So, I had a thought. 3CDs are better than most experienced Solars in their limited area of specialty, right? So what would be a really interesting thing to bind one of them to do that fits their specialty perfectly? What I came up with is:

What happens if you task bind Jacint to "connect the Elemental Poles to each other"?

I mean, obviously he'd start building roads, but is he actually capable of making an intact network that connects all of them? Can he even survive it? I mean, even just the four outer ones in the Deep Wyld would be difficult, and if he finished those, he has to go try and get Earth in there too. On the Blessed Isle.

But even before he starts on that problem, what kind of knock-on effects would it have? You're encircling Creation with a stable structure that has to at least survive in the Wyld, so it probably repels it. Would this expand Creation? And would there be any problems from it being a demonic construct, or even worse, possible resonance from a soul of Adorjan filling in Adrian's abandoned bed?
 
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What happens if you task bind Lucien to "connect the Elemental Poles to each other"?

Lucien, soul of Orabilis and the assassin whose job it is to keep Sacharavell asleep, looks at you in a very confused manner because he knows very little about geomancy. He then start threatening kings and tribal leaders into doing what the geomancers he intimidated tell them to do, or else he'll kill them. Things don't go very well.

(You probably mean Jacint)
 
On the note on third circle demons:

Is the writeup in the books intentional? Was there some mistake or something, or were they always meant to be like that?
 
Well, given that their main infantry seem to be made up of spearmen with large shields, I imagine something closer to a Diadokhoi phalanx would be a fairly natural fit. Shower the enemy in massed crossbow volleys as the distance closes, then fix them in place with an impregnable wall of shields and spears so Dragonblooded officers (or, optionally, heavy assets like Warstriders) can move independently, pick their moment and deal a decisive blow.

Also suuuuper belated but it's something I was sorta thinking over. I know the Realm has a big portion of the Evil Empire aesthetic, ranks of faceless soldiers in identical-ish armor, all that jazz. But I actually really like the idea of their military formations having a lot of weird auxiliaries attached. There being a fair portion of diversity attached to the sorta standardized model I mean, people from strapies they control or populations they brought under their sway. So you get wings of, say, heavy cavalry from the plains riding god-blooded lion-monsters. Or bat-beastmen who flap around at night and do sneaky surveillance shit. Or cadres of combat-exorcists who work themselves into a religious frenzy and go charging at the zombies. That kind of thing.

Stuff that showcases the Realms reach and the multitudes that live under it. Stuff that shows off their institutional strength too because no only can they train people to be soldiers as a no-shit job, they can train people to be pretty advanced scholars and specialists. So the Realm is going to have, like, Wuxia West Point siege-engineers with a comprehensive understanding of how to employ and alter the local geomancy, or my much beloved military pokemon trainers. That sort of thing.

Mostly just idle thoughts, idk, but let's be honest that's like half this thread anyway. :V
 
Lucien, soul of Orabilis and the assassin whose job it is to keep Sacharavell asleep, looks at you in a very confused manner because he knows very little about geomancy. He then start threatening kings and tribal leaders into doing what the geomancers he intimidated tell them to do, or else he'll kill them. Things don't go very well.

(You probably mean Jacint)
...Yes, I did. Editing...

Edit: on the other hand, do you have any ideas on what kinds of things would happen with Jacint?
 
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Was the third circles demon's charms being so..... you know, stale/ bland/ sparse, something normal? Or is it poor planning, poor writing, some mistake, or am I being bad at critiquing rpgs again?
Those are the crucial ones that help define their role. They explicitly are not given full character sheets, so the ST can give them appropriate abilities outside their specialty if it comes up.
 
Was the third circles demon's charms being so..... you know, stale/ bland/ sparse, something normal? Or is it poor planning, poor writing, some mistake, or am I being bad at critiquing rpgs again?

Spirits in general are meant to have highly flexible, 'template' powers. Then, in the case of 3CDs and some 2CDs, 'specific' powers that later matured into what late 2e called Panoply Charms, which were another 'deny Eclipse Charmshare' mechanic.

Like, you're supposed to look at spirit charms from Roll of Glorious Divinity and go 'I'll tweak that so it works like so and is more thematic.'

So the 2e model was essentially 'here's a rough template of all 3CDs, and then you apply their personality and characteristic powers on top of that'. But like with a lot of Exalted, it did a poor job of teaching STs how to do this. So we know Ligier is a top crafter, but we don't know how he Crafts outside of inferences from Malfeas's themes/Charms and other characterization notes we see sprinkled throughout the books. That was... intentional I feel but with good intentions, it just didn't work as the writers expected.
 
Edit: on the other hand, do you have any ideas on what kinds of things would happen with Jacint?
If everything goes to plan then he might try to encircle Creation with itself, forming an inverted sphere completely cut off from the Wyld.
Of course this would cause problems on it's own, not to mention the possible interactions of the Poles to being so close to each other.
And I don't think he is actually powerful enough to do something like that on his own...
 
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If everything goes to plan then he might try to encircle Creation with itself, forming an inverted sphere completely cut off from the Wyld.
Of course this would cause problems on it's own, not to mention the possible interactions of the Poles to being so close to each other.
And I don't think he is actually powerful enough to do something like that on his own...
Not at all. My thought was that, as the road builder, he'd, you know, build roads between them all. And elemental power would probably flow down the channel thus made, and it would be a simple circle, rather than a sphere, and even so, I wasn't sure he'd survive the attempt.
 
Not at all. My thought was that, as the road builder, he'd, you know, build roads between them all. And elemental power would probably flow down the channel thus made, and it would be a simple circle, rather than a sphere, and even so, I wasn't sure he'd survive the attempt.
One. Massive activity takes time. And essence. Sidereals are coming to kill you.

Two. No, I don't think essence works like that.

Three. Can you even bind him that long?

So, I had a thought. 3CDs are better than most experienced Solars in their limited area of specialty, right? So what would be a really interesting thing to bind one of them to do that fits their specialty perfectly? What I came up with is:
Eh... such a thing is really iffy.

An experienced solar, i.e. 5 in all stats, craftsman needs no tools, essence 5, full excellencies, is pretty beastly, in different ways than Ligier.

Sure, Ligier can throw 25 dice to crafting. As passive. But the solar can throw 20 dice, if he uses the full 1st craft excellency. And then there's things like words workshop and craftsman needs no tools. Such a thing enables the solar to craft even without decent tools and a dedicated infrastructure. Whereas Ligier's gotta go back to his place in Malfeas to craft anything. And then there's the time thing. Craftsman needs no tools enables you to craft your essence X 3. At 15 times faster, he's going to craft a lot faster than ligier.

Sure, 3rd circles are beastly. But don't estimate solars either. If they're going to compete, it has to be outside thematics.
 
Welcome again to another Sunlit Sands post! Thank you again @Aleph for running and letting me post these logs.

We had to skip last week due to scheduling issues, but we were back on board for today with some minor book keeping. Note to any STs out there- either get very used to scheduling both a planning day prior to a Game Day, or get very comfortable with ad-libbing on the spot.

The session itself picks up immediately on the heels of the previous, and we segue into the best lead Inks has on the murder investigation...

Session 15 Logs

Having earned some favor with the local Ragged, Inks is ushered in to meet someone 'in the know', and it's more firmly thrust in her face that there is a dire inequity in Gem, beyond even the slavery culture. It's notable that in Gem, part of why institutionalized slavery works, is that anyone can be enslaved, and be freed on the whims of fortune. That's really true of Creation in general, where slavery is an economic force, largely without racial justification. (Not to say racism doesn't exist, but it's just... not thematically releavnt here).

Anyway, that tangent aside, Inks is introduced to an interesting character, clad in figure-hiding robes and wielding a ringed staff like asian exorcists. I'm not sure of the significance in Creation, but it's cool and Aleph likes to be specific with those kinds of details.

The following discussion is tense to say the least, and despite my initial awesome successess, things quickly escalate and then explode in both our faces.

Later on post-session, we discuss the impact of this scene on our game and the 'fun' we had or lack there of. I did enjoy myself, but as I point out, I was not in control for the majority of the scene. And players abhor the lack of control much like nature a vacuum.

The crux of the escalation was Aleph not quite being prepared for the extent of my initial successes, which is par for the course, and then she invoked Maji, without my prompting. Now, Familiar is an oft ignored and maligned background, because a given PC's animal companion is either going to be an obnoxious meme or a one-scene wonder. Maji occupies a critical space in Sunlit Sands as Inks's primary sounding board- despite largely being ignorant of human matters like economics, industry and murder, he exists so that the scenes are not empty, beyond his obvious utility as Inks's strong right arm or anchor for Invulnerable Skin of Bronze.

My experience as a player is best summarized as 'backgrounds are ignored until invoked', not through any malice on part of the ST, but more lack of attention and ability to utilize the trait in a meaningful way. We've all heard stories of 'attack the PC's parents/wives/children' as a means to affect them, and that's not untrue of Exalted or its Backgrounds. As I mention in-log, Backgrounds are often Done To, not Doing.

Anyway, part of why the scene felt out of control was due in part to how it was the PC being put between two NPCs. When I was running SNG or other games, I called this situation 'playing with myself', and when handled badly by myself or others, masturbation. This is not a criticsm against Aleph, but that glib description is intentional. It's a hard thing to remember, that most often, the most important characters in a game are the PCs.

Taken too far one way, you get 'chump' NPCs despite their obvious prowess or power. Taken too far the other, the PCs are a captive audience for whatever drama the ST wishes to unfold. Aleph here did not do that, because she relied on the dice to guage where things went, and was just as surprised and unprepared as I was.

so Maji, acting exactly as I intended but in an inopportune time and place. And he rolled VERY well for what actually happened... just too well.

It was pointed out to me that as I was writing this, the whole scene was mechanized in a very adversarial sense- nearly every roll was in some way trying to get one character to do or not do something. All couched in 'attack/defense' pairs with very little in the way of an intuitive 'counter' mechanic to prevent action.

Now, as things came to a head, Aleph was great in invoking more rolls to give me more information like the medicine roll to determine the Exorcist's nature.

From here, a brief and foregone conclusion chase ensued. Inks is, despite how i've often drawn her, not actually as in shape as she might want to be. Dex 2 Athletics 1 meant that the contested roll to chase the Exorcist down was... not successful.

However, Aleph succeeded here at something fundamental that I am going to bold for emphasis:

Inks was not left with a dead end after the scene derailed itself.

Specifically, she reminded me as a player that the exorcist fled her workroom, leaving tons of evidience behind- spilt blood, papers which we later determined were complex spirit wards and enhancements, and her staff itself. All of which will come in hand.

There's a phrase in RPG communities called 'fail forward', which is tough to summarize here, but I trust you all can search for it yourself, regardless, despite the Obvious Setback, I as a player am armed with the resources I need to proceed.

Now, due to scheduling issues and how long the above scene took, the last chunk of the session was much more rapid and possibly less fleshed out than preferred. I still think Aleph did a fantastic job despite the miscalcualtions. Inks finally got a chance to really enjoy her bath after a stressful day, and poor, poor Carsa. Your employer is App 5 and unconcerned with things like nudity. And made a point to build her baths on the bottom floor, open-air courtyard of her townhouse.

Since it was getting late, we were both in the mode of 'tying off some loose ends' and leaving the session on a fun note, if not a high note. Despite the project intervals, Inks's main issue isn't 'downtime', it's screentime. You'll have heard mention of a 'Pepper' every so often, which is the current side-goal. Inks needs a competent assistant who can take over for certain projects, or take their own Trivial Actions while Inks is doing something else on-camera. In that regard, Inks needs a force-multiplier.

===

So Post session, some further disscussion lead to a few interesting observations.

As far as Exalted 2e is concerned, there is an implicit mechanical difference between 'listening' and 'social attack'. The former is 'MDV is effectively waived, and actions are resolved at Difficulty'. The latter is the more traditinoal social attack, and as I mentioned earlier, the above scene was very adversarial.

Now, Maji has a character, he IS a character, with desires and drives. He has to have a character, or he would be relagated to mere 'tool', as Aleph observes, could have happened.

Beyond that, in hindsight we all recognized that Maji logically should have had Intimacy modifiers for Inks and loyalty to her, and his own high Valor competed to make his MDV beat Inks's attempt to contain him.

This is not a mistake on anyone's part, just best described as "Playing With Toys usurped everyones goals for the scene, and the mechanics got the both of you thinking along linear paths of resolution, not 'wait, stop, what is the Story saying here.'"

One of the critical metrics I feel of running a game, especially one like Exalted that is contingent on progress, towards goals or objectives, is feeling like your time was not wasted as a player. My lack of control certainly worried me, but Aleph continued to show her commitment to providing an engaging experience. I may not have made the progress I wanted or expected, but I certainly don't feel like this session was a frustrating setback or time spent spinning my wheels.

Succinctly, I had fun.
So, yes. My thoughts on this, a bit belatedly.

"Holy shit" was about the extent of my thoughts on it for a while, to be honest.

I swear by the Pale Mistress, I genuinely expected that confrontation to take a few minutes Inks-time, where the Exorcist would drop some cryptic hints and then bolt the first chance she got, probably escaping unless Maji ran her down. I did not expect Inks to punch clean through a Major-Intimacy-boosted MDV in one shot and convince her to stay. I did not expect Maji to make the Difficulty to identify her as a Creature of Death on the first go. I didn't remember that he had Loom Stride and thus the tight confines wouldn't prevent him swiping at her, and I definitely didn't expect him to not only land a hit on her but do five fucking health levels of damage.

Like I said in the doc; plans, window, match.

HOWEVER, all is not lost. @Shyft has mentioned failing forward, and calamitous as this was it's still left Inks with a lot of useful information and nothing unsalvageable has been lost. I've learned a few lessons from how it went down - certainly I should probably have turned Maji's reflexive rolls over to Shyft - and will act to do better in future. And surprisingly, I still actually accomplished everything from the session that I intended to going in - Inks has something approaching a suspect, given Shyft's guess that Exorcist was responsible for the murders, she's got a bunch of useful information to comb for CLUUZ, the next session is set up and things are on-track to move the plot back into waters that Inks is more comfortable in and better-equipped for.

I guess it's true what they say; the cool RPG stories about past campaigns are of great successes, the funny stories are of critical failures, and the best stories are of both at the same time. : P
 
Tell me if you heard this one before, but what if Lunars could change their caste manually?
Not on the fly but in something like a lenghtly ritual.
They sit themselves down at a lunar manse or demesne, during the moon phase they want to be make and a full moon cycle later they wake up as that caste
XP they invested in charms and attributes is refunded and redistributed during that ritual.

I'm not sure if that would be mechanically balanced but it would definitely make the Lunars more flexible and fit their whole theme of mutability.
 
..... its most definitely not in the alchemicals manual of exalted power.
Is it perhaps talking about a core or artifact?
It's from Compass of Celestial Directions: Autochtonia, pg 108.
Transmutational Catalyst Gas (Nerve Gas, 1xp): This silver-gray toxin has the same statistics as nerve gas, but only affects beings composed of actual flesh (Alchemicals are immune). Anti-Shaping magic also stops the toxin, as it kills by converting the victim's body into a statue composed of various non-precious alloys (worth Resources 3 for a human-sized cadaver). Another submodule variant catalyzes the tissue into a ruddy gas, ultimately vaporizing the resultant corpses without a trace.
A bunch of other submods there as well.
 
.... why are there alchemical charms in a place meant for discussing locations within Autochthonia?
Because it's a common writer trick- the thing a lot of people are interested in are stuff to do and things to buy- plus they probably had leftover content from the original book that they couldn't fit in yet.

It's why a lot of Glories books had solar charms taped on, because they were trying to get the solar fanboys to buy those books too.
 
Because it's a common writer trick- the thing a lot of people are interested in are stuff to do and things to buy- plus they probably had leftover content from the original book that they couldn't fit in yet.

It's why a lot of Glories books had solar charms taped on, because they were trying to get the solar fanboys to buy those books too.
Should I feel pity or contempt?

Or ignore them as usual?
 
Should I feel pity or contempt?

Or ignore them as usual?
Ignore. Like much of Compass: Autobot being misdirected pap intended only to uphold people's interest in 2e long enough to see the 2.5 errata and loop back into their grand vision of vague-metaplot stirrings, most of its Charm-tech was written on the cheap as openly transparent math-inflation upgrades, "like equivalent Solar Charm but worse," and/or some combination of counterthematic-to-unthematic powers thrown in simply on the basis that it Sounded Cool and was not actually something that enriched Alchemical characters or stories centered in Autochthonia.

(Why in God's Name would a flesh-to-metal gas be part of Autochthon's framework when he Lacks any organic components save fungus, and that stuff regularly creates conduit-blockages which must be cleared out for regulatory maintenance purposes? That's like having a immune system that reacts to blood clots by calcifying into solid BONE instead of dissolving like a scab. And what kind of an Alchemical would see fit to install such a thing, when human-populations are vastly more important to the upkeep of Autochthonia than any amount of raw materials, even as prisoners of war, and their primary combat-targets are spirits and other Alchemicals anyhow. Its nonsensical bullshit all the way down.)
 
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Rognthor Homebrew: Rognthor's Discount Devil Tiger II
How Rogthnor Devil Tigers

A continuation of the above post, I will be using the earlier "Truth is Defined by Authority" charm tree to demonstrate how I would use "Rogthnor's Devil Tiger Charm" to create unique charm trees for an Exalt.

So step 1 is to look at my charms and arrange them into charm trees based on how I use them. In this post I will only be doing the "Truth is Defined by Authority" tree so charms not needed to make it will be omited. So here are my charms prior to going Devil Tiger.

By Pain Reforged
Nightmare Fugue Vigilance
Insignificant Embers Intuition
Crowned with fury
Green Sun Nimbus Flare
Magnanimous Warning Glyph
Fealty Acknowledging Audience
Maddening Astral Piping
Madman's Insight.
That Horrific Wisdom
Action Beyond Thought
Preacherborn Delusions
Society Breaking Truths

Fron this I make the "Truth is Defined as by Authority" tree detailed last post and reposted here.

Nightmare Fugue Vigilance - stop sleeping.

Crowned with Fury - what I like to call Kilgrave lite. Gives him an aura of supernatural command. Can also be used to make someone temporarily mad under Oramus definition, through UMI emotions.

Fealty Acknowledging Audience - Makes people who serve him feel terrified awe so that they will do what I say. Also, if I'm reading it right, makes people Mad under Oramus definition. This will be important for some later charms and his themes.

Ancient and Firstborn - Declare something to be true and always act as if it is. Never break an oath. The root charm of his Truth/The State defines the Truth themes. Combos really well with the next charm on this list.

That Horrific Wisdom- Success doubled for social attacks which attempt to "instruct, educate or reveal truths to a character." So as long as the Infernal believes his reasoning he gets a success doubler. Good thing Ancient and Firstborn lets him decide what he believes to be true.

Action Beyond Thought - Hidden mental commands which activate based on conditions he sets. Works better on mad people i.e people he has branded with Fealty Acknowledging Audience.

Preacherborn Delusions - Rewrites the memories of people. Works better on the mad i.e. people branded with Fealty Acknowledging Audience.

Society-breaking Truths - changes the way whole societies act by revealing a truth.

This leaves the following charms as remainders.

By Pain Reforged
Insignificant Embers Intuition
Green Sun Nimbus Flare
Magnanimous Warning Glyph
Maddening Astral Piping
Madman's Insight.

Of these, the only ones The Heretic Sky never really used was Maddening Astral piping, so it is refunded for XP. The others have been used often enough to be considered part of his repertoire and thus cannot be refunded. Instead they, along with other charms he has purchased will be used to form new charm trees in the same manner as "Truth is Defined by Authority." So these charms can all be set aside for later.

Now it is time to begin modifying the "Truth is Defined by Authority" charms to better represent the mythos of the Infernal. We want these changes to be both simple and comprehensive so that th new charms are easy to make while still feeling distinct. Devil Tigers can no longer buy Yozi charms so we want the player to be able to easily reskin existing ones rather than have to create an entirely new charm every time. Luckily the new charm tree is made up of existing Yozi charms in the first place, so charms from its "parent" Yozi should be easily modified for this purpose. For "Truth is Defined by Authority" I want to be able to buy Oramus' and Malfeas' Mad Preacher charms and Fealty Acknowledging Audience charms with minimal changes to make them Heretic Sky charms.
We also want the change to make the charms better represent how the Infernal used is charm tree, removing the options he avoided and adding new options in line with the his modus operandi. Take care here not to simply make all your charms better. We don't want to play Oramus but all the bad parts of his charms are removed.

As promised here is an example.
The "Truth is Defined by Authority" charm tree is descended from Oramus and Malfean charms.
It was used to get people become the subjects of the Infernal, once they became his subjects his ability to control them was greatly increased. The further down this charm tree you go, the better your Infernal is at controlling those already controlled by him.
Heretic Sky avoided using the "maddness" part of the tree. He didn't infect people with Nognosia to better control them, didn't go go out of his way to recruit those with mental illness, didn't command hordes of Raksha or Lunar Exalted etc. So we want to remove his ability to call on the madness themes of Oramus
He did use Malfeans terror stuff a lot though so we dont want to get rid of that. Terror is still very much a part of how he controls people. (I am actually cnsidering adding in many of the Malfeas' charms that were prerequisites to Fealty Acknowledging Audience. If Malfeas is a City ruled by a Tyrant that controls how y ou act, then Heretic Sky is a police state that controls how you think. Force and fear are very much part of that.)

So the following change is made.
All References to "The Mad" in any Oramus Charms are instead replaced with "The Infernal's Subjects." Subjects include:
Anyone currently under the employ of the Inferal
Anyone currently performing a task at the Infernal's request
Anyone below the Infernal in a formal social hierarchy
Anyone who has sworn to serve the Infernal.

In addition the following charms receive the following changes.



This change stops him from using Oramus' madness themes yet at the same time opens up new options based around Heretic Sky's themes. For example hiring someone for a quick task so that your charms work better, buying an enemies company so that you can rewrite their memories before the quite, or rewarding powerful allies "honorary" positions in your company/kingdom/military so that you can more easily control them.

The following charms receive the following changes.


CROWNED WITH FURY
Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Obvious, Social
Duration: Permanent
Prerequisite Charms: Nightmare Fugue Vigilance

Malfeas is not a patient Yozi. He can certainly wait when he must, as his surrender and imprisonment attest. However, the nature of the Demon City abhors the restraint implicit to inaction in any form. Whenever an Infernal who knows this Charm makes a social attack that would be considered an unacceptable order if defended against with Impervious Primacy Mantle, the attack becomes an unnatural mental influence costing one Willpower to resist. Flickers of hateful green fires emanate from the Infernal's eyes and mouth while using this Charm, curling up to hint at the outlines of a burning crown upon his brow ornamented with the central jewel of his caste mark. This display fades as soon as the Infernal finishes speaking his attack. This enhancement is not optional.

Becomes
Obedience to the state
Cost: 1 mote
Mins: Essence 3
Type: Permanent
Keywords: Obvious, Social
Duration: Permanent
Prerequisite Charms: Nightmare Fugue Vigilance

The Heretic Sky's word is law. Whenever an Infernal who knows this Charm makes a social attack that would be considered an unacceptable order if defended against with Impervious Primacy Mantle, the attack becomes an unnatural mental influence costing one Willpower to resist. Flickers of hateful green fires emanate from the Infernal's eyes and mouth while using this Charm, curling up to hint at the outlines of a burning crown upon his brow ornamented with the central jewel of his caste mark. This display fades as soon as the Infernal finishes speaking his attack. Using this charm against the Infernal's Subjects costs 0m and they do not realize it is UMI.

It's also relatively easy to modify existing charms to fit this theme.

For example:


Wild Revelry Approach
Cost: 5m, 1wp
Mins: Socialize 3, Essence 2
Type: Simple (6 long ticks)
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: None

The Solar encourages a society to release its tensions in a mad torrent of emotion. This Charm is a Socialize-based social attack to make a group feel a strong emotion—to lose itself in hatred, grief, lust or the joy of festival. It functions exactly as Wise-Eyed Courtier Method, save that its unnatural mental influence imposes an Emotion effect rather than a belief.

Becomes
Bread and Circuses
Cost: 3m
Mins: Socialize 3, Essence 2
Type: Simple (6 long ticks)
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: None

The Infernal encourages a society to release its tensions in a mad torrent of emotion. This Charm is a Socialize-based social attack to make a group feel a strong emotion—to lose itself in hatred, grief, lust or the joy of festival. It functions exactly as Wise-Eyed Courtier Method, save that its unnatural mental influence imposes an Emotion effect rather than a belief. This more costs 3m 0 wp if used against a group that consists of the Infernal's Subjects.

MAJESTIC RADIANT PRESENCE
Cost: 7m
Mins: Presence 4, Essence 3
Type: Reflexive (Step 2)
Keywords: Obvious, Social
Duration: One scene
Prerequisite Charms: Any Presence Excellency

The Solar burns with the incandescent radiance of the Unconquered Sun. This Charm intimidates others, negating any physical or social attack made against the Solar unless the attacker's player succeeds on a reflexive resistance roll. The Solar's player chooses when purchasing this Charm whether a difficulty 1 Valor roll or a difficulty 2 Willpower roll is the appropriate form of resistance. The attacker need succeed only once per action, no matter how many attacks she makes during a flurry. This Charm's effects are a form of unnatural mental influence, and characters can spend three Willpower to resist the effects of Majestic Radiant Presence for a scene.

Becomes

Terrifying Tyrant Aegis
Cost: 7m
Mins: Presence 4, Essence 3
Type: Reflexive (Step 2)
Keywords: Obvious, Social
Duration: One scene
Prerequisite Charms: Any Presence Excellency

The Solar burns with the incandescent radiance of the a nuclear bomb. This Charm intimidates others, negating any physical or social attack made against the Solar unless the attacker's player succeeds on a reflexive resistance roll. The Infernal's player chooses when purchasing this Charm whether a difficulty 1 Valor roll or a difficulty 2 Willpower roll is the appropriate form of resistance. The attacker need succeed only once per action, no matter how many attacks she makes during a flurry. This Charm's effects are a form of unnatural mental influence, and characters can spend three Willpower to resist the effects of Terrifying Tyrant Aegis for a scene. Characters who are the Infernal's subject double the cost of resistance.


TERRIFYING APPARITION OF GLORY
Cost: 3m
Mins: Presence 5, Essence 3
Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Majestic Radiant Presence

The Solar burns with impossible glory. This Charm can supplement any attempt at natural mental influence. It renders the target's Dodge MDV inapplicable. This Charm is specifically permitted to supplement rolls for other Abilities. Reduce this Charm's cost to 2 motes if Majestic Radiant Presence is already active.

Becomes
State Sanctioned News
Cost: 5m
Mins: Presence 5, Essence 3
Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Majestic Radiant Presence

The Infernal's Subjects trust him implicitly and so they are less critical of what he says. This Charm can supplement any attempt at natural mental influence. It renders the target's Dodge MDV inapplicable. This Charm is specifically permitted to supplement rolls for other Abilities. Reduce this Charm's cost to 2 motes if Majestic Radiant Presence is already active. Reduce the cost if this charm by an additional 2 notes if targeting a character who is the Infernal's subject.

Etc.
 
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(Why in God's Name would a flesh-to-metal gas be part of Autochthon's framework when he Lacks any organic components save fungus, and that stuff regularly creates conduit-blockages which must be cleared out for regulatory maintenance purposes? That's like having a immune system that reacts to blood clots by calcifying into solid BONE instead of dissolving like a scab. And what kind of an Alchemical would see fit to install such a thing, when human-populations are vastly more important to the upkeep of Autochthonia than any amount of raw materials, even as prisoners of war, and their primary combat-targets are spirits and other Alchemicals anyhow. Its nonsensical bullshit all the way down.)
Although it does sound like something an Apostate might use.
 
Although it does sound like something an Apostate might use.
A line of reductionist thinking which only coincides with Apostates if you opt towards the 2e-book mentality that they are cyberized-Abyssals fixated on pointless murder and Silent Hill monstrosities in technological drag instead of meaningful ideological enemies or covert spies.

The whole approach to Gremlin Syndrome in that book runs backwards compared to what Exalted normally aspires to be, and nothing attached to it makes for any story more engaging to read or take part in than creating bug hunts against faceless black-hats and the forces of Always Chaotic Evil.
 
(Why in God's Name would a flesh-to-metal gas be part of Autochthon's framework when he Lacks any organic components save fungus, and that stuff regularly creates conduit-blockages which must be cleared out for regulatory maintenance purposes? That's like having a immune system that reacts to blood clots by calcifying into solid BONE instead of dissolving like a scab. And what kind of an Alchemical would see fit to install such a thing, when human-populations are vastly more important to the upkeep of Autochthonia than any amount of raw materials, even as prisoners of war, and their primary combat-targets are spirits and other Alchemicals anyhow. Its nonsensical bullshit all the way down.)
1)Because people design Alchemical charms, and Alchemical charms =/=Autobot's framework.
The same submod has a variant that converts flesh to gas, so that organic it kills simply volatilize into thin air leaving no trace.

2) An unfortunate choice of examples on your part, since blood thrombi do calcify.
And calcification is a normal bodily process in the right areas.

3) Because Alchemicals DO kill humans on occasion.
Nor are humans and fungi the only organics in Autobot's innards. Feral rats are a significant pest IIRC. Cockroaches are also an issue.
And Craft: Genesis was practiced by some nation-states in more plentiful times/
 
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