Vicero, the Wasteland Khan
Demon of the Second Circle
Wisdom Soul of the Blue-Glass Maiden
He sounds like a cool dude. Of course, there's this:

Vicero was tasked by his greater self to harry and cause suffering upon the border districts of the Demon City, so that none look out to the sands and hope to find freedom there. Sometimes he sends legion upon legion to scale the walls and sack and pillage whatever they find, dragging their plunder out into the wastes and leaving the survivors behind to bemoan the desolation.
So again, Hell would be a measurably better place if somebody conjured and bound Cecelyne's fetich to make her stop being such a tremendous piece of shit.
 
So, revised Cecelyne Soak Charm.

Cost: (+3m)
Mins:Essence 3
Type: Permeant
Keywords:Obvious
Duration: Permeant
Prerequisite Charms: Counter-Pronouncement Of Enthymemic Law
Cecelyne rides into battle with no armor beyond the laws she has written. They offer surer protection than any crude iron or hammered steel. Whenever the Infernal uses this charm prerequisite, they may pay an extra 4ms, the spoken law forming into blue characters of Old-Realm of solidified law that hover just above the Infernals skin.

Armor of legalise adds (Essence + Lore) to the Infernals soak against all banned actions, so a ruling of 'none shall harm the Prophets of the Yozi' would apply the increased soak against general attacks, while another of 'fire is forbidden from burning the Green Sun Princes' would apply to flame attacks and fire based environmental effects, while against Orchalicum being used against the world's makers would apply to the Solar's Grand Daiklave or a spat curse against peasants harming their masters would apply to an entire revolt.
So I know it's been forever since this was posted but I want too day I really love this charm. Cecelyne's canon charms focused far to much in her role as an evil genie as not nearly enough as the law of the Yozi.

Does anyone know of any other charms which focus on her law theme?
 
You could say the same of basically every other second or third circle.
Not really? Like, most Unquestionables are pursuing their personal ideologies, building personal power, or otherwise acting in ways that at least have some constructive goal.

This cunt's only joy is fucking over people who can't fight back, to the point where she tasks one of her subordinate souls with conducting a meaningless, endless terror campaign on the peripheries of the Demon City for no other reason than base sadism-by-proxy.

Like, that's shitty in a way that you can't even chalk up to alien morality, which is distinctly unusual for the Yozis. For example, Tereki harvests the souls of the virtuous - because she's a craftswoman, and those souls are her raw materials (also because impure things literally burn her flesh like acid). The Red Dripping Grin steals shit and stabs authority figures like a D&D murderhobo - because he's a fundamentally insecure and somewhat broken creature that desperately hopes his ill-gotten gains will give him inspiration for his true passion of writing novels. There's some nugget of rationality and logic to them, even sympathy.

Not Iudicavisse: she's nothing but a poison and a scourge, even to her own greater self. The Blue-Glass Maiden has no purpose in existing beyond hurting others and humiliating them, to the point where her entry openly states that the only way to avoid being enslaved or killed by her is to attack on sight. Her stated goal is to rule as omnipotent slaver-empress over even the Yozis themselves, because her depraved appetites dwarf even the greatest excesses of the Deliberative in their intensity and hubris.

Like, if a Yozis' souls represent their beliefs and inclinations, then Iudicavisse is like a serial killer's insane, irrational need to kill, or a severe mental illness: purely negative, destroying everything its host has unless bound and shackled and contained at all times.
 
Vicero, the Wasteland Khan
Demon of the Second Circle
Wisdom Soul of the Blue-Glass Maiden
I mean, he's cool, but... what's the catch? He seems too straightforward to be demon to me. I mean I guess his preference for sacking might make annexing a neighbour difficult if you have to occupy their cities, but that's not much of an obstacle. He seems like way too much of a straightforward choice to summon if you need to fight a war.
 
I mean, he's cool, but... what's the catch? He seems too straightforward to be demon to me. I mean I guess his preference for sacking might make annexing a neighbour difficult if you have to occupy their cities, but that's not much of an obstacle. He seems like way too much of a straightforward choice to summon if you need to fight a war.

He's really good at finding good/useful people to promote into positions of power, but once you convince him you're his friend, he becomes super trusting.

Since his limit condition is "being betrayed by his friends", is friendly by nature, and is a bit on the gullible side once he trusts you, you can cause serious trouble for him/his summoner if you're an infiltrator/saboteur who's good at social.

EDIT:

All it takes is a couple of infiltrators, or one Exalt turning a bunch of the mortal unit commanders, or even just a poorly timed mutiny, and suddenly your Demonic General is freaking the heck out and nothing you can do will calm him down.
 
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I mean, he's cool, but... what's the catch? He seems too straightforward to be demon to me. I mean I guess his preference for sacking might make annexing a neighbour difficult if you have to occupy their cities, but that's not much of an obstacle. He seems like way too much of a straightforward choice to summon if you need to fight a war.

@Xyzarach pretty much has it pat. He's:
  • Not very good at running things himself, but his real talent lies in finding people who can manage things for him.
  • Trusting and a bit gullible if you're in his "in" circle (and he tends to befriend the people he promotes).
  • Has Limit breaks when one of his friends betrays him
It means together that while he's usually more reliable than most demon generals, he's erratic when things start going wrong, especially if his opponents flip one of his confidants. He's got a fairly harsh Limit condition and an increased gain as a deliberate counterbalance.
 
@Xyzarach pretty much has it pat. He's:
  • Not very good at running things himself, but his real talent lies in finding people who can manage things for him.
  • Trusting and a bit gullible if you're in his "in" circle (and he tends to befriend the people he promotes).
  • Has Limit breaks when one of his friends betrays him
It means together that while he's usually more reliable than most demon generals, he's erratic when things start going wrong, especially if his opponents flip one of his confidants. He's got a fairly harsh Limit condition and an increased gain as a deliberate counterbalance.
Yeah, and that makes for good counterplay if you have to take down a sorceress who summoned him, but it doesn't make him seem very... demonic, is my concern. Right now he's too close to being basically a normal warlord who's a good judge of character when picking subordinates. He doesn't seem to require or even incentivise any of the weird and vaguely disquieting behaviour to accommodate him that you've said a well-written demon should encourage in a sorcerer.
 
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Yeah, and that makes for good counterplay if you have to take down a sorcereress who summoned him, but it doesn't make him seem very... demonic, is my concern. Right now he's too close to being basically a normal warlord who's a good judge of character when picking subordinates. He doesn't seem to require or even incentivise any of the weird and vaguely disquieting behaviour to accommodate him that you've said a well-written demon should encourage in a sorcerer.

Consider that he automatically applies his limit condition to interactions with his summoner, and you might see where the disquieting behavior starts to creep in.

You have to treat him like he's your friend. If you betray his friendship, blow off his offers of going to an after-battle party to do sorcerer things, and generally treat him like a summoner normally treats a bound demon, you'll rack up limit just as fast as if you had an Exalt working to constantly undermine you.
 
My primary guess as to "how this end in blood painting the walls and a mad demon-prince wreaking havoc beyond all control" is, well, what happens if one of his allies gets framed as a traitor, or gets killed by someone the sorcerer would rather stayed un-flayed for at least a few months longer?

I'd run it as once you're in Vicero's in-group, you're in, and he's going to shower you with all the world's bounty... except he's good at banditry and little else, so he'll be looting storehouses and kidnapping skilled craftsman to keep his friends flush with gifts, completely oblivious to the sociopolitical fallout because he's used to an environment where there are effectively no consequences for solving everything with theft & murder.

Also, he's completely sociopathic toward anyone who isn't one of his friends, and his only role model is the biggest bitch in Hell, so any "friends" he makes in Creation are going to see some pretty unpleasant shit happen to servants, underlings, and passers-by at his hands.[1]​

Essentially, make it so there's a disturbing juxtaposition of the best and worst of Vicero's qualities, so that many mortals would come to find his presence deeply unpleasant and stressful. Once they see him put his fist through a concubine's skull for complaining about having to service one of his "friends", it's hard for them to forget.



[1]​ A good part of my inspiration is a section of a very good (if deranged) series: essentially, a time traveler from the 26th century ends up back in Victorian England, badly traumatized and in desperate need of refuge. He happens to meet Henry Beresford, 3rd Marquess of Waterford, who is captivated by the strange, well-spoken man who appeared out of mid-air wearing a strange mechanical suit and requested shelter. The time traveler spends many days at the Marquess' country estate, secluded in its back rooms and gradually adapting to the era he's trapped in by having conversations with his host, who he comes to be quite fond of. Beresford is genial, inquisitive (but not overbearing), and gives the traveler an anchor to cling to.

Then, one night, he hears noises down the hall, and walks in on Beresford, naked, taking a riding crop to a screaming, terrified woman - and when he's spotted, Beresford just winks at him and says "sorry about the whore, I'll shut her up forthwith. You're free to have her once I'm done, though, old boy!"

Because Beresford is a horrific human being, and the only reason he spared the time traveler said horrificness is that the traveler's manners and nature made the Marquess mentally classify him as an equal. Lessers get no such preferential treatment.
 
You have to treat him like he's your friend. If you betray his friendship, blow off his offers of going to an after-battle party to do sorcerer things, and generally treat him like a summoner normally treats a bound demon, you'll rack up limit just as fast as if you had an Exalt working to constantly undermine you.
Pardon? No you don't. You have to not betray him, which only requires that you be honest and up-front in your dealings with him. You can't treat him as an expendable minion to be dropped in the shark tank to make a point, but you can absolutely blow off his offer of an after-battle party to do sorcerer things to no ill effect, so long as you didn't, say, vow to be his party-buddy beforehand, so that blowing him off is a betrayal by way of oath-breaking.
 
Pardon? No you don't. You have to not betray him, which only requires that you be honest and up-front in your dealings with him. You can't treat him as an expendable minion to be dropped in the shark tank to make a point, but you can absolutely blow off his offer of an after-battle party to do sorcerer things to no ill effect, so long as you didn't, say, vow to be his party-buddy beforehand, so that blowing him off is a betrayal by way of oath-breaking.

Sorry, I worded that a little too strongly and might be reading into the wording the wrong way, but considering how it's in his nature to try and be friends with his summoner, repeatedly going "no, you're not here to be my friend, get back to work" seems like it would have negative effects.

If nothing else, the idea of a demon lord who you can't just order into a corner and have him do his thing, who you can't just reject offers of friendship from out of hand, and who you placate by doing normal friend things (and thus, in order to keep it from going out of control, you end up looking like a crazy out of control infernalist who's palling around with demons and treating them like normal people) seems like an interesting curveball to me.
 
I'd actually combine my idea with @Xyzarach's original pitch - Vicero is a crazy bastard who'd take a bullet for his friends but will gut the waiter like a fish for spilling hot coffee on his buddy's hand without batting an eye. And if you get freaked out by the insane psychopath who's added you to his monkeysphere and try to avoid him, he'll start going insane from the lack of reciprocation, because he legitimately can't understand why you would be upset by the things he does. He didn't hurt you - he'd never hurt you, you're his friend. That's obvious, right? So why is his friend acting so nervous around him?
 
Okay, so this is more a loose draft of ideas, but I am increasingly less enthused by Corebook Solar Survival (2e) when it comes to Familiars in Particular and animals/crops in general. This is all in the workshop stage, i have no idea if i'll ever get to use this or flesh it out further.

Design space notes
  • Solar Survival can/should drive towards the 'platonic ideal' of an animal or crop, which has the advantage of being fairly broad like the 'best hunting dog' or 'best protective dog' or 'best therapy dog' Trying to make a winged dog is the domain of Craft or Sorcery.
  • Solar Survival charms can convey mutations, but solar survival is about conveying mutations that 'fit' the animal. Like making them bigger or tougher or more fecund, as opposed to making a cow that is made of thunder or bees that make plastic instead of wax- that's Crafting design space.
  • Includes 'hyper-domestication' effects. You can make almost any animal into a productive one for a culture. Trained spiders for silk, snakes that shed their skin in neat sheets, lions that hunt alongside men, and so on.
  • Without the Solar in control, this is how you end up with unbelivably adapted invasive species turning feral and laying waste to the countryside. Which is how you end up with some of the more wild critters roaming the Directions where you'd never expect they'd be, like northern poison frogs.
  • Blessings - Solars are at their thematic best when 'active effort' is being applied. You're not supposed to set up an easy, self-perpetuating system, the Solar is often the lynchpin. So blessing effects like 'inured to disease' or 'easy to train' are contingent on the Solar maintaining commitments or reinforcing the blessings,
Familiar
  • Since non-Sidereals can only have One* familiar at a time, Solar Familiar Charms should be less about the 'Training' model and more about buffing your singular connection to your dear companion. (*The Unfamiliar Familiar houserules don't say what you're limited to)
  • Spirit-Tied Pet could be a Permanent Charm that automatically raises the 'base' Familiar rating by 1 per purchase- and confers a persistent benefit. An example but not a rigorously tested idea is that every purchase of Spirit-Tied Pet lets you 'share' scenelong or similar Charms with your Familiar. If you turn on Graceful Crane Stance, your Familiar benefits as well as long as they're in-range.
  • Bestial Traits Training Technique should not be a Training Charm (though I agree that one could exist). Instead it should be a template of buffs/mutations you layer on the familiar in addition to their own inherent powers. This includes things like copies of Solar Ox Body and so on.
  • Other ideas include summon-familiar effects. I don't think Solars would get 'uplift to Spirit' effects in their charmset, as I feel that competes with Sidereal design space, but at the same time, sidereals already have god-familiars.
  • The Mountain Folk have a handful of Charms that also actually work neatly with 'agriculture', but I did not want to copy them directly. Certain spells like Summoning the Harvest or Benediction of Archgensis also have useful terminology to grab.
 
Hey @EarthScorpion, have you ever written up any Scavenger Lords? Also, those 'sand-mice', are they just like, actual mice or a demon?

No real write-ups of such things, but if people are interesting in seeing character write-ups and NPCs made to be flexible and slot into places in the setting, I might think of making some.

As for the sand-mice... I'm not sure at the moment. They might be giant demonic kangaroo mice, but then again they might be some of the native life that lives in Cecelyne that isn't a demon. Might even be a quasi-elemental-ish thing of living silver sand that takes form as a mouse.
 
I'm afraid I can't really work with Whisper Of The Heart, but Only Yesterday can be used as a Patrician working in the Realm bureaucracy going to the countryside, looking back on her childhood and deciding she wants to spend her life in a rural satrapy.
Whisper of the Heart is about a young girl who went off to be alone for a while and wound up becoming enthralled by a Raksha.
 
Sorry if its asked before, but is there any limit to the number of mutations you can give to a person in a sorcerous working?
 
Right then! Hello everyone, I am @Maugan Ra and for the last several months I have been running a Dragon-Blooded game for Exalted 3rd Edition using @Crumplepunch's wonderful Clutch of Dragons homebrew. You can find the game on our Discord server, which has a record of all the previous sessions:

Lords of Silk and Stone

The reason I'm talking about this now is because I'm looking to recruit a number of new players to the group. We have five at the moment, but due to time-zones, working hours and various other commitments it's rather rare for everyone to be present at once, so we sometimes end up without enough players to run a session. I would like to change that, so I'm hereby accepting applications for new characters over the next week or so. They should be created with 100 experience points and 80 terrestrial experience points in order to match our existing PCs, and should be members of the Cadet House of Jades, which is currently expanding into the war-torn lands of Taira.

We currently play every week between noon and 4pm GMT on Saturdays, but this could potentially be changed and there's always the option of mini-sessions run at other times throughout the week.

If you want to be considered for a spot, come up with a character sheet and background in Googledocs or some other easily referenced format, then post a link to it in the general channel while tagging me to make it easier to find.

I will now invite my existing players to share their thoughts and opinions on the game thus far: @Stormwhite, @Omicron, @Cornuthaum, @horngeek, @ManusDomine.

EDIT: It is important to note that we use flat xp costs, which can be found pinned in the General channel.
 
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Firnbot is a lovely lady and I will not hear a word against her!
One success on 23 dice on a critical negotiation roll there will be blood and vengeance and-

The game's a lot of fun, but I would most strongly encourage you to keep in mind that we are a the representatives of an imperialistic, hegemonic power working with the intent to claim as much of Thirty Years War x Persia OTP Taira for ourselves, our House and the Realm as we can, and if you aren't ok with the themes inherent in that, this is probably not for you.
 
Tempted, but my smartphone-slash-router is currently broken so I won't be able to fulfill the commitment until it's fixed. ...I probably should make a character, anyway. Wouldn't hurt, right?
 
Sorry if its asked before, but is there any limit to the number of mutations you can give to a person in a sorcerous working?
Not but you probably should restrict the number per working so that it has a tight focus. A basic working can give someone the power of flight through wings, or it can give them unbreakable skin through better soak, or it can give them the fury of a tiger's spirit via tiger's claws, but one working probably shouldn't give them wings AND unbreakable skin AND the spirit of a tiger manifested through claws.

There's got to be a line at some point, otherwise there's no real reason not to just make a working that loads every possible mutation you want for them into one working.
 
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