Savant Thought. Both would be useful picks he'd reasonably make with the career change, and be useful for us in different ways going forward.
Absolutely not AFMA - that skirts far too close to magical mind-control for me to be comfortable with it where we are.

CoST is a good one and dovetails well with the other "discovery" charms he has.
 
Absolutely not AFMA - that skirts far too close to magical mind-control for me to be comfortable with it where we are.

CoST is a good one and dovetails well with the other "discovery" charms he has.
Mechanically it's more like super insight than mind control, but fair enough.

Edit:

[X] Sorcery, be bestride the elements and command the forces of creation

[X] Plan I Survived Vietnam Solar Ruins

Also, I just noticed that you edited that change in. It might be a better idea to post a v2 plan with the new charm in it, so that people who already voted by plan name and disagree with the change don't have their votes hijacked.
 
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Mechanically it's more like super insight than mind control, but fair enough.
When our people have a better understanding of how magic 'n shit works here, I'll re-evaluate the option. Until then, I don't want a particularly canny fellow with mage's eyes (directly or indirectly) seeing a minor drain in mana/magic/essence and suddenly watch our character's behavior change.

That's a potential problem with the CoST charm, but it's much easier to get away with it when you can just talk to joe schmoe the desk clerk or pick up a random book from the shelves and activate it there.

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Fair point. Gimme a sec

[X] Plan I Survived Vietnam Solar Ruins v2 Bureaucrat Boogaloo
-[X] Elemental Concentration Trance (speeds up learning)
--[X] Eternal Mind Meditation (perfect memory)
-[X] Spirit Detecting Mirror Technique (sees intangible spirits) (super useful anti-Daemon/spirit/wizard's familiar spying on us technique)
--[X] Spirit Grounding Shout (forces intangible spirits to materialize)
--[X] Spirit Shredding Attack (badly harms and PERMAKILLS SPIRITS) (best anti-Daemon thing we've got)
-[X] Confluence of Savant Thought (SUPER-BUREAUCRAT, AWAAAAYYYY!) (as opposed to Shaping Hands Method)
-[X] Second Craft Excellency - Essence Triumphant (adds 1 automatic success on relevant Craft roll per 2 motes of essence spent. Practically a requirement, I leave it to the QM to balance that in-quest)
 
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[X] Sorcery, be bestride the elements and command the forces of creation

[X] Plan I Survived Vietnam Solar Ruins v2 Bureaucrat Boogaloo
 
Why are you taking combat charms for a bureaucrat and researcher. His strength is learning and research. He is not a solo exalted we have other better people for combat. Hell we have 2 people better at combat just on the consul alone.
 
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I don't know enough to even begin to guess what Charms we should go with, but if we're playing a bureaucrat, it seems we should lean into that rather than try to do something poorly that we'll have other people to for us, but better.

[X] Sorcery, be bestride the elements and command the forces of creation

[X] Charm list pay to your strengths
-[X] Second bureaucracy excellency
-[X] First Occult excellency
-[X] Third Occult excellency
-[X] Whispering Dragon Lines Technique
-[X] Flaw Finding Examination
-[X] Ingenious Disassembling Trick
-[X]
Auspicious First Meeting Attitude
 
[X] Sorcery, be bestride the elements and command the forces of creation

[X] Charm list pay to your strengths
 
You know, I'm surprised that no other plan's considered Language Learning Ritual as worthwhile, given that it would facilitate bypassing the language barrier in an entirely alien world to Creation. Especially since it would also help with diplomacy via letters and written documents.
 
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