Deus Pater (Exalted/40k)

[X] Approach the Sisters. Doubtless the Sororitas know of what has happened by now, from your adoring guard if nothing else. It would be best to speak with them soon, before they can form their own opinion of these events in total isolation.
 
My thoughts: By simple cause and effect Navy is a bad idea. Let's say we have negotiations with the navy and they break down- the Sororitas will probably know and they will execute us if they're not yet on our side, and we won't really have any ability to fight back.

Fundamentally, I think this logic is not not faulty, and quite cogent. Fundamentally, I'm not really that worried about the navy right now, they haven't made any declarations to fire at will, and I don't really think they care much about what happens below right now. I think it is better to approach the Sororitas, both from the perspective of politics (the Adepta Sororitas sure are fucking useful) and the perspective of religion (the Sororitas are holy and nearly incorruptible).

Exactly so.
Dealing with the Sororitas (And not just the Orders Martial, I was entirely serious when I said the Orders Dialogus will be our new best friends) and the Navy are things that wil have to happen.

But the Sororitas are more urgent because the navy will spend at least a couple weeks going "Circus non nostrum, simiae non nostrum,*" but the Navy will eventually need to come to a decision. Meanwhile we're looking at a timetable of probably hours to days to get things squared away with the Sisters.

*With apologies to anybody who is fluent in Latin, this is my best guess for what the High Gothic phrase for "Not my circus, not my monkeys" is.

"Non circum mei, non simias mei."


Decline circus and simia into their accusative forms and use the first person singular genitive rather than the first person plural genitive. They're accusative, because it's actually secretly a shortened version of "Hic circum mei non est, hac simias mei non est."
 
[X] Approach the Sisters. Doubtless the Sororitas know of what has happened by now, from your adoring guard if nothing else. It would be best to speak with them soon, before they can form their own opinion of these events in total isolation.
 
And it's perfectly fine in my book if they're the ones doing it. Otherwise, it's fairly insulting at best.

Wouldn't want to hurt their fictional feels... nevermind that for good portion of them it's a deserved title. In that their often shown in canon to be one of the most fanatical, mass murderous, trigger happy groups out there.

Though that often changes depending on the edition.
 
I'm curious do we have any plans to fix mutation with are powers?

Considering our doctrine I think it would be a good idea but how exactly do we do it? is it a Lore thing? Occult? and how high would we need to raise it to get started?
 
I'm curious do we have any plans to fix mutation with are powers?

Considering our doctrine I think it would be a good idea but how exactly do we do it? is it a Lore thing? Occult? and how high would we need to raise it to get started?

Lore includes a charm known as 'Order Affirming Blow'. Through your knowledge of the material world and the fundamental underpinnings of reality, you learn to see the ways in which corruption induced by the warp distorts that basic pattern... and, with a touch, undo it.

The charm was no prerequisite charms, but it does require essence 3, so Ignatius isn't strong enough to learn it just yet. It also only works on those mutants who were twisted by the warp, not those who were simply born different. For the latter you're likely going to need to invest in Occult and pick up sorcery, going down the same path the Emperor walked when he decided to start blending genetic engineering with outright magic.

Striking a daemon with Order Affirming Blow does not technically harm them. It does, however, make their bodies temporarily susceptible to the laws of physics. This tends to be a problem.
 
Striking a daemon with Order Affirming Blow does not technically harm them. It does, however, make their bodies temporarily susceptible to the laws of physics. This tends to be a problem.

Works better on the crimes against physics Greater Daemons.
More common Daemons are not much more unviable than a Space Marine or Titan
 
I look forward to essance 2 the Bureaucracy charm Speed The Wheels. Will be amazing in this setting.
 
Cost: —
Mins: Bureaucracy 7, Essence 7
Type: Permanent
Keywords: Training
Duration: Permanent
Prerequisite Charms: Bureau-Rectifying Method

The Solar pours her very soul into the works she has brought forth in Creation. Upon learning this Charm, the character selects a bureaucratic organization she presently leads. Should the Solar come to no longer lead that organization (whether due to resignation, coup, or the organization's dissolution), she may spend one Willpower to target a different organization she leads; or she may spend five Willpower at any time to transfer this Charm's focus to a different organization.
This Charm takes effect when the Solar meets his final day. Upon death, rather than guarding the Lawgiver's corpse, his po soul becomes the quiet guardian of the targeted organization, bending its strength toward guiding the new leadership of the organization. In essence, the po does everything in its power to ensure the organization continues to run as though the Solar were still alive, sometimes prompting rumors that a Lawgiver has not truly died at all, but is simply guiding the organization in secret.
A po spirit empowered by this Charm possesses the Solar's Attributes, Abilities, Essence rating, and, in addition to an array of dangerous arcanoi, the following unique powers:
• All General Charms the Solar knew in life, though they may only be used to support, lead, or defend the organization the spirit is attached to.
• The ability to manifest itself in a form indistinguishable from the living Solar.
• The po cannot be permanently destroyed short of Ghost-Eating Technique or equivalent magic, reforming at sunset each evening so long as the idea remains in the heart's of the organization's members that the Solar or his vision lives on, and so long as the organization it was set to guide endures.
Furthermore, when the Solar's Exaltation next incarnates, this spirit will seek out the new hero and seek to teach her everything it knows about the organization and how to carry on the last incarnation's work, effectively and smoothly returning the fallen Solar to his rightful place at the head of the order.
In addition to imparting detailed knowledge about the organization in question, this consists of a Training effect allowing the po to impart dots of Bureaucracy at a rate of one per week, up to a limit of the former incarnation's Bureaucracy rating. This may explicitly break the newly incarnated Solar's normal age cap—for example, a Solar who had only been Exalted for a year could be trained up to Bureaucracy 7 (the rating of her former incarnation), as a Training effect.
A similar Charm exists for the War Ability called The Unending March (Prerequisites: Heroism-Encouraging Presence), which targets a military organization and permits training in the War Ability.
This fits the God-Emperor so well that II feel fairly sure that he has this charm.
 
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@Maugan Ra : Did you change the intimatices? I remember "The warp must be made to serve mankind". I was thinking that would be super powerful combined with this charm.
Cost: —
Mins: Integrity 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

To the Solar Exalted, "death" and "surrender" are almost the same thing. This Charm helps a character hold fast to her fundamental Intimacies in the face of temptation. The player picks one of the character's Intimacies when purchasing this Charm. For the purposes of this Solar Charm, this loyalty must be to an ideal—not to a person or a love, but sometimes to a relationship; not to a tribe or city, but sometimes to the nation she might build of them; not to a battle or a war, but to the extinction of one foe or the conquest of a great region. (Other Exalted have versions of this Charm that support different commitments.)
This Charm allows the character to treat mental influence to betray or forsake that Intimacy as an unacceptable order (see p. 180). If the character voluntarily abandons that Intimacy or it becomes obsolete, this Charm ceases to function until, first, a new story begins and, second, the character chooses a new Intimacy to which the Charm applies. Players can also shift this Charm to a new Intimacy at any time by spending one experience point. Players can purchase this Charm a second time to reinforce one additional Intimacy. Any further loyalties require more specialized magic.
That plus
Integrity-Protecting Prana
Would allow him to walk through the warp without corruption or mental effects.*

*Still need to fight off the demons.
 
@Maugan Ra : Did you change the intimatices? I remember "The warp must be made to serve mankind". I was thinking that would be super powerful combined with this charm.
Cost: —
Mins: Integrity 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

To the Solar Exalted, "death" and "surrender" are almost the same thing. This Charm helps a character hold fast to her fundamental Intimacies in the face of temptation. The player picks one of the character's Intimacies when purchasing this Charm. For the purposes of this Solar Charm, this loyalty must be to an ideal—not to a person or a love, but sometimes to a relationship; not to a tribe or city, but sometimes to the nation she might build of them; not to a battle or a war, but to the extinction of one foe or the conquest of a great region. (Other Exalted have versions of this Charm that support different commitments.)
This Charm allows the character to treat mental influence to betray or forsake that Intimacy as an unacceptable order (see p. 180). If the character voluntarily abandons that Intimacy or it becomes obsolete, this Charm ceases to function until, first, a new story begins and, second, the character chooses a new Intimacy to which the Charm applies. Players can also shift this Charm to a new Intimacy at any time by spending one experience point. Players can purchase this Charm a second time to reinforce one additional Intimacy. Any further loyalties require more specialized magic.
That plus
Integrity-Protecting Prana
Would allow him to walk through the warp without corruption or mental effects.*

*Still need to fight off the demons.
like @Chloe Sullivan said, there is already entire branches of charms with "fuck the wyld/warp" as theme, Chaos Repelling Pattern being one of them
 
The charm was no prerequisite charms, but it does require essence 3, so Ignatius isn't strong enough to learn it just yet. It also only works on those mutants who were twisted by the warp, not those who were simply born different. For the latter you're likely going to need to invest in Occult and pick up sorcery, going down the same path the Emperor walked when he decided to start blending genetic engineering with outright magic.
That or go down the Medicine tree for corrective surgery.
 
These social charms are starting to bore me, so let's jump over to:

WAR

War caps out at Essence 3, so we can deep dive this sooner than other charmsets if we want. There are some seams where the scale difference between Exalted and 40k might cause some issues. Exalted battlegroups cap at a thousand guys, which is nothing for 40k when it really gets going. It should work for now, but if/when we go big, we're probably going to have to scale that up lest we have to manage a fucktillion battlegroups all doing their own thing.

The first iteration of this quest had a protagonist with Supernal War, so you can go read that to see some of these charms in action.

The Emperor Protects (40k/Exalted) - Crossover

Immortal Commander's Presence: Spend time drilling an artillery team to give them one automatic success and rerolls on failures. If you spend a minute, you get the bonus for one shot, while spending an hour stretches the bonus for the whole battle. This is another scale problem; unless it's a Deathstrike, buffing a single artillery piece probably isn't worth our time.


League of Iron Preparation: War 3, Essence 1. Spend a month training your troops, at the end they gain permanent bonuses: Immunity to non-magical demoralization, and no penalties to Strategic Maneuver rolls for hunger, bad weather, or exhaustion due to long marches or bad terrain. This makes your forces so much more reliable.

Tiger Warrior Training Technique: War 4, Essence 2, requires the previous. Spend a week to turn undisciplined randos into Average troops, and a month to turn Average into Elite. At essence 3, you can spend a little XP to make your elite troops better at fighting daemons, giant enemies, or give them perfect morale. This is the moneymaker right here. We can pull armies out of basically nothing. Combine this with the previous, and we can turn hive world gutter trash into stormtroopers in nine weeks.


Holistic Battle Understanding: When we make Strategic Maneuver rolls (what we use to flank people or pin them against a river, etc.), we take no penalty for unfamiliarity with the enemy army or its generals. That's a -1 penalty each, so it's certainly nice to have.

Redoubt-Raising Gesture: War 3, Essence 2, requires the previous. Strategic Maneuver rolls require one less success.

General of the All-Seeing Sun: War 4, Essence 2, requires the previous. Strategic Maneuver rolls gain one autosucces plus (Essence) dice, and we can split our successes into multiple strategems, to really CREED somebody.

Four Glories Meditation: War 5, Essence 3, requires the previous. All War rolls reroll 6s until there aren't any more. We get fucked by dice that much less.


Rout-Stemming Gesture: War 3, Essence 1. If our troops are retreating, we can make a reflexive rally attempt with (Essence) automatic successes.

Magnanimity of the Unstoppable Icon: War 4, Essence 2, requires the previous. If the enemy general rolls to rally his troops, we can heal our battlegroups by an amount equal to the 1s and 2s in their roll, as their forces switch sides.

March of the Returner: War 5, Essence 3, requires the previous. If our army routs, we can automatically rally them without a roll. This charm can only be used once per scene, unless we defeat a powerful foe through the use of our army.


Ideal Battle Knowledge Prana: When we give orders, rolls of 9 count as two successes. At War 5 E3, it goes to 8+. We have a bigger crit range, simple and effective.

Immortal Warlord's Tactic: War 4, Essence 2, requires the previous. Once per battle, we can deploy a stratagem that can't be magically forseen (more on that later). The roll counts results of 7+ as two successes. Show those smug Eldar and Tzeenchians who's boss.

Battle Path Ascendant: War 4, Essence 2, requires IBKP. Whenever our army knocks the last bit of Magnitude (basically health) off a battlegroup, we can roll Join Battle, refreshing our Initiative. Useful if we become the lead from the front type.

Transcendent Warlord's Genius: War 5, Essence 3, requires the previous. Whenever we use the previous, we can deploy a stratagem with a value of at most half of our Join Battle successes. The stratagem must make sense in context, so no suddenly teleporting daemon armies onto holy ground.

Battle-Visionary's Foresight: War 5, Essence 3, requires both the previous and General of the All-Seeing Sun. Before the battle begins, we can declare two stratagems. If the enemy attempts to use these stratagems, they automatically fail and we get to use a stratagem of equal value instead. If the enemy possesses unique, mystical stratagems, we can cash in both our stratagem counters to counter that instead. This is the pinnacle of War and the essence of CREEEEEEEEEEEEEEEED. Pick whatever it is you're most afraid of, and just preemptively shut it down, then punch the enemy in the dick for trying. You're going to teleport your Chaos Terminators in to assassinate me? I'm afraid they went off course and landed right in the path of my flanking Imperial Knights. You want to use the carnage of the battle to summon a Bloodthirster? Good thing I had my heaviest guns in reserve to flatten your ritual circle and the troops you had guarding it.
 
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Lore includes a charm known as 'Order Affirming Blow'. Through your knowledge of the material world and the fundamental underpinnings of reality, you learn to see the ways in which corruption induced by the warp distorts that basic pattern... and, with a touch, undo it.

The charm was no prerequisite charms, but it does require essence 3, so Ignatius isn't strong enough to learn it just yet. It also only works on those mutants who were twisted by the warp, not those who were simply born different. For the latter you're likely going to need to invest in Occult and pick up sorcery, going down the same path the Emperor walked when he decided to start blending genetic engineering with outright magic.

Striking a daemon with Order Affirming Blow does not technically harm them. It does, however, make their bodies temporarily susceptible to the laws of physics. This tends to be a problem.
How would it affect abhumans? Like Ogryn and Beastmen?
 
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