Analysis is a form of criticism! It doesn't need to be pointing out flaws! :p

(Thank you for the compliment~)

Okay I'll go look at them again you ungrateful flayer-death-knife-wind.

grrr

But yes, Dulmea's are even funnier. And incidentally, Dulmea as a fetich would give Keris an Urge, more or less, of "Be Calm With Chaos All Around", which is hilariously appropriate for her.

This is hilarious given Keris' excellent ability to introduce chaos in any system.

Example:

Guard: "just standing around"
Guard: "on ordered guard patrols"
Guard: "sure hope something does-"
Keris: "WHEEEEEEEEEEE~"
All the guards: "Die painfully and gurgle up blood in their final moments."

Tadah!
 
I'll work for the Danish mafia to sell illegal bacon to immigrants and harass people to give me their pork, and then I'll work for the mafia for several years until I've worked myself to the top, founding a criminal empire built on illegal bacon and stolen pork so that I can use the money and MOVE to Australia only to do a single game.

Hmm. That plan... it's not exactly kosher, you know?
 
...okay, which of Malfeas' demons would be most suited to a crafting-focused Infernals?

Or which demons period, I suppose. :V
 
...okay, which of Malfeas' demons would be most suited to a crafting-focused Infernals?

Or which demons period, I suppose. :V
...Oh, lawd.

There are so many crafting demons, to the point that there are many canon 2CDs defined by their crafting.

e.g. Berengiere; Alveua
 
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Random thought on the topic ES brought up about the flawless logic of having the Yozi's doing heavens paperwork...I keep getting idea of starting the equivalent of a Indian tech-support firm (or in this case, Malfean Heavenly funciton support) firm. You need help doing your job because bastard DB/Sidreals/Solar's are getting in the way? Just call this number with our Infallible Messenger, and we will gladly help you.

...and thus Yu-Shan's slums grew two sizes that day as gods found a way to offload their work onto somebody else. (yes it wouldn't work this way, it still has me giggling at the thought of the god's calling up Malfeas to ask for assistance in how to work the Loom of Fate. Though the Yozi's would actually know what they are talking about, so it probably isn't a direct comparison to Indian Tech-Support Firms).
 
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Random thought on the topic ES brought up about the flawless logic of having the Yozi's doing heavens paperwork...I keep getting idea of starting the equivalent of a Indian tech-support firm (or in this case, Malfean Heavenly funciton support) firm. You need help doing your job because bastard DB/Sidreals/Solar's are getting in the way? Just call this number with our Infallible Messenger, and we will gladly help you.

...and thus Yu-Shan's slums grew two sizes that day as gods found a way to offload their work onto somebody else. (yes it wouldn't work this way, it still has me giggling at the thought of the god's calling up Malfeas to ask for assistance in how to work the Loom of Fate. Though the Yozi's would actually know what they are talking about, so it probably isn't a direct comparison to Indian Tech-Support Firms).
The waiting time would be the worst, though. Five days of looping malfean music as you're on hold, followed by a beep as the call disconnects...and you have to wait through five more days of waiting. Literally customer service from hell.
 
Nah, see your missing the best bit. Because of the way the surrender oaths work with Demons feeling the innate need to head through the desert five days before you summon them, tech support is already on the way before you have encountered the error.

...that said, five day Malfean waiting music is hilarious.
 
...okay, which of Malfeas' demons would be most suited to a crafting-focused Infernals?

Or which demons period, I suppose. :V
Metody if you are planning to take mutations based around your copilot's (who doesn't like vitrol blood) or those smithing first circles that gain limit if they don't regularly have sex if you aren't taking mutations
 
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...okay, which of Malfeas' demons would be most suited to a crafting-focused Infernals?

Or which demons period, I suppose. :V

What do you mean, "most suited"?

(I'd also like to reaffirm my opposition to any character being described as "a crafter". Don't be "a crafter". Be an architect, an artist, a calligrapher, a smith. Embrace the elements of the concept that aren't just "I sit in a corner and make artefacts". An architect needs bureaucracy, they need the capacity to coax their patron into accepting their plans, and they need to know about geomancy. An artist should make art for a purpose - and so make their work as social attacks. A calligrapher can be a poet as well - and a scholar. A smith is a big tough person who is at home in combat. Find something your concept does in tactical resolution time.)
 
Friend of mine running 3e Exalted is telling me about TNs. Apparently the characters have so many dice that they're all but guaranteed to pass the highest TN, 5, on basically anything they do that's remotely covered by an Excellency.

She's said it's led to steamrolling of non-combat (and combat, to some extent) challenges as long as an Exalted isn't facing them, and those are supposed to be sorta rare.

"I can't introduce a new one every session. It would be absolutely silly."
 
Friend of mine running 3e Exalted is telling me about TNs. Apparently the characters have so many dice that they're all but guaranteed to pass the highest TN, 5, on basically anything they do that's remotely covered by an Excellency.

She's said it's led to steamrolling of non-combat (and combat, to some extent) challenges as long as an Exalted isn't facing them, and those are supposed to be sorta rare.

"I can't introduce a new one every session. It would be absolutely silly."
It might be easier to introduce other supernatural characters, like Gods, Demons, and Greater Dead to challenge them, since those can have boosted dice pools above the standard.
 
I don't write assuming that the canon Devil Tiger path exists. It doesn't interest me. And I honestly don't want to incentivise players to take it, because if I have to write a whole bloody Charmset, I'd rather write a Yozi Charmset that I can publish myself and people are actually interested in reading.

Do you have your own version of a charm that gives the final benefit (become immortal/Titan-like) aswell? Or versions of the "alter your caste" charms. I think those are all thats left?

So, no, you can't fetich death them, because just like the coadjutor it's totally unsummonable and spends its time in the "no one else can go there" Infernal's soul that's really just a pokeball for the Infernal to keep their personal demons in. I called it a fetich because the name was fitting, and because now it's defining the Infernal's Urge which can be considered to be their "core nature" from a certain point of view.

A totally random question. While others can't go to the inner world, the Infernal can. What happens if a deeply depressed/suicidal GSP goes and kills his own fetich with a spirit-killer? In theory?
 
Do you have your own version of a charm that gives the final benefit (become immortal/Titan-like) aswell? Or versions of the "alter your caste" charms. I think those are all thats left?
Infernals live as long as Solars in Kerisgame, but I assume that you could find some amusing "I am immortal" Charmtech in a few of the Yozi Charmtrees that would change your behaviour in a pretty major way.


A totally random question. While others can't go to the inner world, the Infernal can. What happens if a deeply depressed/suicidal GSP goes and kills his own fetich with a spirit-killer? In theory?

You die, I assume.
 
ES Homebrew: Titan Charms
Do you have your own version of a charm that gives the final benefit (become immortal/Titan-like) aswell? Or versions of the "alter your caste" charms. I think those are all thats left?


Titanic Life Unending
Cost:
-; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Titanic Will Unquestionable

Men were made to die; the Primordials were not. The princes of the green sun - who are man and titan alike - have not the full measure of their patrons, but the doom of man holds them weakly. Upon learning this Charm, the Infernal gains the following benefit as long as he has at least one of his Third Circle souls externalised.

The neo-Primordial power of his souls sustains his flesh. He ceases to age, and additionally cannot die of old age. If the warlock is slain, his anima banner flares totemic and he disintegrates in in a highly dramatic lightshow. His essence slowly coalesces, insensate and formless, within the hearts of his souls. A year and a day later, the Infernal reforms in the location of one of his Third Circles. If he has no externalised Third Circles, all his Third Circles are slain before he reforms, or he is killed with the use of a spirit-killing Charm, the Infernal is are dead beyond even the puissance of his titanic power to remedy. In the latter case, it is possible some of his souls may survive him albeit orphaned and lessened - sustained by embers of his power within their hearts - or they may too disintegrate.

It is possible that a greater form of immortality that does not rely on one's souls to sustain oneself may be possible. Perhaps a wise Infernal may recoil from such power, for to burn one's legend upon the shinma themselves might leave one vulnerable to the fate of the Neverborn. There are worse things than the death of men.

God-Beast's Mantle
Cost:
4m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Unwoven (1), Obvious
Duration: One scene
Prerequisites: Fourth-Soul Devil Domain

Before the Incarnate Rebellion, the young Primordials would casually spread their world-bodies upon the green grass of Creation to revel in the joys of existence. This Charm expands the warlock's anima, the patchwork mythos of the young titan spilling out like wildfire.

Within (Coadjutor) yards of the Infernal, the laws of Creation - or any other realm she may venture to - are not in effect. Instead, the laws of her Devil Domain are what hold sway. Over a timespan of minutes, the terrain within the affected area is warped to fit within her personal thematics though the same basic forms remain. A river may become tar-sludge or a gulley of cold-burning blue fire, but will not become a hill. Such modifications cannot produce environmental hazards or other such dangers that did not previously exist, and revert at the same rate as they appeared.

At Essence 4, this Charm may be repurchased. The Charm's Duration increases to Indefinite. The Infernal may spend an additional 10m and 1 wp to when activating the Charm to increase the affected area to (Coadjutor x 50) yards. If she does this, the Charm gains the Blasphemy keyword.

A totally random question. While others can't go to the inner world, the Infernal can. What happens if a deeply depressed/suicidal GSP goes and kills his own fetich with a spirit-killer? In theory?

lol i dunno

Seriously, whatever the GM thinks is most appropriate. Maybe it kills them. Maybe it just cripples their sense of resolve and they lose their Urge, but also lose the capacity to regain willpower from any source until they acquire a new Urge. Maybe all their Intimacies fall off and they get a new set randomly assigned by the GM. Maybe - if the GM is feeling very generous - one of their other souls manages to nom up the power and becomes a replacement.
 
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Friend of mine running 3e Exalted is telling me about TNs. Apparently the characters have so many dice that they're all but guaranteed to pass the highest TN, 5, on basically anything they do that's remotely covered by an Excellency.

She's said it's led to steamrolling of non-combat (and combat, to some extent) challenges as long as an Exalted isn't facing them, and those are supposed to be sorta rare.

"I can't introduce a new one every session. It would be absolutely silly."

Introduce entrenched interest with organizational and knowledge advantage. In short-lived 3ed campaign I had a uber-optimalized assassin, sorceress and combat monster dealing with machinations of seven spirit courts, politics of five cities and Realm (mortal) agents. They can't be everywhere and they will be forced to make decision other than how many dice should they add to legendary roll.

Make sure that players are aware that Wyld Hunt' agents pay attention to more than totemic displays of anima. Do you recall that (as kind of urban legend goes) one possible reason Stalin refused to believe that the Germans would attack him in the run up to Barbarossa, because that there had been no inflections in the price of wool in international commodities markets? You don't invade Russia without going out on world markets and purchase enormous quantities of wool for equipping your soldiers for Russian winters.. Make sure that Realm's agents do pay attention to sudden and unpredicted changes (political, economic, cultural) that could be caused by Exalts.

Other than that, don't introduce Exalt in every session, make ones that can duck and hide and have agenda opposite to players. Lunars are great for it, because they can shape-shift and fly (most low to mid level solars can't do it). Say that there is a local Lunar, who wants Solars out of his turf, but won't risk direct confrontation.. players could be totally unaware that they are opposed by Exalt for a long time.
 
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She's said it's led to steamrolling of non-combat (and combat, to some extent) challenges as long as an Exalted isn't facing them, and those are supposed to be sorta rare.

Well. Look at it this way. If Exalted was a greek tragedy, mortals would be playing Guard 1 or Maid 2*

At the end of it, the game assumes that anybody important enough to be a narrative obstacle is going to be some kind of supernatural being.



*(Maid 1, the one that has lines and affects the plot, is actually a disguised sidereal).
 
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How do people feel about the Mountain Folk?Are there any details about them you've added or changed?

Are they dwarves? I'm not a huge fan of dwarves.
 
How do people feel about the Mountain Folk?Are there any details about them you've added or changed?

Are they dwarves? I'm not a huge fan of dwarves.
My take: they're dwarves, but they're the dwarves of the Hobbit rather than the Lord of the Rings.

They're legitimately alien creatures closer to demon than human, obsessed with honor and legacy and Jade. There aren't many of them, their cities and holds having been gradually taken or destroyed over centuries of conflict with both Shogunate (and later Realm) and the myriad of beasts, Fae, and ghosts that have an interest in them.

Some of them have turned to mercenary work, some become adventurers, many interested in one day reclaiming their lost holds. There are obvious plothooks for a Solar or Alchemical to get an industrial city under their control, and it lets the GM throw some interesting antagonists or secondary characters with a few neat tricks and a meaty dice pool.
 
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