I do really appreciate how both this quest and its predecessor made Futile Blood hit hard. Sometimes it just feels like a Tepet backstory element, but here it clearly ruined lives. Compelling stuff.
 
The older version had Arcane Fate be something that the Sidereals did to themselves on purpose in order to hide their "crimes" during the Usurpation and was usually framed mostly in terms of it being useful for spy shit, with the personal tragedy of it being secondary.
I liked that it was something they did to themselves though I wish there had been more focus on the tragedy aspect. The idea that acting against the Order of Creation required breaking it on a fundamental level is fitting. Of course, generations of Sidereals are now suffering the very real and permanent cost of their past actions.

2es cynicism extended far beyond the fivescore fellowship to heaven itself. You can deal with the mess that was the fellowship…except that heaven was so venal and corrupt that engaging with it never felt worthwhile. The tipping point between bureaucracy hinders by corruption to a fully corrupted bureaucracy felt like it had happened in the distant past.

Solars only really escaped this issue because there was enough room for you to create your own that weren't a dumpster fire and there weren't any Elders to ruin things (Elder were just stupidly broken because turns out having most/all of the kit + unique elder charms got real stupid real quick).
 
The older version had Arcane Fate be something that the Sidereals did to themselves on purpose in order to hide their "crimes" during the Usurpation and was usually framed mostly in terms of it being useful for spy shit, with the personal tragedy of it being secondary.
In 2e the personal tragedy was secondary because of how simple it was be "beat" Arcane Fate. Breaking the Wild Mortal is Ride 2 with 1 prerequisite and can make a small group mostly immune. Arcane Fate can be beaten on the other side 1 autosuccess on Wits+Integrity rolls, see 2nd Excellency.
 
In 2e the personal tragedy was secondary because of how simple it was be "beat" Arcane Fate. Breaking the Wild Mortal is Ride 2 with 1 prerequisite and can make a small group mostly immune. Arcane Fate can be beaten on the other side 1 autosuccess on Wits+Integrity rolls, see 2nd Excellency.
Yes, this is why I said it was treated as secondary.

BtWM still exists, and is very useful, but it's not bullet proof. Atrocious vibes, though.
 
BtWM still exists, and is very useful, but it's not bullet proof. Atrocious vibes, though.
To wit:

Sidereals: Charting Fate's Course said:
Breaking the Wild Mortal
Cost: —(+1wp); Mins: Ride 3, Essence 1
Type: Permanent
Keywords: Psyche
Duration: Permanent
Prerequisite Charms: Ordained Bridle of Mercury
The Sidereal binds mortals to her fate as easily as she
does beasts.
The Sidereal can pay a one-Willpower surcharge to present the Ordained Bridle of Mercury to a mortal. If she succeeds on the roll, he'll let her place the bridle on him, though he'll retain no memory of this embarrassing moment. Rather than becoming her familiar, he gains a Minor Tie of familiarity to her that he can't voluntarily erode unless he spends one Willpower. Affected characters convert dice added by this Intimacy on rolls to resist the Sidereal's arcane fate to automatic successes. They can roll to resist even if they're trivial.
The Sidereal can let fate provide, specifying an occupation and personality and learning where she can find someone fitting that description to whom she can present the bridle. Alternatively, she can pay a one-Will- power surcharge to present it to a mortal of her choice.
If the Sidereal's target is capable of being ridden by her as her mount — for example, because he's a quadrupedal mutant — she waives the Willpower surcharge.
This effect isn't subject to Ordained Bridle of Mercury's once-per-session limit.

Adding two successes isn't nothing, but for most mortals you still are going to struggle to make that. You are still likely to not remember, most times, even if that Tie is raised to Defining.

At 10m, 1wp per use too, is not a trivial workaround to arcane fate.
 
If you really want to make a project out of maximising a mortal retainer's capacity to remember you, you've got Acquaintance-Improving Dressage to give them a better arcane fate roll and a specialisation in serving you.

You will notice I say retainer, not "cherished loved one", because the charms that the Messenger gives you for this are focused around turning people and animals into better tools for you to use, and a deeper connection to them has to be negotiated within that context.
 
That actually raises a question in my head. What are some of Grace's opinion of the Scriptures of the Maidens and how she is supposed to interact with them?
I generally treat the scriptures as like, important spiritual and philosophical statements on the Maidens' outlooks and beliefs on their own purviews, which resonate with their charms. Like, you need to study them and understand their lessons to use the magic they're describing. This is why I'll have Grace quote part of a scripture in her head, or make allusions to the Desperate Maiden etc.

Grace personally has likely internalised the outlook for some of them, finds some of them troubling, and in some cases it's a bit of both. The Scripture of the Expectant Maiden makes a lot of sense to her, but I don't think she likes what it's saying about hope.

I think about the scriptures and stuff a lot for things like assigning birth and Exaltation signs to different Sidereals. Sapphiria having Exalted under the Sorcerer is so appropriate that it's a little on the nose, and not even primarily because she's literally a sorcerer.
 
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Year 1, Arc 3, vote 01 New
Hmm. I'm going to interpret this as Grace almost seducing Nori, only to think of him writing poetry of her and reading it in front of Ambraea and all her friends and deciding that if someone was going to be the center of attention, it wasn't going to be her.
 
I think the most fun part of a bronze quest is the fact the Realm is slowly losing. Even before the vanishing of the Empress. The Silver Pact found a effective balance between guerilla warfare and active open warfare. It sure as hell took a long time, but its working. The vanishing of the Empress was a swing at the head that the bronze faction just took, the return of the solars and the resurgence of the pact was a kick in the stomach. And when the bronze faction feels like they finally got those on read. Infernal and Abyssals are a sucker punch, with Getimians being a stab wound they they don't notice until a bit later.

Usually your the players throwing those punches. So its fun to be on the other end of the kicking and seeing how the Bronze faction adjusts. Even despite how much a fucking mess its becoming, its showing why their so fucking dangerous.

Pardon the rambling, just read through the quest again.
 
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What would the reaction to a mortal dynasty spilling their drink on a exalted dynasty's clothes in a crowded party be?

I'm imagining a defining silence at first.
 
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