How do people handle disease in their games? I am playing around with the idea of Miasma theory being right to help make the world feel more alien and remind my player that they can't rely on OOC physics knowledge

Plus it means people walk around with perfumed scarfs to stop the bad smells which is a cool setting touch
Which reminds me. I had an idea for a demon doctor.

Default state is that of a plague doctor, but he can change form. Capable of tainting things with either poison or disease. Contact with tainted object or things like water, serves as exposure.
 
How do people handle disease in their games? I am playing around with the idea of Miasma theory being right to help make the world feel more alien and remind my player that they can't rely on OOC physics knowledge

Plus it means people walk around with perfumed scarfs to stop the bad smells which is a cool setting touch

I largely handle it as a problem for mortals and an adventure for Exalts, where the plagues are the work of ancient curses, evil spirits, bad Essence flows, and irresponsible Sorcerers.
 
The Genteel Hoard of Imrix
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Wait a sec.

We put homebrew in our own posts, right? Can we, like, post our homebrews down for review? Because I got several charms I want to show.
 
The Garden of Briaerus
THE GARDEN OF BRIAREUS

(WARNING: UNDER CONSTRUCTION, ALSO THE YLAGRA SECTION IS SUPER OLD AND NEEDS SOME AMOUNT OF REWORKING, BUT I'M IN A HURRY SO HERE WE ARE)


===================================
Ylagra, the Darkness That Swallows Cities - Part I, Part II (old AF; caveat emptor)
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Demons of Qaf
Aemeris, the Pyroclasm Forge
- Malensinado, the Plover Imperiate



Démons sans Frontiers
Aptocimexi, the Utility Crabs
Penjaga, the Sennits-Sentinel
Tiramničar, the Threefold Sky-Shackle (3CD of Cecelyne)



Death and the Underworld
Deathlord Headcanon Infodump (old AF; caveat emptor)

The Neverborn, Part 1: Only Mostly Dead
The Neverborn, Part 2: Chewing Gum Isn't Very Tragic
The Neverborn, Part 3: Screaming Into the Void
The Neverborn, Part 4: Pareidolia of the Soul

Shogunate Ghost Story Idea

The Village of Mournful Farmers

Ctonians: That which is Dead yet has never died (0/2)
Chasing Ghosts: A Discussion on Deliberately Inducing/"Creating" Unquiet Dead (1/2)
Sometimes, Dead is Better - But Not Always: Expanding on the Nature of the Unquiet Dead, the Nature of Necrotic Essence, and Ghostly Psychology (2/2)

The Sunken Realm



Items of Power
Thousandfold Trinkets (Artifact 1-2)
Ore-Hunting Beetle (Artifact 4)


Miscellaneous
Faeblood Cultivation Hypothesis (old AF; caveat emptor)

Why the Incarnae Won't Solve Your Problems
In Which I Advocate For Campaigns Set During the Shogunate
War Never Changes: Scattered Ideas For Shogunate Aftershocks in the Second Age
The Mantra of Dissolute Existence, Shogunate Occult Research, and Arts
A Treatise on the High and Low First Ages
The Era, Nature, and Eventual Fate of the Silver Pact

Out on Our Island, In the Sun; a Proposed Western Continent (old AF; caveat emptor)

Soul Eater and Noragami Were Pretty Cool: A Brief Discussion of 3E Artifacts (Part 1)
Soul Eater and Noragami Were Pretty Cool: A Brief Discussion of 3E Artifacts (Part 2)

Two Thaumaturges

Thoughts About Soulsteel


In Defense of the Althing as a Concept (and also me talking about my Infernal PC)
An Idea For Incorporating Sacheverell into the Demon City

Warstrider Concept: The Indomitable Stellar Emissary

A Pitch for a Cyberpunk Heaven's Reach Setting

The Ideal Clerks of Equitable Dispensation


Raksha
Wyld Beast Speculation
The Allure of the Shaped

Possible Raksha Ideas (old AF; caveat emptor)


Elementals
It-Who-Knows (Creature of Fire, Aberration of the Fifth Severity)


The Burblings (My various art/improv writeups)
The Fourteen Prominences
Chijiri N'hi, the Fearsome Visage of Luna Unveiled
The Far Shore
 
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New Malfean craft charm. I'm relatively happy with it since it meets my primary goal of allowing Malfeas to create the Tower Of Sauron and strike fear into the surrounding lands. Am a little upset which I couldn't work out a craft restriction which would let him to arm his soldiers with Swords that do the same, but such is life. Any advice, comments or ideas are appreciated.


Look on my Works, ye Mighty


Cost: 15m Mins: Essence 4;

Type: Permanent

Keywords: Combo-Ok

Duration: Permanent

Requisite Charms: Viridian Legend Exoskeleton


The City-That-Malfeas is a monument to it's King and he would see it spread to every corner of creation. This Charm enhances any craft roll to create an object larger in size than the average human. Upon completing the object the Infernal makes a written social attack roll using (Charisma + Performance), and using the Infernal's Craft instead of their Appearance.

Any creature who spends a scene within the presence of an object created to this charm is subject to this attack, though no creature can be affected by this attack more than once a day. The Infernal is not immune to this effect.

Creatures marked by Magnanimous Warding Glyph or similar Malfean charms treat this social attack as Unnatural Mental Influence.

Malfean Landscape Charm, such as Calloused City Growth (homebrew found in Earthscorpion's Book Of Ten Thousand Scorpions), may be enhanced with this charm, but only when they are cast.


P.S. Don't worry, its in the document linked in my threadmark so it won't clutter the index
 
Obvious problem is it's not stated what's the attack about. To think Infernal is awesome? To fear her? Or whatever she want during the crafting?
 
Obvious problem is it's not stated what's the attack about. To think Infernal is awesome? To fear her? Or whatever she want during the crafting?
The intent was that the Infernal decides that when they activate this charm at the completion of their project. I can try to make that clearer if you think I need to. Do you have any advice on how I could do so?
 
Been reading some xianxia and plant textbooks.

Herbology

The solar green thumb
Essence 1
Cost: 2m
The sun gives life to plants. And so it is no surprise that a solar gardener would know his stuff. A roll consisting of 5 minutes of examination, that gives a solar information about a plant. 1 success can tell him if a plant is sick. Something along the lines of 5 successes can tell him the exact conditions needed for a seed to grow and what kind of characteristics it will have, or that the hibiscus in his garden has rotten roots from too much water

Blessing of Spring Rains
Essence 2
The solar adds (Essence x 2) successes to the health and growrh of any plant, as long as he spends 15 minutes tending to it. With this, any herb the solar plants grows healthily, no matter its frailty. (like orchids)

Protection from the elements
Essence 2
The solar protects his subjects. Whether plant or animal. This charm protects the plant from natural disasters or environment. They gain resistance to drought, heat wave, or frosts. A repurchase at essence 4 makes them resistant to direct attack, verdant vines regrowing after being chopped to pieces, or flower bushes growing ever stronger after being covered in poison. At essence 5, a final repurchase occurs, making them truly hardy. A solars garden could live through acid rain or a hail storm, and still be beautiful as ever.

The green commander
Essence 2
Solars wait for no man. What of plants? A solar can use this charm to alter a plants life cycle. Whether to increase rate of growth, induce flowering, or make them develop fruit before flowers, a solar uses her immense knowledge of herbology to make such miracles possible.

At essence 4, a repurchase enables a solar to grow an entire tree by planting a seed within the ground.

One man gardens the world
Essence 1
A solar does the work of thousands, and is less tired than them at the end of the day. This supplements a solar's tending to his garden or field, magnifying his efforts to equal the effect of (Essence+1) magnitude of equal people. A solar at essence 1 can do the work of a dozen men. At essence 4, it is thousands.

Bountiful solar provision
Essence 3
Some plants are special. Some need human blood. Some feed on dreams. Some need to be planted in the wyld. Others bloom only on freshly fallen snow. Others, need iron deposits. Mortal gardeners to and fro, desperately paying and trading for such things to keep their herb gardens alive. The solar scoffs. With this, the solar can grow seaweed on a backyard plot, or northern wyldstorm fungi in the scorching heat.*

*this may have been redundant

So I typed this out over 30 minutes. Reviews?
 
Gonna pass on threadmarking my things. Feel free to just wipe me from the list, @mods.
 
@Accelerator no time for an in depth look but Solar Green thumb seems really weak. Like wouldn't a survival roll give you all that information?

For the second one how does adding successes to the plants growth work? I dont think plants roll successes to grow
 
@Accelerator no time for an in depth look but Solar Green thumb seems really weak. Like wouldn't a survival roll give you all that information?

For the second one how does adding successes to the plants growth work? I dont think plants roll successes to grow
1. You're.. kinda right. I think. I was thinking of it from the perspective of a gardener or someone growing exotic herbs. You get seeds, but you also need to know a lot about them. Growth conditions, what they need, soil, water levels, light intensity, all that. And even more exotic things, coming from Creation.

And for living plants, its problems like fungi, root rot, or lack of micro nutrients in the soil. Such things would require far too extensive knowledge (I'm not comfortable with giving solars the power to pull information out ex nihilo using excellencies alone) or would require hours of study and specialised equipment. The charm is for bypassing them, much like that investigative charm that lets you examine a scene without opening every drawer.

2. By that, I mean make the plant hardier, and grow stronger. Some plants are weak, fragile, and are hard to grow. They die easily. Its meant to basically say "your plants grow well." Get a garden? Its fertile, with large pumpkins and fruit, despite the soil quality being poor and the climate not being quite right. Got herbs? Even the rarest and hardest to grow, will grow in the soil of your garden. Its a generic expression of 'solar does things great, beyond mortal prowess'.
 
Thank you. But what do you think of charm concept and crunch?

Conceptually, I like that you've tapped into the relationship between the sun and plants, and that's a cool idea to explore, though I'm worried a bit that you might tread a bit deeply into Wood Aspect conceptual space. Maybe if you emphasized the agricultural applications, cuz solar deities tend to be most relevant in agrarian societies. I'm not skilled enough in crunch to really make a reliable ruling on mechanics though.
 
Conceptually, I like that you've tapped into the relationship between the sun and plants, and that's a cool idea to explore, though I'm worried a bit that you might tread a bit deeply into Wood Aspect conceptual space. Maybe if you emphasized the agricultural applications, cuz solar deities tend to be most relevant in agrarian societies. I'm not skilled enough in crunch to really make a reliable ruling on mechanics though.
Darn it.

Maybe I should make it more powerful, more... general.

Frankly, the reason why I didn't do agricultural explanation was because: 1. I just read a bunch of xianxia, including the one about spirit grasses, 2. Someone already made farming charms.
 
1. You're.. kinda right. I think. I was thinking of it from the perspective of a gardener or someone growing exotic herbs. You get seeds, but you also need to know a lot about them. Growth conditions, what they need, soil, water levels, light intensity, all that. And even more exotic things, coming from Creation.

And for living plants, its problems like fungi, root rot, or lack of micro nutrients in the soil. Such things would require far too extensive knowledge (I'm not comfortable with giving solars the power to pull information out ex nihilo using excellencies alone) or would require hours of study and specialised equipment. The charm is for bypassing them, much like that investigative charm that lets you examine a scene without opening every drawer.

2. By that, I mean make the plant hardier, and grow stronger. Some plants are weak, fragile, and are hard to grow. They die easily. Its meant to basically say "your plants grow well." Get a garden? Its fertile, with large pumpkins and fruit, despite the soil quality being poor and the climate not being quite right. Got herbs? Even the rarest and hardest to grow, will grow in the soil of your garden. Its a generic expression of 'solar does things great, beyond mortal prowess'.
Rights, so the intent of all these charms are clear, and the ideas are good. Where they're failing is in a lack of mechanical engagement. The issue with Blessing of Spring Rains isn't that I don't understand the intent, it's that I have no way of using it.

To the best of my knowledge Exalted doesn't give plants growth rolls, I dont think it has extensive rules foe horticulture in general which is a whole other issue tbf, and so as written this charm doesn't actually do anything. It adds dice to a roll that isn't made.

This lack of mechanical engagement seems to plague a lot of the Charms you just posted. The repurchase of Protection From the Elements says it makes plants resistant to direct attacks but doesn't say what that means. Does it increase their hardness? Their soak? If so then by how much, etc.

Also the charms lack keywords, duration tags, etc.
 
Ah yes. I almost forgot:

Sorcerers in Urban Warfare and Insurgency


Hi guys, just a thought experiment for myself.

You're in a european city, and its just got occupied. Your opponent is someone on the level of the American Army, with all that entails. The Enemy isn't allowed to use nukes or wholesale genocide. And they're just mortals. Albeit with high level equipment.

You are a sorcerer. One with the full access to the suite of abilities. And just that. Whether one that did some weird sorcerous workings, or maybe you're a particular exigent, doesn't matter. Throwing in Excellencies... maybe. But anyway, for calculation of spells and such, you're Essence 3, Willpower 5, Occult 5, Intelligence 5, and you know every single emerald circle spell and via weird shenanigans you also know man-machine protocols.

For this purpose, you're running on 3e rules of casting, which means that you don't run out of motes (yeah!).

For this brainstorming exercise, you can't summon demons nor elementals. Because that way, it'll be way too overpowered (and I know way too many homebrew demons that it'll be more like a slaughter.)

The task is to inflict as much damage as possible, until they are forced to leave. The current populace does not like them, despite several collaborators and quislings.

Sources are:

https://docs.google.com/document/d/1...M/mobilebasic#

Geocities, and the alchemical solutions wik, because no one has compiled man machine protocols, and I can't be bothered to search for them all.

Survival and logistics
You can conjure food and water. You can also use Incantation of Restoration means that any damaged equipment or such is repaired instantly, ranging from guns to bulletproof vests. I'm not sure whether or not this is extremely useful for insurgencies, but I'm fairly sure that not needing to worry about food or leaving a paper trail for armed men to follow is pretty useful.

Enhancing your stuff
There's elemental benediction, and looking upon the alchemical solutions wiki, it seems that using elemental benediction for smoke adds +3 lethal damage, while leaving acrid trails of smoke and fire. Water allows your items to change shape, which is useful for hiding weapons and other useful equipment right until you need them. Wood makes them regenerate, and Earth makes them extra durable. Air makes them lighter, which is a godsend whenever transporting or wearing them (body armour).

Enhancing troops
Checking alchemical solutions again, optimized component integration protocol allows one to ignore the cap on teamwork bonuses, meaning that the maximum teamwork bonus is now the highest amongst the users, with bonus dice for each character with at least one dot in the relevant ability.

And another one that is useful for large groups of people is Armigers of the Maker's Mighty. Adding 2 to drill and 1 to Might on top of thaumaturgical bonuses. Which means that they can become.... what, one of the most disciplined forces on the planet, with adding as much as 5 dice to each roll made? I'm planning for squads of 5 to 6 here, with you as the commander.

Defense and offense
Death by obsidian butterflies, invulnerable skin of bronze, Impenetratable frost barrier, Impervious sphere of water, Flying Guillotine, and Flight of the brilliant raptor all mean that you're loaded for bear, and if you stack enough of them up you can probably walk through machine gun fire and an artillery barrage without any fear of being struck. Obsidian butterflies clears out entire crowds, and Thunder wolf's howl can probably take down anyone trying to survive against you.

There's another one, written either by Earthscorpion or aleph, that carves out an entire tunnel in front of you thats 5 yards wide and 1000 yards long, turning anything not made of the magical materials into dust and inflicting 10B of damage that ignores armoured soak (of the non-magical variety).

Communication.

There's an argument that you can adapt them to a modern setting. Spoke the wooden face, Words Written on the water, Infallible messenger, Silent words of Dreams and nightmares can overcome the issues of people listening or jamming communications, and work to achieve untraceable forms of communication, letting you coordinate numerous cells of people and intelligence. Or inflict social attacks on commanders without them realizing.

Subterfuge
Assasin's fatal touch, means that you can bump into someone and have them die afterwards. The sudden deaths out of nowhere or at public functions should do a hit to morale and make them go crazy with paranoia. Things like Theft of memory can get vital intel out of non-cooperative captives or make sure you can keep secrets without murder, avoiding attention. Sorcerer's irresistible puppetry lets you capture important personnel, beat them up, and release them, with them recuperating and going back into their daily lives without any idea of what you've done. You can either use them as spies, saboteurs, or just have them go about ruining things for everyone (you won't believe how many security breaches are done by idiots plugging in thumbdrives). Like, misplacing orders or requests, leading to lockup or confusion. Peacock shadow eyes means that you can sow distrust and discord, or smash morale even harder by driven beloved leaders mad.

Armies of the wild.
Cast spell in urban area. Get an army of pigeons, cockroaches, ants, and rats. The rats and cockroaches are good for things like contaminating food, destroying things like cables and other vital little things, or just plain being a nuisance by biting people in their sleep. Since the spell gives them intelligence to understand complex orders, orders along the lines of 'eat only this thing, and not other things', can let them avoid poisons, making them an irritant unless full on pumping of toxic gas is carried out. Pigeons serve as good spies, being able to fly and all. A case can be made for mosquitoes and flies with legs coated with a mixure of botulin/ cyanide and that unknown poison I remembered that makes your skin porous to substances. Probably enough to kill several leaders. What's also useful, is them bringing in things like bugs, listening devices, or Coins of Distant vision into places where its impossible for ordinary humans to infiltrate.


Cyberwarfare
Several spells in the alchemical solutions wiki dealing with machines and automatons. Since there is no contest, as long as there's no AI inside, I'm sure that you can deal with them. Messing with records, interfering with communications or taking important intelligence would all be useful, since you can probably do things like 'bypass password and encryption'. Even more deal with taking over automatons. With a bit of luck, you can probably cause their planes or tanks to smash themselves into vital buildings.

Disguise of the new face
Probably makes up 50% of your needs. Lets you walk around with impunity. As long as they don't know you have it, you can't be caught. Unless they do things like spray radioactive trackers onto surfaces.


Raising the earth's bones/ Theoplastic reengineering protocol.
Enables you to reshape and reform the earth. Good for carving out bunkers and basements to hide your asset and equipment. With a bit of jiggering, can probably be used to create sink holes and other such things for their tanks and armoured vehicles to fall through. Reshaping of solid stone means that you can do things like create potholes and rubble, forcing their engineer corps to blast through them and repave them if they want to be able to move around as they wish to. Other things include smashing through their water pipes and power cables, and blocking them within their own base so they are stuck.

Servitors
This is a big one. Summoning of the shadow minion probably lets you start killing them, until they post guards. Summon the stalwart servitor lets you do things like set up a generator and have it crank it, letting you operate off the grid entirely. Or let it move heavy supplies and other things that you'll ordinarily need entire teams of men/ cranes to move. Minions of the eyeless face.... lets you summon minions, up to your Willpower + Extra with more motes using Resources 3 oil, which is probably not tracked by anyone (they'll be tracking gun purchases and things used for homemade explosives. The oil guy is probably a pervert).

Choosing up to 3 abilities to empower, with 1 to 5 and the others to 4. And (willpower) dots of specialties Lets you overcome issues of manpower and secrecy. If you got a guy on board with Larceny 5 (urban setting +3), Stealth 4, Athletics 4, you'll be getting into places. Same with other abilities. If you give it Archery/ Firearms 5 (+3 sniping), Athletics 4, and Drive 4, you can probably make a deadly hitman. Or make War 5 (+3 to Guerilla warfare). Able to wreck face with any mortal they meet with, and further enhanced by your other spells.

Summoning the harvest
Get several seeds (I suggest bamboo, bushes, or Kudzu), scatter them around, and begin casting. Since its one year's worth of growth.... and kudzu grows 1 foot per day, that 365 feet, or 300 meters. Probably enough to act as harassment and slow things down for them.


P.S.
Of course, this is contingent on you not getting shot in the face, making the fatal mistake of getting into a mano on mano fight, or getting caught by a stupid mistake like a car crash and getting killed. Other problems include equipment, making sure not to kill the populace, and other things.

Sorcerous workings:
Give insects a deadly stinging bite (botulin), invisibility, silent movement, intelligence, and accept several drawbacks like Restricted diet, and you'll have a pretty nice assassin.

A/N: Yes yes yes, I know. I probably got something wrong. Maybe I used the system wrongly, and you're typing in how much my usage of it sucks. That's ok. Please tell me where I did wrong, so I can do things better.
 
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