Ascensions and Transgressions: the Tales of Keris Dulmeadokht (Exalted game)

Hence, anything which removes the need for sleep will not, by RAW, prevent unconsciousness from this. I would probably be generous and say that a high Essence Infernal with Running to Forever with this Charm sleep-runs, because otherwise they never wake up again as they can't reduce fatigue by resting normally.
Reading this, I cannot help but think that, somewhere, there must be an Infernal who got into a fight in An Teng, passed out, and woke up in Gem.
 
Doesn't this mean you can just sit at a level 2 flare and spend five willpower an hour to keep your penalty down at 0, since at that level you recover willpower like mad anyway? Or have you changed the willpower regen part of the hack? I know it originally let you get 2 wp/action if you didn't care about the motes, but I'm not sure if that's still the case.

Honestly, the "reduce the penalty permanently by spending willpower" is something that needs to be cut - and from canon as well, considering how easy 2 dot stunts are to get. It basically makes fatigue a non-issue.

However, you can still spend a point of willpower to suppress fatigue for a single action, and if you're at a level 2 anima or higher you're getting a point of willpower back a scene. Yes, congratulations - you're putting the full output of your mote reactor into suppressing the tiredness that your mote reactor is producing. So in effect, you're acting like you don't have a mote reactor, except you're getting more and more tired and the moment you slip from the riding-the-wave, you're going to crash.

(That's a desired thing, because it does make it a little less trivial for two DB kill teams to alternate attacks and so exhaust and kill a Solar by making them flare, then pulling back and then sending in team 2 who are fresh against a now-exhausted Solar)

Edit: how does this interact with particularly long scenes? Say my Jade Caste decides to fix a supply issue by spending the hours until the transit system is fixed hauling literal tons of metal from a depot to a factory, while flaring Totemic and spamming all the strength and speed boosters for MAXIMUM HERO OF THE PROLETARIAT.

I did actually consider that - note how the base Level 1 thing is "you always count as performing strenuous exertion". So you are going to exhaust yourself over long scenes.

But as for higher levels of flare - no, that's basically working as intending that your GLORIOUS HERO OF THE PROLETARIAT can do that. As long as nothing goes wrong in the scene, he can in fact work flat out for the entire shift with anima flare on full. And then he crashes and has to go to bed.

... however, if something dramatic happens (like a workplace accident) and he goes and does something else and busies himself with saving workers from a molten metal spill, then when the workers are safe it's the end of that scene and he crashes before he can resume work.
 
*steals for Dilaragame with a smug look*

Oh, no doubt there are by RAW.

That's why I'm going to have to think how to phrase things to shut them out as a general rule, because there's no way I can be bothered to go through the entire set of all Charmsets and errata everything individually.

I however, seem to be insane:

Solar Charms
  • Master Horseman's Techniques: Change the wording of Speed-Sustaining Technique to "The Lawgiver can spend one mote reflexively and touch a mount to sustain it for two hours. Effort during that time does not exhaust the creature, and it does not suffer harmful random incidents such as thrown shoes or injured hooves. This Charm is incapable of refreshing or protecting against exhaustion gained by use of the Anima."
Lunar Charms (TAW)
  • The Interceding World: Change the wording of " Spending (8-Charisma, minimum 1) hours meditating on valid terrain counts as eight hours of sleep." to "Spending (8-Charisma, minimum 1) hours meditating on valid terrain counts as eight hours of sleep for the purposes of all derived effects, except for Anima-derived exhaustion."
  • Tireless Sentinel Technique: Change the wording of this Charm to "A character can use this Charm to go without sleep that is not mandated by the use of the character's Anima for (Stamina + Resistance) days. After that, he suffers one level of unsoakable bashing damage per day without sleep, which he must heal through rest before he can activate the Charm again."
Sidereal Charms
  • Heartless Maiden Trance: This Charm explicitly allows one to suspend internal penalties gained from Anima flaring; these penalties will return to the character at the end of the Charm as normal.
Abyssal Charms
  • Restless As The Dead: Change the wording of this Charm to "A character can use this Charm to go without sleep for (Stamina + Resistance) days. After that, he suffers one level of unsoakable bashing damage per day without sleep, which he must heal through rest before he can activate the Charm again. An Abyssal can also make the Charm permanent as a Taint and never sleep again. He won't take damage, but he forever cuts himself off from the benefits of sleep. Doing so costs one bonus point or two experience points. This Charm does not protect against sleep mandated by flaring the character's Anima."
Dragon-Blooded Charms
  • Unsleeping Earth Meditation: This Charm is explicitly capable of protecting against Anima-derived penalties, but will not protect her against falling unconscious due to these penalties.
  • Untiring Earth Meditation: This Charm protects against Anima-derived penalties as normal.
Infernal Charms
  • Nightmare Fugue Vigilance: For the purposes of this Charm, falling unconscious due to the use of Anima flaring does not count as sleeping.
  • Running to Forever: This Charm is incapable of suspending Anima-derived fatigue penalties, but does allow the character to keep running should she fall unconscious as a consequence of Anima flare.
  • Tidal Renewal Discipline: Change the wording of "Spending (8 – Essence, minimum 1) hours meditating while submerged provides all benefits of sleeping eight hours." to "Spending (8 – Essence, minimum 1) hours meditating while submerged provides all benefits of sleeping eight hours, for the purpose of sleep that is not derived from Anima flare."
Alchemical Charms
  • Biofunction Inhibitor: This Charm does not count Anima-derived sleep for the purposes of it's effects.
 
For my own contribution to the hilarity, allow me to quote one of ES's Oramus Charms...
WREATHED BY PORTENTS
Cost:
--; Mins: Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Ancient and Firstborn
The very presence of the Entelechial Chorister is a calamity and a catastrophe. No wonder he robes himself in signs and omens. An Infernal who learns this Charm modifies the manifestation of her anima. At the 4-7m level, strange phenomena are felt - unseasonable frosts, hair standing on the back on onlookers necks, and the like. These occur within a mile of the Infernal. Close to the character, the signs are are more intense: all other characters within (Essence + Temperance) yards suffer an instability penalty of 1. This increases to 2 at the 8-10m level as the omens grow more severe; frogs fall from the sky, blood seeps from statues and localised earthquakes are felt. Finally, at the 11-15m level and above, apocalyptic signs, calamitous storms and bright auroras are seen, increasing the instability penalty to 3.

In addition, the character's very presence is a sign of calamity. When flaring at the 4-7m level or higher, all thaumaturgical divination methods (such as astrology) used within a mile automatically fail, only returning results which convey that the universe is vast, uncaring and inherently unpredictable.
... and add that to a quote from my post...
Should she attempt to flare totemic for two scenes, she will end the second one and then immediately faceplant, still burning, into whatever is directly under her. And stay out for even longer than Testolagh will, and be very hungry upon waking.
... to conclude that not only is Keris a stationary environmental hazard that will damage anything nearby when she collapses like this, she's also one who's quite difficult to remove. You can't just lasso her and drag her to somewhere less inconvenient, because getting close enough to do that requires wrestling with the instability rating.

Sasi: *looks over at the prone, fully-armoured, face-down form of her girlfriend, which has a sanguine whirlpool-cyclone-bonfire whirling over it under the blazing mandala of her souls*
Sasi: *considers the trembling of the frozen-over ground, the blood seeping from nearby rocks and the snowflakes materialising out of the layer of frost and falling upwards into nothingness*
Sasi: *pays particular attention to the fact that Keris is lying like this in the middle of her porch*
Sasi: *purses lips in annoyance*
Sasi: "Darling, I appreciate you were tired, but this is very unhelpful of you. And you are rather in the way."
Sasi: "... no, Aiko, don't play in the pretty light. Stay with Mummy and Daddy until Auntie Keris wakes up, and then you can help us scold her."
 
@Aleph

I like the change to the mote reactor hack. It helps make Endurance feel less worthless and heightens the feeling of anima flare being something best used in moderation. It even give a reason why Realm dragon-blooded, who have less reason to fear detection, to avoid flaring at lower levels. What I'm curious about is how it interacts with some other setting elements.

How does this interact with sorcery? Does sorcery no longer cause a flare? Do decent sorcerers invest in enough Enurance+Atletics to avoid passing out after a spell? Can you still access your personal flavour of essence without your anima? Sasi was flaring when she summoned the soul of Ululayla after the Dead attack, which was before she trained herself back to 5 Endurance+Athletics.

An element in your word building was that First Age technology/other artifacts often use anima flares in place of hearthstones for a power source. With this new hack the flaring exalt would begin to lose combat effectiveness after 2 hours. Is this more of a desperation move now? It certainly makes hearthstones more valuable.

Less importantly, do exalts who have just taken their second breath still flare automatically (and then pass out if they're a wimp)?
 
How does this interact with sorcery? Does sorcery no longer cause a flare? Do decent sorcerers invest in enough Enurance+Atletics to avoid passing out after a spell? Can you still access your personal flavour of essence without your anima? Sasi was flaring when she summoned the soul of Ululayla after the Dead attack, which was before she trained herself back to 5 Endurance+Athletics.
I suspect that this is because Sasi wanted to regenerate the motes; sorcery is extremely essence-intensive, and the Anima would let her recover the motes faster. Likewise, to not fuck over sorcerers completely, I suspect that you can probably still access your flavour of essence while you are not flaring, but in case you need some Abyssal essence for your spell, you'd probably need to ask your Dusk Caste friend to flare his anima so you can draw in the deathly power of necrotic essence, filling the air. I suspect sorcery causes individual and personalized displays of magical power, which may or may not be influenced by your anima, but not true anima flares; sorcerers absolutely should invest in Endurance+Athletics to allow them to properly flare their anima and get the mote drip; Exalted has been fairly consistent about needing to actually learn to fight if your sorcerer wants to be useful in combat situations.
 
The Fires of Krisity
The Fires of Kerisland

Three kinds of fire exist within Keris' soul, each distinct in its nature.

The fire of Haneyl is the most common fire, and the one which resembles the fires of Creation the most. Haneylish fire burns a pale green colour, and leaves white ash which is rich and fertile. The fire is half-liquid and glutinous and sticky, and can be scraped from one object to another. It burns all things; wood, metal, flesh, stone and air. It needs no air to burn and is not extinguished by immersion in water. However, Haneyl's fire partakes of her nature. It can be sated when it has burned enough and without outside intervention such flames are self-limiting - at least until they hunger again. Those set ablaze by it know to scrape it off onto something else or throw themselves into water and trick it into burning the water instead of them. Haneylish fire is what is used as fire by the demons of this realm; it heats them and cooks their food and lights their streets.

The fire of Vali is born of his lightning, and burns where it strikes. Unlike the fires of Creation Valiant fire is explosively volatile, burning through its fuel in mere seconds. It burns only metal and stone and neglects flesh. That which it burns is condensed and purified, for the fires of Vali purge weakness from tools and flaws from stone. It is beloved by the master craftsmen of his spires, for with it they can weld two great slabs of metal together seamlessly without any sing that they were ever separate. These craftsmen have learned to make this fire from bottled lightning and their strange tools allow them to work with stone and metal in ways unknown to Creation.

The opalescent fire of Zanara was stolen by the youngest of the princes from their elder sister Haneyl, hidden within a clay pot. Within their secret places, Zana sang to it and Nara painted it with his secret inks and through their art Zanara altered it into something that burns with the colour of opals. Zanaran fire is transformative in nature. It was wrought from Haneylish fire and thus it too is greedy and consumes all materials, but in place of ash that which it burns becomes other than it once was. Others fear this flame, for nothing can contain it without being changed itself until it no longer prevents the escape of Zanara's opalescent flame. Still, it is in the nature of this fire to change even itself and thus in time it becomes other than what it was and ceases to burn.

It is whispered by some that Calesco keeps a secret hidden white flame which burns light, but others ask: how would one know of such a flame when the light it emits is devoured to feed itself? Such a thing is certainly of the dark serpent outside the world who devours his own tail.
 
...bloody hell but Zanara's fire is conceptually terrifying. At least it burns itself out or the world would be fucked...and her siblings would be having words with her.
 
...bloody hell but Zanara's fire is conceptually terrifying. At least it burns itself out or the world would be fucked...and her siblings would be having words with her.

Zanara: "That's really mean! I just wanted to be like my onee-sama and have my own fire, especially when I'm being she-me and being a girl because that's when I really want to be more like Haneyl who's the coolest big sister ever."

Echo swoons in genuine shock, every motion indicating a total lack of comprehension of selfish little brattish siblings who don't understand that it's Echo who is unquestionably the best big sister.
 
The Fires of Kerisland

Three kinds of fire exist within Keris' soul, each distinct in its nature.

The fire of Haneyl is the most common fire, and the one which resembles the fires of Creation the most. Haneylish fire burns a pale green colour, and leaves white ash which is rich and fertile. The fire is half-liquid and glutinous and sticky, and can be scraped from one object to another. It burns all things; wood, metal, flesh, stone and air. It needs no air to burn and is not extinguished by immersion in water. However, Haneyl's fire partakes of her nature. It can be sated when it has burned enough and without outside intervention such flames are self-limiting - at least until they hunger again. Those set ablaze by it know to scrape it off onto something else or throw themselves into water and trick it into burning the water instead of them. Haneylish fire is what is used as fire by the demons of this realm; it heats them and cooks their food and lights their streets.

The fire of Vali is born of his lightning, and burns where it strikes. Unlike the fires of Creation Valiant fire is explosively volatile, burning through its fuel in mere seconds. It burns only metal and stone and neglects flesh. That which it burns is condensed and purified, for the fires of Vali purge weakness from tools and flaws from stone. It is beloved by the master craftsmen of his spires, for with it they can weld two great slabs of metal together seamlessly without any sing that they were ever separate. These craftsmen have learned to make this fire from bottled lightning and their strange tools allow them to work with stone and metal in ways unknown to Creation.

The opalescent fire of Zanara was stolen by the youngest of the princes from their elder sister Haneyl, hidden within a clay pot. Within their secret places, Zana sang to it and Nara painted it with his secret inks and through their art Zanara altered it into something that burns with the colour of opals. Zanaran fire is transformative in nature. It was wrought from Haneylish fire and thus it too is greedy and consumes all materials, but in place of ash that which it burns becomes other than it once was. Others fear this flame, for nothing can contain it without being changed itself until it no longer prevents the escape of Zanara's opalescent flame. Still, it is in the nature of this fire to change even itself and thus in time it becomes other than what it was and ceases to burn.

It is whispered by some that Calesco keeps a secret hidden white flame which burns light, but others ask: how would one know of such a flame when the light it emits is devoured to feed itself? Such a thing is certainly of the dark serpent outside the world who devours his own tail.

Requesting that this be threadmarked.
 
Haneyl can't be the coolest sister when a full third of her essential nature is fire.
 
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The fire of Haneyl is the most common fire, and the one which resembles the fires of Creation the most. Haneylish fire burns a pale green colour, and leaves white ash which is rich and fertile. The fire is half-liquid and glutinous and sticky, and can be scraped from one object to another. It burns all things; wood, metal, flesh, stone and air. It needs no air to burn and is not extinguished by immersion in water. However, Haneyl's fire partakes of her nature. It can be sated when it has burned enough and without outside intervention such flames are self-limiting - at least until they hunger again. Those set ablaze by it know to scrape it off onto something else or throw themselves into water and trick it into burning the water instead of them. Haneylish fire is what is used as fire by the demons of this realm; it heats them and cooks their food and lights their streets.

It seems that Haneyl is mistaken, for this is not fire. This is in fact, napalm. :V
 
It seems that Haneyl is mistaken, for this is not fire. This is in fact, napalm. :V

Haneyl's fire is a metaphysical expression of her hunger, greed and envy, channelled through Malfeas. So yes, her fire is sticky, clinging, and is dropped by imperialistic powers on lesser nations. It's not truly Malfean fire - it's Metagoyin fire borrowing Malfean aesthetics. Metagaos doesn't have fire within his aesthetic scope, but Haneyl does.

(And yes, because Haneyl doesn't have radiation in scope for her napalm-fire, she wouldn't get Cold Fire Desolation Brand if Keris learned it. It'd probably be claimed by Zanara or Vali - probably Vali, who's also Malfeas and who is totally in-theme for the chemotherapy stuff. And which would turn Vali's lightning into gamma rays)
 
I particularly liked the note that you could convince it to burn something else instead of you. I'm just having a blast imagining how that goes.
 
There's more of the water than there is of you, so it goes for the bigger meal if it's hungry.
Cool. My only idea was that Haneyl somehow impressed her rivalry with Rathan into it so it sees water as an enemy to attack (possibly in self defense), but it didn't sound right to me, and the actual explanation makes much more sense.
 
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