The problem is that I want the Devil-Domain to be something other than what you designed it to be. You set out to make a Pokecomputer for Infernal Souls. Because they are Infernal Souls, the example domain became an interesting setting on its own. I looked at that and decided to make one for one of my characters, and then I wanted people to explore it.

Yes, and the problem here is probably one we're never going to get a resolution to, because I don't want people exploring each other's landscape-bodies. I don't want a party to essentially retreat into their own pocket realms and only venturing forth when they want something from the outside.

It is as undesirable an outcome to me as Sidereals who sit in Yu Shan dropping Shun the Smiling Lady on their enemies, Solars retreating to a mountain to forge advanced technology with just their bare hands, and Lunars who run off into a stolen sanctum that they use exclusively for fucking animals to breed up a super-army.

Fundamentally, I want you to go out and be forced to do things. I want players to turn Creation into their own vision of their world. I want Keris to find abandoned islands and summon Haneyl and Vali and tell them to make the place into her secret island lair and come back a year later and find they're working hard at getting a hellish swamp with towering black spires and a volcano base shaped like a skull. I want Infernals to be allowed to use their Wyld-Shaping Technique-alike to make wyld-tainted areas into being like their soul, not just playing around in their soul.

As an endgame thing, you probably can tear your Tiger Empire loose from your Devil Domain and overwrite areas of the Wyld to make a "satellite realm" orbiting Creation - that might even appear in the skies of Creation as something like a galaxy - but that's endgame. And yes, Kerisgame plays around more in the soul world, but that's because it's a solo game. As a reminder, Keris has only just reached the point when she'd normally be spawning souls as 2CDs, who she could summon immediately. She's just had them before earlier because I needed NPCs that could follow her everywhere. As written, as soon as you develop non-coadjutor souls, you can summon them - so why not just summon them?

And so, leading onto this:

This is the answer to the question I had been asking earlier: Why is an Unwoven Coadjutor background so much more important than an equivalent Ally background?

Because, at a thematic level, it's a unique feature of the splat. It is a thing every Infernal has and no one else has. It is a feature of the splat which runs down to its very core, the "deal with the devil" that gets you the nagging voice in your head, and the presence of the coadjutor is always a reminder of one of the ways that Infernals are not like Abyssals. Their deal with the devil has a face - the devil in question. And it's not the cold, impassive, impersonal doom of Resonance - the coadjutor can be compromised, you can offer it things, it has vices and wants and a personality. You can flip it, you can argue with it, you can force it to accept you have a good point, you can bribe it - but you can also be swayed by it, you can identify with it, you can cling to it as the only person who'll never leave you (since a lot of Infernals aren't exactly healthy).

That's why there's soul-world stuff coming off it. Because getting that stuff means that you have to accept that someone who isn't you is part of you, and you have to accept them... and when it comes down to it, you're being a little Primordial when you let your souls talk to you and disagree with you and listen to what they're saying.

And that's why I don't want people to simply kill it. Because Infernals can't leave the consequences of their deal with the devil behind like that. There's no Redemption for them. Infernals can't turn their back on what they did, because it's in their head.

(And because of that, Torment can be relatively weak, because you're talking to things in your head and arguing with the devil on your shoulder, ie you're already a crazy person who consorts with demons.)
 
The problem is that I want the Devil-Domain to be something other than what you designed it to be. You set out to make a Pokecomputer for Infernal Souls. Because they are Infernal Souls, the example domain became an interesting setting on its own. I looked at that and decided to make one for one of my characters, and then I wanted people to explore it.
Yes, and the problem here is probably one we're never going to get a resolution to, because I don't want people exploring each other's landscape-bodies. I don't want a party to essentially retreat into their own pocket realms and only venturing forth when they want something from the outside.

One thing that occurs to me with this whole "Go Inside each other's domains" debate is this question:

What exactly do you want out of it?

Because there are ways to enter a soul and there are ways to enter a soul. It really depends on what you want out of it. Do you want actual physical interaction? Or do you want to show off to your friends and socialize? If what you want is the latter, then base something off of, say, fantasy shaping rules and the risk of being killed by unruly guests, having them pinch all your stuff, or just overstaying their welcome falls a bit.

For instance: Have a rather incomplete thaumaturgy. (I'll admit I've long been on the fence about ways to reduce the roll difficulty, which aren't included here)


Psychic Sojurn (Art of Demon Summoning 2, Charisma, 7, 30 minutes):
The dreams of the Primordials are not the dreams of men. They are living worlds unto themselves where any may visit and wander among the vistas of the all-makers. In this they show their naievity, for no mortal would so openly bear their hearts to those who could slay them. Even so, those Infernals who build worlds within their souls may find some purpose in sharing them, and this procedure is one way in which the natures of mortal and titan may reconcile.

Focusing on an item with an arcane link to the target, the thamaturge directs a prayer towards the Infernal, with a difficulty and, if the prayer roll is successful, meditates or sleeps, his mind following along the path the prayer took. This prayer may be modified as normal and anything that would normally affect such a roll alters the difficulty of the procedure. This may also be done in reverse, the Infernal praying with a link to the one she would invite into her dream world, and drawing them in.

A number of arcane links particular to this ritual exist --- being within (deva's essence) yards proximity to a deva descendant from the Infernal, meditating within terrain altered by God Beast's Mantle, or simple proximity to Infernal herself for three --- but there must be some arcane link for the mind to follow.

Regardless of method, the resulting unreal meeting is fundamentally a conversation and resolves as a fantasy shaping effect; While both the participants and the world itself are real, any changes they impose upon each other may be resisted for 1 wp. Any magical effects within accomplish no change to the domain that could not be done via Fourth Soul Devil Domain or charms that modify it and follow the same rules as the Devil Domain. A gleaming white marble and sapphire temple created within the soul of a Slayer devoted to Malfeas alone would quickly revert to polished basalt festooned with emerald.

Death and crippling damage are automatically resisted for 1wp upon which the sojurn ends. A killing blow might manifest as an unexplained bruise or scar upon waking, but that is the limit of damage that can be done. Ending the Sojurn by other means requires merely the determination to leave it. An impressively bad visit may leave one party soured on meeting in this way, and the Infernal or their coadjuster may ban them from sojurning in the Devil Domain, while a visitor may simply refuse to be drawn in.

Items may change ownership as a result of a Psychic Sojurn but attempts to carry them out of the Infernal's mind frequently fail, as they may manifest no further than away from her than is allowed by Fourth Soul Devil Domain normally.

At most levels of development, an infernal's mind may host no more than (Willpower + Compassion) visitors at one time. That is the limit to such close intimacy a nascent mythos can bear.

Psychic Sojurn is theoretically capable of contacting the world bodies of Primordials but in practice several complications arise.

Sidebar: Shouting across Cecelyne

Across the borders of the realms of existence a Psychic Sojurn becomes more difficult, requiring two extra successes its prayer roll.

The mind cannot cross the Seal of Eight Divinities while it remains sealed and the Design of Autocthon adds a further damper to things. Likewise, Gnosis is impenetrably deep in the Wyld. The Tombs of the Neverborn on the otherhand are eminently accessible through a psychic sojurn, it is merely that doing so is very, very stupid. The risk being not so much failure as the results of success.

While one could bridge the Endless Desert in theory, in practice it would require ten day's sleep or meditation adding one to the difficulty for each day of turnaround (+10) and the result would be a strange and twisted meeting: Each party would be able to see the other's action five days later but any attempt to interact would be marred by ten days delay, felling a tree might result in it falling over five days later and being seen to fall only on the tenth day, which may end up oddly should something else happen to the tree in the interim.

That this would result in bouts of omen weather should come as no surprise.

A similar distortion would result should an Infernal cross the endless desert during the meeting of the minds, all visitors would appear to stop for five days while visitors would experience time slowing to half it's normal speed.

Should, the infernal cross the Endless Desert towards the thamaturge the effects reverse, the sojurner's action's taking place at double speed with increasing relavance to the actual state of the world while for the sojurner nothing at all seems to happen differently... until the fifth day, upon which five days occur in five seconds, coloring the world in an blinding azure tint.

(Much like Australia, Malfeas is full of horrible ways for a human to die. Also much like Australia, the comms lag with Malfeas is terrible. This section largely exists to be a latency+relativity joke, with a bit of wet blanket on the side.)
 
Personally my opinion on the 'Get thine character out and do interesting things' issue is to incorporate the idea of needing to hang cool things and rituals on backgrounds as has been suggested and disallow getting backgrounds from your Pokecomputer.

And then tell the player, when they ask if they can forge a few thousand dark satanic blades within their soul and bring them forth into the world or otherwise do things like suppling an army from their pokecomputer, that while doing things like taking small amounts of food out from their inner world is possible, doing a major working like, oh, supplying an army, needs the PC to go do those interesting things they need to do to get a ritual working so they can corrupt a manse into being a dark gateway into their hellish soul from which a river of damned goods, sufficient to feed and supply an army, flows from the works of the forsaken artisans within.
 
Yes, and the problem here is probably one we're never going to get a resolution to, because I don't want people exploring each other's landscape-bodies. I don't want a party to essentially retreat into their own pocket realms and only venturing forth when they want something from the outside.

It is as undesirable an outcome to me as Sidereals who sit in Yu Shan dropping Shun the Smiling Lady on their enemies, Solars retreating to a mountain to forge advanced technology with just their bare hands, and Lunars who run off into a stolen sanctum that they use exclusively for fucking animals to breed up a super-army.

Fundamentally, I want you to go out and be forced to do things. I want players to turn Creation into their own vision of their world. I want Keris to find abandoned islands and summon Haneyl and Vali and tell them to make the place into her secret island lair and come back a year later and find they're working hard at getting a hellish swamp with towering black spires and a volcano base shaped like a skull. I want Infernals to be allowed to use their Wyld-Shaping Technique-alike to make wyld-tainted areas into being like their soul, not just playing around in their soul.
As far as getting characters to interact with the setting goes, that's what relationships and goals are for. Sure, your Ellogian/Pyrian Sorceress spends most of her time wrapped up in her own mind or hiding behind one of her myriad masks, but she can't convince Lookshy to launch a preemptive attack on a bunch of Realm staging areas without interacting with Creation somehow.

Beyond that, a Tiger Empire game is kinda like a Wyld-Shaping game. Everyone has their own little world, complete with things to do. Sure, you could go out and interact with the world and have fun that way, but with demons that are so interesting and a setting so intricate, why would you want to? Spend your time convincing your best friend that his drug addiction is bad by killing the demon representing it. Help your circle's Slayer rebuild the soul-city that her Isidorite rampaging behemoth soul destroyed and maybe get in a relationship with your love interest's love for you.

You have made a Pokecomputer which is so full of things to do that you can easily decide to live out of it yourself. It is a very different kind of game than one where you directly interact with the big setting elements, but it is a fun game to play.
 
Spend your time convincing your best friend that his drug addiction is bad by killing the demon representing it
This strikes me as less of a therapeutic conversation and more of a lobotomy, as far as treatment goes. Killing a soul seems like it should be dramatic and traumatic, resulting in uncertain and likely negative outcomes. It would be far more appropriate to sit down and talk with the soul in question.
 
Greensun Charm Homebrew: Taint the World's Veins
Cost: 10m,
Mins: Essence 3
Type: Supplemental
Keywords; Obvious, Desecration
Duration: Instant
Prerequisite Charms: Cold-Fire Desolution Brand, Magnanimous Warning Glyph

When the Princes of Hell come to retake Creation for their masters, fire and vitriol will flood the Dragon-lines of the stolen world, changing and warping the elemental spirits along with them.

Whenever an Elemental Spirit is branded with Magnanimous Warning Glyph, the Infernal may choose to use this charm to enhance its prerequisite, flooding the spirits veins with the toxic and mutagenic power of vitriol. This process is delightfully painful for the elemental in question and inflicts a internal penalty of the Infernal's (Essence) to all actions for the duration of the change which usually takes about (Elemental's Own Essence) hours to complete, as its very essence is changed to that of hell.

The actual results of this change can vary per spirit and the element in which they partake; the flames of Fire elementals turn viridan and their hides blacken, while Water elementals partake of Kimbery and vitriol, Air spirits either turn crimson with the winds of Adorjan or with the psychedelic hues of Hegra. Earth Elementals often turn brass or basalt, or even surge with the silver sands of the Endless Desert, while Wood Elementals often find their leaves and bark turning into mirror polished silver, their sap turning into quick or their leaves turning gray and their vines hungry. Beyond the cosmetic, the Elemental becomes a kin to the hellish realm of Malfeas, gaining the Creature of Darkness mutation and positive mutations up to a value of the Infernal's essence score as scales grow thicker, tusks and fangs sharpen and spirit grows to monstrous size. These painful changes inflict an intimacy of Terrified Awe upon the spirit.
So, who wants to be a Studio Ghibli villain?
 
Last edited:
Cost: 10m,
Mins: Essence 3
Type: Supplemental
Keywords; Obvious, Desecration
Duration: Instant
Prerequisite Charms: Cold-Fire Desolution Brand, Magnanimous Warning Glyph

When the Princes of Hell come to retake Creation for their masters, fire and vitriol will flood the Dragon-lines of the stolen world, changing and warping the elemental spirits along with them.

Whenever an Elemental Spirit is branded with Magnanimous Warning Glyph, the Infernal may choose to use this charm to enhance its prerequisite, flooding the spirits veins with the toxic and mutagenic power of vitriol. This process is delightfully painful for the elemental in question and inflicts a internal penalty of the Infernal's (Essence) to all actions for the duration of the change which usually takes about (Elemental's Own Essence) ours to complete, as its very essence is changed to that of hell.

The actual results of this change can vary per spirit and the element in which they partake; the flames of Fire elementals turn viridan and their hides blacken, while Water elementals partake of Kimbery and vitriol, Air spirits either turn crimson with the winds of Adorjan or with the psychedelic hues of Hegra. Earth Elementals often turn brass or basalt, or even surge with the silver sands of the Endless Desert, while Wood Elementals often find their leaves and bark turning into mirror polished silver, their sap turning into quick or their leaves turning gray and their vines hungry. Beyond the cosmetic, the Elemental becomes a kin to the hellish realm of Malfeas, gaining the Creature of Darkness mutation and positive mutations up to a value of the Infernal's essence score as scales grow thicker, tusks and fangs sharpen and spirit grows to monstrous size. These painful changes inflict an intimacy of Terrified Awe upon the spirit.
So, who wants to be a Studio Ghibli villain?
???
 
As a kind of idle observation, @EarthScorpion tends to design his game/charms around the idea of an unambitious player, or one who is inclined to take an 'out of context' optimal path. This is not to say that @Aleph lacks ambition, but more that he deliberately steps outside of Kerisgame's environment when coming up with charmtech and design ideas.

What I mean here, is that some players of games, especially of Exalted, already come in having internalized the idea of being goal and outwardly focused. I can as a player start as a game and go "I want to do this this and this!" I only start getting frustrated and 'turtle' when the storyteller's plots prevent me from doing what I want and dragging on. (This is a challenge for Storytellers, myself most assuredly).

Anyway, the point is that when ES designs a given Charm, he's erring in favor of 'people who have not internalized certain tenets of the setting/mechanics'. Instead using the Charms as a teaching tool for how to play your splat.

The 'out of context' optimal path is why we get the meme (and it is a meme) of people hunkering in caves making supertech and the like. In practice, it doesn't happen that much. However, mechanics and play structures that improve the game experience are still welcome.

Basically, Exalted (and most games) tries to present a given milieu and 'aesthetic' as its optimal path. Part of that is allowing for what most games of it's generation did not. (Stab the DB in his sleep when he's not wearing armor. This is both optimal and setting-OK).

However, players can find many more optimal paths, and storytellers can either be ill-equipped or plainly too permissive with those paths, which create issues down the road.
 
I need help for a worm fic I'm kinda planning.

If you, say, wanted to create a tinker based on creating artifacts and magitech, what would you do when the ordinary magical materials are not available?
 
I need help for a worm fic I'm kinda planning.

If you, say, wanted to create a tinker based on creating artifacts and magitech, what would you do when the ordinary magical materials are not available?

You don't do that, because that's a far too broad tinker-field for someone to excel in. A bladesmith would be acceptable, or even a goldsmith (which extends to working in orichalcum), but "I'm gud at artefacts" is too broad for both Worm and Exalted.
 
Studio Ghibli is a Japanese animation studio that produces movies frequently dealing with themes of the corruption of nature by human development. Movies like Princess Mononoke and Castle in the Sky focus heavily on technology destroying or corrupting benevolent nature spirits and twisting them into violent monsters.
Why castle in the sky? Doesn't seem to be so.
Stop right there.

Think about your life. Think about what has brought you to this point in life. Reconsider.

You have been helped.
???

You don't do that, because that's a far too broad tinker-field for someone to excel in. A bladesmith would be acceptable, or even a goldsmith (which extends to working in orichalcum), but "I'm gud at artefacts" is too broad for both Worm and Exalted.
Or maybe make it like L33t. Can make 1 of each artifact. Or maybe make it so there's a limited number of magitech you can have at a time.
 
Why castle in the sky? Doesn't seem to be so.
Less "turning into monsters," but the prevalent theme is still the use (misuse?) of nature and being destructive. Laputa is portrayed as a decrepit and crumbling ruin, being exploited by evil men to use as a weapon. When the castle is destroyed, the tree it was built around breaks through and the main character blatantly says that the natural life protected them when the technological failed them.

I personally disagree with the message, but there it is. Nature good, science bad.

Fits in with the charm in the sense that the charm-tech is based around twisting natural life away from its original purpose.
 
Less "turning into monsters," but the prevalent theme is still the use (misuse?) of nature and being destructive. Laputa is portrayed as a decrepit and crumbling ruin, being exploited by evil men to use as a weapon. When the castle is destroyed, the tree it was built around breaks through and the main character blatantly says that the natural life protected them when the technological failed them.
Of course, then the tree, along with the unique biosphere of Laputa and all its culture and technology, were exterminated by the cold void of space.

Fuck that ending. I CRIED FOR WEEKS, MIYAZAKI! GIVE ME BACK MY CHILDHOOD!
 
EarthScorpion Charm Homebrew: Misery Loves Company
Misery Loves Company
Cost:
Special; Mins: Enlightenment 8; Type: Reflexive
Keywords: Combo-OK, Shaping, Touch
Duration: One scene (Special)
Prerequisites: Life-Blighting Emptiness Attack

Pain shared is pain lessened; so says the Immaculate Order. The Shadow of All Things disagrees.

Upon touching a character, the warlock may activate this Charm. Unnoticeable threads of ophidian essence crawl into their skin, saturating their body. This does nothing on its own. However, when he uses this Charm upon a another character, the dark essence weaves itself together, linking the lives of the characters. Whenever one of the targets takes damage from a physical attack, or suffers a physical effect (such as Poison, Knockback, or environmental damage), as a Shaping effect all other characters with an equal or lower Enlightenment suffer the same damage or effect. For example, should the warlock link the lives of four mortal guards and a Terrestrial, severing the head of one of the guards will decapitate all the other guards, but will not harm the Terrestrial. On the other hand, if he shoves the Terrestrial to the ground, inflicting Knockdown, the mortal guards will also find themselves sprawling.

This Charm is free to use on the first target in a scene. Later uses cost the higher of one mote or twice the target's Enlightenment in motes. This Charm may not be voluntarily ended. It remains active until its duration expires, or every character who has been affected by it in the current scene is dead. The Infernal may target themselves with this Charm.
 

Worm is shit and with very few exceptions, so are crossovers of it.

Misery Loves Company
Cost:
Special; Mins: Enlightenment 8; Type: Reflexive
Keywords: Combo-OK, Shaping, Touch
Duration: One scene (Special)
Prerequisites: Life-Blighting Emptiness Attack

Pain shared is pain lessened; so says the Immaculate Order. The Shadow of All Things disagrees.

Upon touching a character, the warlock may activate this Charm. Unnoticeable threads of ophidian essence crawl into their skin, saturating their body. This does nothing on its own. However, when he uses this Charm upon a another character, the dark essence weaves itself together, linking the lives of the characters. Whenever one of the targets takes damage from a physical attack, or suffers a physical effect (such as Poison, Knockback, or environmental damage), as a Shaping effect all other characters with an equal or lower Enlightenment suffer the same damage or effect. For example, should the warlock link the lives of four mortal guards and a Terrestrial, severing the head of one of the guards will decapitate all the other guards, but will not harm the Terrestrial. On the other hand, if he shoves the Terrestrial to the ground, inflicting Knockdown, the mortal guards will also find themselves sprawling.

This Charm is free to use on the first target in a scene. Later uses cost the higher of one mote or twice the target's Enlightenment in motes. This Charm may not be voluntarily ended. It remains active until its duration expires, or every character who has been affected by it in the current scene is dead. The Infernal may target themselves with this Charm.

...amazing. So, so many ways to be an absolute dick with this.

I do think you should edit the bit on cost to be absolutely clear it's a case of 'whichever is higher', though.
 
Misery Loves Company
Cost:
Special; Mins: Enlightenment 8; Type: Reflexive
Keywords: Combo-OK, Shaping, Touch
Duration: One scene (Special)
Prerequisites: Life-Blighting Emptiness Attack

Pain shared is pain lessened; so says the Immaculate Order. The Shadow of All Things disagrees.

Upon touching a character, the warlock may activate this Charm. Unnoticeable threads of ophidian essence crawl into their skin, saturating their body. This does nothing on its own. However, when he uses this Charm upon a another character, the dark essence weaves itself together, linking the lives of the characters. Whenever one of the targets takes damage from a physical attack, or suffers a physical effect (such as Poison, Knockback, or environmental damage), as a Shaping effect all other characters with an equal or lower Enlightenment suffer the same damage or effect. For example, should the warlock link the lives of four mortal guards and a Terrestrial, severing the head of one of the guards will decapitate all the other guards, but will not harm the Terrestrial. On the other hand, if he shoves the Terrestrial to the ground, inflicting Knockdown, the mortal guards will also find themselves sprawling.

This Charm is free to use on the first target in a scene. Later uses cost the higher of one mote or twice the target's Enlightenment in motes. This Charm may not be voluntarily ended. It remains active until its duration expires, or every character who has been affected by it in the current scene is dead. The Infernal may target themselves with this Charm.
Is that Domino from Dishonored 2?
 
Back
Top