For the first, I'd assume that a version which lets you train Abilities, but not unlock Charms, is probably... 2 or 3 dots: the kind of thing you'd see in the hands of a prestigious family's favored child, passed down through generations.

The second one is fairly in-theme, but I'd have it carry one or two extra conditions. Something like needing multiple Dragonbloods to invoke the Charm as one in order to apply its effects to the mortals they're leading, with the Ability increase being somehow related to/limited by the individual scores of the people using the Charm. Alternatively, limiting which Abilities can be buffed to the user's Aspect Abilities - Earth Aspects can fast-track the building of forts and cities, Fire Aspects give their soldiers greater skill in battle, etc.

In any case, it should be temporary and have some limitations on how many an individual user can buff at one time (linked to Essence score?)
TERRESTRIAL (ABILITY) REINFORCEMENT
Cost: 1m per 2 dice + 1m per subject; Mins: (Ability) 3, Essence 2; Type: Simple
Keywords: Combo-OK, Touch
Duration: One scene

Prerequisite Charms: Any Excellency for the relevant Ability The two greatest strengths of the Dragon-Blooded have always been their superior numbers and their boundless capacity for teamwork. In the First Age, the Terrestrial Exalted were the unit commanders who led troops into battle under the direction of Celestial generals. In the modern era, Dragon-Blooded retain the capacity to elevate the mortals around them to greatness, if only temporarily. A Dragon-Blood with this Charm can improve the ratings of his allies in the relevant Ability for brief periods of time, effectively transferring the benefits of the First Excellency to another person for the duration of an entire scene. All allies to be affected must hold hands at the time of the Charm's activation.

The Dragon-Blood must spend one mote for every ally to be augmented and one mote for every two dice that are added to each person's rating in the relevant Ability. The maximum number of allies who can have their Ability ratings boosted at one time is equal to the Dragon-Blood's permanent Essence. The Charm has two limitations. First, no ally's Ability rating can be raised above the Ability rating of the Exalt who invokes this Charm. Second, no ally's Ability rating can be increased to more than twice its normal rating. Therefore, the ally must have at least one dot in the Ability for this Charm to affect him at all. The extra Ability dots apply for an entire scene for all purposes. If the augmented Ability affects one of the ally's DV ratings, the relevant DV should be recalculated for the duration of the scene. As is normal for dice-adding Charms, fractional motes left over by pool-size restrictions are lost.
Manual of Exalted Power: Dragon-Blooded pg 128
 
The second one is fairly in-theme, but I'd have it carry one or two extra conditions. Something like needing multiple Dragonbloods to invoke the Charm as one in order to apply its effects to the mortals they're leading, with the Ability increase being somehow related to/limited by the individual scores of the people using the Charm. Alternatively, limiting which Abilities can be buffed to the user's Aspect Abilities - Earth Aspects can fast-track the building of forts and cities, Fire Aspects give their soldiers greater skill in battle, etc.

In any case, it should be temporary and have some limitations on how many an individual user can buff at one time (linked to Essence score?)
I think the limit should be, like, dunno, 2 or 3 motes per person? And of course its temporary.

The aspect one sounds nice.
 
Manual of Exalted Power: Dragon-Blooded pg 128
I always thought that excellency sucked.

So I wanted a charm that improved on it.

edit: I was aiming for a charm in which an outcaste could go to his 10 strong gang of friends, pass around his powers by holding hands, then use the charm "with one mind" and threshing floor technique, then say: "Hey, guys! Know that asshole Solar/ god/ godblooded/ Fair folk? Let's kick the shit out of him/ her!"
 
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It'd be a Second Circle Demon, actually. Don't know if that helps. I'm still trying to figure out where I'm going to go for FCD descriptions now that Onyx Path has purged the archive.

EDIT: Now that @Accelerator mentions it, "The Predatory Ideology" sounds like it could be one of the souls of The Idea Which Must Be Sold, one of Metagaos' Unquestionables from @EarthScorpion's Green Cherry Demonomicon.

Yes, I was thinking it's one of known 3rd circle or home-brew of one of the posters here.
 
actually a question on a scenario:

A dragonblooded is with 10 other mortals. He empowers them so that they all have melee 5, archery 5, athletics 5, and Resistance 5. Along with the charms "with one mind" and "Threshing floor technique"

They attack a Solar. Dace, the Rejuvenated Cavalier. How does it go?
 
actually a question on a scenario:

A dragonblooded is with 10 other mortals. He empowers them so that they all have melee 5, archery 5, athletics 5, and Resistance 5. Along with the charms "with one mind" and "Threshing floor technique"

They attack a Solar. Dace, the Rejuvenated Cavalier. How does it go?
Dace uses Bulwark Stance to have max DV for all the attackers, then on his next action uses Iron Whirlwind Attack to hit the Dragon Blooded multiple times, since the DB just used most of his notes buffing mortals. The DB dies, the buffs on the Mortals falls, and Dace slaughters them or causes them to run.

Most DBs wouldn't bother with the buffing. The point of Mortals in an Exalt fight is to overwhelm an Exalted opponent whilst saving your motes. It would be more effective if you brought more Mortals, save your motes for combat, and bring another DB to spam arrows at the Dawn. Lead him into an ambush with a whole bunch of DB + Mortals spamming arrows at him whilst you have some guys with big shields in front to just try and Tank his attacks. Eventually he'll die, but you'll probably lose a lot of Mortals and might be out of motes.
 
DBs may be weak, but let's not perpetuate the 'DBs aren't real exalts' meme, please.


More seriously, it depends. How young is the Solar, how old is the DB, what Charms have they bought, the luck of the dice and so on. Though in general, I'd bet on the Solar.
Oops. sorry, that was a typing mistake.

Motivation: To unify the armies of the Scavenger Lands
under his command
Caste: Dawn
Anima Banner: A luminous wolf howls and bares its flash-
ing fangs.
Attributes: Strength 4, Dexterity 3, Stamina 4; Charisma 3,
Manipulation 2, Appearance 2; Perception 3, Intelligence 3,
Wits 3
Virtues: Compassion 2, Conviction 2, Temperance 2,
Valor 3
Virtue Flaw: Foolhardy Contempt
Abilities: Archery 2, Athletics 1, Awareness 3, Bureaucracy 1,
Dodge 2, Integrity 1, Linguistics (Native: Riverspeak; Others:
Forest-Tongue, Old Realm) 2, Lore 1, Martial Arts 2, Medi-
cine 1, Melee 5 (Dawnlight +1), Performance 3, Presence 1,
Resistance 1, Ride 5, Socialize 1, Survival 1, War 3
Backgrounds: Allies 1, Artifact 2, Contacts 2, Followers 3,
Resources 3
Charms:
Excellencies: Melee (1st), War (2nd)
Melee: Bulwark Stance, Dipping Swallow Defense, Fire and
Stones Strike, Hungry Tiger Technique
Performance: Respect Commanding Attitude
Resistance: Body-Mending Meditation
Ride: Master Horseman's Techniques (Master Horseman's
Eye, Spirit-Steadying Assurances)
War: Rout-Stemming Gesture
Join Battle: 6

Attacks:
Punch: Speed 5, Accuracy 6, Damage 4B, Parry DV 4, Rate 3,
Tags N
Kick: Speed 5, Accuracy 5, Damage 7B, Parry DV 2, Rate 2,
Tags N
Clinch: Speed 6, Accuracy 6, Damage 4B, Parry DV —,
Rate 1, Tags C,N, P
Orichalcum Reaver Daiklave (Dawnlight): Speed 5,
Accuracy 12, Damage 13L/3, Parry DV 5, Rate 3
Soak: 10L/13B (Fine lamellar armor, +7L/9B, -2 mobility,
fatigue value 1)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 3 Willpower: 5
Essence: 2
Personal Essence: 11 Peripheral Essence: 23 (28)
Committed Essence: 5
 
More seriously, it depends. How young is the Solar, how old is the DB, what Charms have they bought, the luck of the dice and so on. Though in general, I'd bet on the Solar.
Oops. sorry, that was a typing mistake.

Motivation: To unify the armies of the Scavenger Lands
under his command
Caste: Dawn
Anima Banner: A luminous wolf howls and bares its flash-
ing fangs.
Attributes: Strength 4, Dexterity 3, Stamina 4; Charisma 3,
Manipulation 2, Appearance 2; Perception 3, Intelligence 3,
Wits 3
Virtues: Compassion 2, Conviction 2, Temperance 2,
Valor 3
Virtue Flaw: Foolhardy Contempt
Abilities: Archery 2, Athletics 1, Awareness 3, Bureaucracy 1,
Dodge 2, Integrity 1, Linguistics (Native: Riverspeak; Others:
Forest-Tongue, Old Realm) 2, Lore 1, Martial Arts 2, Medi-
cine 1, Melee 5 (Dawnlight +1), Performance 3, Presence 1,
Resistance 1, Ride 5, Socialize 1, Survival 1, War 3
Backgrounds: Allies 1, Artifact 2, Contacts 2, Followers 3,
Resources 3
Charms:
Excellencies: Melee (1st), War (2nd)
Melee: Bulwark Stance, Dipping Swallow Defense, Fire and
Stones Strike, Hungry Tiger Technique
Performance: Respect Commanding Attitude
Resistance: Body-Mending Meditation
Ride: Master Horseman's Techniques (Master Horseman's
Eye, Spirit-Steadying Assurances)
War: Rout-Stemming Gesture
Join Battle: 6

Attacks:
Punch: Speed 5, Accuracy 6, Damage 4B, Parry DV 4, Rate 3,
Tags N
Kick: Speed 5, Accuracy 5, Damage 7B, Parry DV 2, Rate 2,
Tags N
Clinch: Speed 6, Accuracy 6, Damage 4B, Parry DV —,
Rate 1, Tags C,N, P
Orichalcum Reaver Daiklave (Dawnlight): Speed 5,
Accuracy 12, Damage 13L/3, Parry DV 5, Rate 3
Soak: 10L/13B (Fine lamellar armor, +7L/9B, -2 mobility,
fatigue value 1)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 3 Willpower: 5
Essence: 2
Personal Essence: 11 Peripheral Essence: 23 (28)
Committed Essence: 5

Also Dace has his own mercenary company and a Dragonblooded lieutenant;
Dace's Followers rating represents the Bronze
Tigers, his burgeoning mercenary army based in Nexus, with
his Ally Risa acting as its lieutenant. Its base unit—and the
smallest unit Dace will hire out independently—is a 25-
man scale of cavaliers comparable to the Hammer Scale of
Marukan soldiers on page 79 of The Compass of Terrestrial
Directions, Vol. I—The Scavenger Lands. He also possesses
Contacts within Nexus's other mercenary companies.
His Artifact rating refers to his orichalcum reaver daiklave,
Dawnlight, which he found in a tomb among the ruins of
a collapsed city north of Nexus. Within this ancient mausoleum,
he discovered dusty bones and a weary, threadbare
ghost. He dismissed his men and remained in the darkness
for a long time. When he emerged, he was carrying the
daiklave and knew its name. He returned the following day
to take the bones somewhere else and bury them in secret.
His soldiers suspect that the tomb belonged to his First Age
incarnation, but what the ghost revealed to him there, Dace
refuses to tell them.
 
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Also Dace has his own mercenary company and a Dragonblooded lieutenant;
Dace's Followers rating represents the Bronze
Tigers, his burgeoning mercenary army based in Nexus, with
his Ally Risa acting as its lieutenant. Its base unit—and the
smallest unit Dace will hire out independently—is a 25-
man scale of cavaliers comparable to the Hammer Scale of
Marukan soldiers on page 79 of The Compass of Terrestrial
Directions, Vol. I—The Scavenger Lands. He also possesses
Contacts within Nexus's other mercenary companies.
His Artifact rating refers to his orichalcum reaver daiklave,
Dawnlight, which he found in a tomb among the ruins of
a collapsed city north of Nexus. Within this ancient mausoleum,
he discovered dusty bones and a weary, threadbare
ghost. He dismissed his men and remained in the darkness
for a long time. When he emerged, he was carrying the
daiklave and knew its name. He returned the following day
to take the bones somewhere else and bury them in secret.
His soldiers suspect that the tomb belonged to his First Age
incarnation, but what the ghost revealed to him there, Dace
refuses to tell them.
Meh. pretend the other dudes don't exist.
 
I always thought that excellency sucked.

So I wanted a charm that improved on it.

edit: I was aiming for a charm in which an outcaste could go to his 10 strong gang of friends, pass around his powers by holding hands, then use the charm "with one mind" and threshing floor technique, then say: "Hey, guys! Know that asshole Solar/ god/ godblooded/ Fair folk? Let's kick the shit out of him/ her!"
You don't really get to improve on your Excellencies. They are the peak of efficiency that an Exalt will ever get for something as broad as an Ability or Attribute. Also, that Excellency is already fucking awesome. If you have a perfect circle of 5 Dragonbloods and each grabs this for each of their Caste Abilities, then whatever one of them is good at, they all can be for something like 8 motes max, which is ridiculously good. No one gets left out of anything because everyone can contribute.

Edit: Seriously. Having everyone be just as good as your best person is such a ridiculous power multiplier on its own that you don't need to add much else. Everyone can instantly become world class at whatever the thing is, assuming that the best person is optimized.
 
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AN: The reference shouldn't be too hard to spot, so I'll only award +0.5 Internet Points for naming it. Also, whilst looking for Metagaosian 3rd Circles to attach this to, I found one that was literally 'Ayn Rand's memetic philosophy', and decided it was too good to pass up. I particularly enjoyed having its' demons be a literal mental trap for those who embrace selfishness.
Can you link to the 3rd Circle demon in question? Search failed me.
It'd be a Second Circle Demon, actually. Don't know if that helps. I'm still trying to figure out where I'm going to go for FCD descriptions now that Onyx Path has purged the archive.

EDIT: Now that @Accelerator mentions it, "The Predatory Ideology" sounds like it could be one of the souls of The Idea Which Must Be Sold, one of Metagaos' Unquestionables from @EarthScorpion's Green Cherry Demonomicon.
Yes, I was thinking it's one of known 3rd circle or home-brew of one of the posters here.

It's one of mine.
 
Hidning in cups is either an Astrology power, or God Ways from Prismatic Arrangement of Creatiion (A sidereal martial art). 'Duck punch' more accurately 'Pattern Spider Touch', one of the ending charms in Charcoal March of Spiders. It basically lets you do almost anything you want to the victim if the attack hits. I can't remember it's exact limits.
It lets you transform them into animals, elements, other people (their powers the same mechanically but aesthetics match their now from) including retroactive backstory, or just unmake them. The only real limits is that it is shaping keyworded and thus can be no selled by shaping defenses, requires a successful unarmed attack (as it replaces damage), doesn't work on tatoo'd lunar's, and finally it costs 20m 1wp (10m with elder sutra discount which is sidereal only) which makes it more costly than the perfect defense needed to block or dodge it.
 
Huszonketto, the Glass Hawk Lancers
Demon of the First Circle
Progeny of the Hidden Landgrave


From clear glass and crystal Nidamento crafted the huszonkettos, to sweep the skies clean of his foes. The light of the Malfean sun - or the sun of Creation - shines through them and only keen eyes may notice their shimmer in the skies. The ears of dogs hear their high-pitched keening, but men cannot hear their songs. These demons wear the shape of hawks, and their talons grow into great pikes. These protrusions are as long as any spear in Creation, but make the bird-demons clumsy and awkward on the ground.

Prideful and arrogant, the glass hawk lancers brook no rivals. When they see a foe contesting their mastery of the skies, the huszonketto lets out a shrill cry and seeks to gain height, only to drop like lightning on their target. Their keen talons seek the heart of their prey, whether agata, raiton or innocuous pigeon. Alas, they are creature of glass and crystal and their talons often shatter in the strike. A talon-less huszonketto must retreat back to its nest and regrow its claws before it can hunt again. Such demons are mocked by their arrogant kin if their shattering strike did not claim a victim, but lauded for their skill if they killed.

When the Hidden Landgrave goes to war, glass hawk lancers are the tip of his spear and his flankers. Their stamina is poor, but their speed is unmatched and in a dive they can reach speeds of hundreds of miles an hour. They know to be wary of the ground, though, for the demons of Malfeas have learned that their talons make fine throwing spears. These predators of the air must fear when they rest, for other demons trap them with glue and nets and harvest the crystal-glass to make vicious weapons whose tips splinter within wounds.

Obscurity (3/5): The huszonkettos are not well known among most demonologists, for the role they were crafted for does not exist in most of Creation. Though they are swift there are better messenger-demons, and their talons are ill-suited for attacking grounded targets. They gain limit when another being taunts them from the air. A glass hawk lancer can escape Malfeas when a being exults in their first flight - which is brought to an end when an unseen demon strikes them down. It is rumoured by some that this is the judgement of the gods for the hubris of seeking the secrets of flight.

Spirascia, the Sky Nautiluses
Demon of the First Circle
Progeny of the Hidden Landgrave


The nautiluses of the seas of Creation have a shell to protect them from their foes. By contrast, the nautiluses of the skies of Hell have a thin weak shell that traps the vile gases they secrete. Their odour is so malign that the land itself rejects them and so they travel through the air, olive-coloured tendrils trailing down below them. These tentacles are strong and can bear the weight of six men in full armour. This was all by the design of Nidiamento, who wrought them to carry those of his soldiers who could not fly and the baggage of his armies.

The demon itself is self-effacing and humble, with a strong streak of fatalism. They are neurotically worried by the threat of something piercing their shell and letting out the gases that keep them aloft. The sky nautilus is right to fear this, for a well-aimed crossbow bolt can punch through their nacre-shells. When they go to war they prefer to lurk in cloud or the ink of the Hidden Landgrave, dropping down low to release their men or to snatch up foes and drop them from great heights. Their smell is distinctive and repugnant, and the wind hums whenever it blows across the surface of their helical shell.

One in ten of the spirascia is born mad, and has no fear of violence. They instead embrace bloodshed and seek a glorious death. These demons take up crossbows, throwing spears and the terrible vitriolic weapons of the Demon Realm and will not willingly carry passengers. They paint their shells with images of those they slay, and decorate themselves with body-part trophies from their victims which only adds to their odour.

Obscurity (2/4): Most sorcerers who have need to travel by air call on an agata or ride the stormwinds. A spirascia is used by those who must carry large amounts across rough terrain, and are especially noted for their utility in removing wonders from remote archaeological dig sites. The demon gains a point of limit whenever an attack hits their shell, whether or not it does damage. The mad spiracia instead gain Limit for each day when they do not kill a creature. One of these demons can escape from Hell whenever a small group of survivors of some disaster is trapped with no means of escape under a thick cloud layer. The sky nautilus emerges from Hell to snatch them up.
 
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You don't really get to improve on your Excellencies. They are the peak of efficiency that an Exalt will ever get for something as broad as an Ability or Attribute. Also, that Excellency is already fucking awesome. If you have a perfect circle of 5 Dragonbloods and each grabs this for each of their Caste Abilities, then whatever one of them is good at, they all can be for something like 8 motes max, which is ridiculously good. No one gets left out of anything because everyone can contribute.

Edit: Seriously. Having everyone be just as good as your best person is such a ridiculous power multiplier on its own that you don't need to add much else. Everyone can instantly become world class at whatever the thing is, assuming that the best person is optimized.
But you can't raise them above twice their normal level.
 
You said world-classs.

That means about a 4 or a 5. That means that the person benefiting must already have either a 2 or 3 dots in that ability.

Doesn't seem as impressive.

...

Imagine a power that could turn your average community college physics professor into Stephen Hawking.

Now realise that what you just said is really, really dumb.
 
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So you want a Charm that lets someone with zero Ability dots be the equivalent of a world class master?

...

Why? I'm genuinely curious now. Why would you want that to be a thing?
Perhaps personal preference?

maybe upon seeing the words: "Bring mortals to greatness", what came to mind was mortal schmucks going from zero dots to five, instead of a doubling?
 
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