Instruction from Mother
Cost:
14m, 1lhl; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Obvious, Touch, Training, Desecration
Duration: One Week
Prerequisites: Intolerable Burning Truths

Through love and pain, Kimbery teaches her children the same lessons she learned before time began. This Charm involves training or instructing a group of non-reviled characters with Magnitude no greater than (Enlightenment/2), using methods compatible with the themes of the Great Mother. This Charm requires at least an hour of tuition per day. At the end of the teaching, the students gain one of the Intolerable Burning Truths known by the warlock as an Abomination, and the Creature of Darkness mutuation.

If the student already knows one of the Intolerable Burning Truths, the warlock may instead train them in a Style she knows, increasing its rating by one. She may not increase others' traits past her own rating in the Style.

Hidden Family Secrets
Cost:
- ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Instructions from Mother

The Demon Sea whispers hidden secrets to her favoured children. Only the most loved receive such a blessing. This Charm upgrades its prerequisite and consists of four variants. When one of her students knows at least one Intolerable Burning Truth and has three dots in a Style, she may choose to teach them an Attribute or Ability which could be used with that Style. The Attributes and Abilities she can instruct them on depend on the variants she knows:
  • Whispers from the Deep - Cognition, Occult, Lore, Command, Subterfuge
  • Ways of the Water - Reaction, Travel, Bureaucracy, Survival, Athletics
  • Ocean's Rage - Physique, Endurance, Melee, Ranged, Awareness
  • Beauty Above All - Persuasion, Expression, Presence, Politics, Investigation
She cannot increase others' traits past her own, and may not raise character's traits past 4 dots with this Charm. When she purchases this Charm, she selects two variants to learn. Additional variants may be purchased for 5XP each.



So, let's talk design. Firstly, these Charms live in basically the same area as Solar Training stuff. However, a few changes have been made to make them distinct - and also keep them closely chained in Kimbery's themes.

So, the first big difference from the Solar ones is that the first thing you can Train are not skills or anything, but are instead the Intolerable Burning Truths. What does this do? Firstly, it slows down the rate at which you can train new people compared to a Solar. A Solar can grab a rabble and go "Lol Tiger Warrior Training" and at the end of the first week they're more skilled and have +1 Drill. Secondly, it gives it that important Infernal flavour. You're not just training them - you're changing them, reordering their minds as you teach them their lessons (and making them CoDs, too).

And thirdly - and maybe most vitally - it changes it from the basic function of the Solar ones. The Solar ones make components of a civic society. Kimbery doesn't do that - she makes a creepy cult family. When you use this Charm to train up a village, you might give them all Mother Before Daughter and suddenly, wham, it's an unacceptable order for them to be asked to betray their loved ones (and they won't willingly do it either). And with the Infernal training them in person, any sensible Infernal will make sure everyone they train finds the Infernal beloved.

(Granting low Essence Permanent Infernal charms as an Abomination follows the precedent set by Cecelyne. For Kimbery, I'd consider Mother Sea Mastery and the Intolerable Burning Truths to be suitable for granting like that.)

The second big difference is that primacy has been given to Styles. Once you've got them broken and indoctrinated into your cult, you're not training them to be generalists. You're training them for a specific role, in the style of themed mooks of video-game villains. It's a Style you teach them - and it's a Style you have to know, and unlike the Solar ones you can't use this to train yourself. Your mooks will be themed in the same ways as you. And of course, it reinforces the maternal themes by having you teach them a profession.

Hence, the upgrade Charm exists to broaden characters out after they've maxed out their Style - and you can only teach them Abilities and Attributes in-line with their style. It broadens them out, yes, but it's not like how a Solar can make warrior-sages by alternating between TWT and HAM. Again, this is focussed more around the idea of a cult of specialists. It's literally going "I taught you to be so good at Ripping Tide Style, you're now good with all blades because you can treat all blades like they're Ripping Tide Style blades to some extent".
 
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Welp, I know what I'll be getting next. Though, hmm. That does, sadly, mean that Keris will have to actually get some Bureaucracy if she wants managers.

Keris: *hisssss*

I know, Keris. I'm sad too. :(
Just kidnap some Imperial bureaucrats and infect them with SSI. Then use Kindness Expects Repayment, which combos very well with Mind Eating Assimilation. For bonus points, aim for those bureaucrats that deal mostly with An Teng. Alternatively, just make some more demons. Demons is always the solution. Always.
 
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So my muse has been in complete rebellion of late due to some external factors and, struck by a fey mood, I brewed up a bunch of Malfean charms based around brewing vitriol within yourself. Not really that great balancing or the like, and a few things were raised with regards to some of the opening fluff not quite fitting with things, but anyway, here is the first pass at the idea, along with a few heretical expansions.
 
So I'll likely be joining an Exalted First Edition game next Saturday, and the most experience I have playing Exalted is a brief 2.5 PbP game here on SV that sputtered out. Is anyone willing to tell me what I should expect, and perhaps the differences between the two editions?
 
... I am fairly certain you mean "infect".
Considering Metagaos, it could go both ways. Do I need to change it?
Contagion of Weeds said:
Additionally, the self-seed is itself rendered infectious to mortals, as though it were a disease with a vector of "host's bodily fluids" and a Virulence of (Infernal's Essence).
sigh

So my muse has been in complete rebellion of late due to some external factors and, struck by a fey mood, I brewed up a bunch of Malfean charms based around brewing vitriol within yourself. Not really that great balancing or the like, and a few things were raised with regards to some of the opening fluff not quite fitting with things, but anyway, here is the first pass at the idea, along with a few heretical expansions.
These are really cool, and actually quite similar in concept to some Charms I once wrote quite some time ago for both Lunars and Malfeas, but which I believe have been lost with the old WW forums. I'll take a closer look when I get home, but the first thing I'll note is that the opening Charm seems quite weak – this is a problem I ran into with mine, as well, but compare it to Craftsman Needs No Tools as another "you don't need tools for Craft" Charm. I have also written some internal Craft Charms for Kimbery, but they balance quite differently because Genesis is an exotic craft with a hell of an opportunity cost to bypass.
 
These are really cool, and actually quite similar in concept to some Charms I once wrote quite some time ago for both Lunars and Malfeas, but which I believe have been lost with the old WW forums. I'll take a closer look when I get home, but the first thing I'll note is that the opening Charm seems quite weak – this is a problem I ran into with mine, as well, but compare it to Craftsman Needs No Tools as another "you don't need tools for Craft" Charm. I have also written some internal Craft Charms for Kimbery, but they balance quite differently because Genesis is an exotic craft with a hell of an opportunity cost to bypass.

That's fair, I was trying to aim on the side of "underpowered" rather than "overpowered" since writing overpowered charms is lame. I would prefer to start from a weaker mechanical effect but strong theming and evocative nature and tinker with the mechanics to move it towards balance rather than start too strong and move backwards.

Would a larger initial storage capacity and some degree of project acceleration nudge it more towards being worth it?
 
Tapping The Tree With Your Feet Style

The world needs accountants and actuaries, supervisors and scribes but above all it needs someone who can authorize all of the above to action and then gracefully remove herself from the way. The master of this style knows that the master who governs best governs least and can trust their delegated powers to handle all matters. With a minimal of supervision and effort they can oversee vast empires and operate massive businesses without needing to worry about unimportant details.

The masters of this style are also known for their eye-catching outfits of skin tight fabric derived from exotic Eastern recipes.

Level 1 - gains +1 on following standard procedures in a bureaucracy.
Level 2 - gain +1 to any begin project action provided you begin more than five projects within a single hour.
Level 3 - gain +1 on shifting the blame for any ill feelings caused by projects to The Regulations and/or distracting them with your outfit.
 
These are really cool, and actually quite similar in concept to some Charms I once wrote quite some time ago for both Lunars and Malfeas, but which I believe have been lost with the old WW forums. I'll take a closer look when I get home, but the first thing I'll note is that the opening Charm seems quite weak – this is a problem I ran into with mine, as well, but compare it to Craftsman Needs No Tools as another "you don't need tools for Craft" Charm. I have also written some internal Craft Charms for Kimbery, but they balance quite differently because Genesis is an exotic craft with a hell of an opportunity cost to bypass.
I think I know the ones you mean. More, I think I adapted them for TAW use. One of them was Black Apple Bliss, wasn't it?
 
The issue with this is that if Keris teaches it to all her subordinates, she gets a bunch of bureaucrats who delegate all the way down the tree.
The important thing to recognize about bureaucracy is that delegation is only typically going down the chain.
A smart underling knows how to delegate to their supervisor, too.
 
So like the Irish Government?

No, I am not bitter.
Well, of course you aren't bitter: peoples are naturally slighty acidic. You should tecnically taste sour.

The issue with this is that if Keris teaches it to all her subordinates, she gets a bunch of bureaucrats who delegate all the way down the tree.
That's basically how all bureaucrats end up in 50 years. May as we'll just cut out the middleman.
I remember that Keris had a pool of Kimberian water in which she melted the Lintha she didn't like, and empowered the ones she did like.

You should totally find a way to do a similiar thing for bureaucrafts: recicling is better then throwing away!
 
So any good exalted quests on SV that use 3e? Since it seems like it will take a while for my RP itch to get scratched unless someone is suddenly willing to GM for me.
 
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