How much of all the "Infernals are budding Primordial souls" and whatnot is in the actual soucebooks, and how much of it is homebrew/fanon? Which books / charms should I look at to see the base game articulation of this concept, without all the extra interpretation of the fanbase?

I quit reading MoEP: Infernals after the first chapter... I know the stuff after chapters 1-2 is supposed to be good, but I really was turned off by that.
The Devil-Tiger charm tree in Broken Winged Crane is the most obvious sign of it. Most people here consider it badly implemented mechanically, but those Charms turn you into a full out Primordial 2.0. Moreover, when they statted out the Ebon Dragon in RotSE, they specifically wrote his essence ten Charms that make him the himself as General Charms that any given character can only learn one set of, but which Infernals can learn and which would turn them into clones of whichever Yozi they took them from if learned.
 
However, all of this makes me wonder: are there any canonical sources (and how precise/coherent/etc. are they) regarding the way the issue of Charms in the 'parliament building' of the Solar Deliberative was handled? I mean, IIRC the closest WW analogy, the Elysium from VtM, has some sort of ban on discipline use. But how was that handled by First Age Solar Deliberates in a similar situation? IMHO the best place to draw the line of acceptability is the NMI/UMI split, but still things aren't always clear-cut. Was it expected that everyone should have their own defences just in case, or were the Solars using magitech/artifacts for the defense occasionally/always?

Not to my knowledge. I suspect they simply didn't, and if you turned up to a building full of supernaturally persuasive orators gearing up to debate, you did so expecting to be exposed to supernaturally effective persuasion.

Well, presumably they sat down and discussed the rules on the kinds of social charms they were allowed to use.

Surprisingly, the people advocating more free use of social charms were far more persuasive and so it was self-evident that they should be generally allowed.

I remember reading somewhere about the fact that the original Deliberative chamber didn't shut off charms (because, as discussed earlier, that's awful design space) but it DID make all personal essence count as peripheral essence while in the chamber, thus making it obvious if you were trying some shenanigans.

That was probably just some homebrew I came across, but it seems like a decent enough way to handle it.
 
I remember reading somewhere about the fact that the original Deliberative chamber didn't shut off charms (because, as discussed earlier, that's awful design space) but it DID make all personal essence count as peripheral essence while in the chamber, thus making it obvious if you were trying some shenanigans.

That was probably just some homebrew I came across, but it seems like a decent enough way to handle it.
Wouldn't that be a Shaping Effect?
 
It was talked about in Dreams of the First Age.

Rather than cause all Essence spend there to count as Peripheral it instead projected glyphs relevant to the Charms used for all to see, basically giving everyone the mechanical equivalent of All Encompassing Sorceror's Eyes, which makes all Essence use Obvious to the one with the Charm.
 
It was talked about in Dreams of the First Age.

Rather than cause all Essence spend there to count as Peripheral it instead projected glyphs relevant to the Charms used for all to see, basically giving everyone the mechanical equivalent of All Encompassing Sorceror's Eyes, which makes all Essence use Obvious to the one with the Charm.
Better than AESS actually -- it voided the need to roll to understand the Charm, iirc.
 
The Broken Winged Crane, an expansion book for the Infernals, has the canon version for Infernals turning into a Primordial, the Charm Tree starting with Triumphant Howl of the Devil Tiger. The Unfortunate thing is that it's an exp sink that's really not worth it, and also requires Essence 6+.
In fairness, it does let you cannibalize all the General Charms you've previously bought in order to make your own suite, so it's not too bad xp-wise.
 
In fairness, it does let you cannibalize all the General Charms you've previously bought in order to make your own suite, so it's not too bad xp-wise.

Honestly, it's still pretty bad.

The Devil Tiger cascade adds up to something like +2 MDV against demons, an uncapped lifespan, and the privilege of being able to buy into a new Charmset when you've gotta start all over again from the entry level E1-2 Charms. Whereas any other Exalt at the same level of development is.....gonna be spending their XP on E6+ Charms.

Yeah......

Devil Tiger gets buy on its sheer conceptional bling factor rather than any mechanical chops.
 
Devil Tiger gets buy on its sheer conceptional bling factor rather than any mechanical chops.
Don't forget the Third-Circle demons you can create. And they're outside too, so they're immediately useful.

I see the difference as Solars becoming personally powerful, while Infernals become more powerful as a group. Vertical vs. Horizontal expansion.

In solo combat, an E10 Solar will beat an E10 Infernal who went Devil-Tiger, but a smart Devil-Tiger isn't going to be fighting solo, he'll have a number of 2nd and 3rd circles backing him up.
 
the privilege of being able to buy into a new Charmset when you've gotta start all over again from the entry level E1-2 Charms. Whereas any other Exalt at the same level of development is.....gonna be spending their XP on E6+ Charms.
Except... you can trade in your old ones for new ones and put you at almost the same place you were in the essence advancement curve. Like yeah, it's an xp tax, but it's not nearly as bad as you're saying.
 
Didn't Solars get Yozi fighting Discipline specificially to counter DTs that have 3rd Circle Souls?
It prevents a Yozi-like being from instagibbing them in one round, by letting them pay the costs of a charm or combo once, and activate it freely against all members of said being until his next action.

Basically, all the Solar's charms become action-long when he's fighting a networked being.
 
Except... you can trade in your old ones for new ones and put you at almost the same place you were in the essence advancement curve. Like yeah, it's an xp tax, but it's not nearly as bad as you're saying.

Not really.

So you trade in Excellencies(and other General Charms) for other Excellencies, which should be balanced against each other, leaving you basically the same as you were before.

The only difference is that now, you're Ormagöden, Cremator of the Skies and get access some shinny new Charms. Which are mechanically equal to pre existing Charms and you have to buy your way up the new Charmtree, starting at E1-E2. Whereas your buddy who didn't go Devil Tiger is spending the same amount of XP on Malfeas's E6+ Charms.
 
Not really.

So you trade in Excellencies(and other General Charms) for other Excellencies, which should be balanced against each other, leaving you basically the same as you were before.

The only difference is that now, you're Ormagöden, Cremator of the Skies and get access some shinny new Charms. Which are mechanically equal to pre existing Charms and you have to buy your way up the new Charmtree, starting at E1-E2. Whereas your buddy who didn't go Devil Tiger is spending the same amount of XP on Malfeas's E6+ Charms.

Unless I'm misremembering, you don't just turn in the general charms, you turn in the entire charm trees. So you're still learning E6+ Charms.

I might be wrong, but I think it's one of the reasons ES didn't like Devil Tiger - you get up to the point, learning to operate in the shadow of the Titans, learning to make their logic your own, lead to the places you want to go, then you throw it all away.
 
Not really.

So you trade in Excellencies(and other General Charms) for other Excellencies, which should be balanced against each other, leaving you basically the same as you were before.
As well as anything with an Excellency prereq... which I actually thought helped you more, but only Cece and TED look to have much gated behind an Excellency.

Yeah, that's derpy then.
 
Unless I'm misremembering, you don't just turn in the general charms, you turn in the entire charm trees. So you're still learning E6+ Charms.

I might be wrong, but I think it's one of the reasons ES didn't like Devil Tiger - you get up to the point, learning to operate in the shadow of the Titans, learning to make their logic your own, lead to the places you want to go, then you throw it all away.

You're misremembering. You can only turn in the general charms, not the entire charm trees.
 
As well as anything with an Excellency prereq... which I actually thought helped you more, but only Cece and TED look to have much gated behind an Excellency.

Yeah, that's derpy then.
If you have VEE as a well established Exalt, you wouldn't give it up as a Devil Tiger. You make your own version, just as good (maybe a little different if you want). Make sure you include the "She Excels in giving others what they want in order to influence and own them" clause in your excellency.
 
So, no one has an opinion on "Squid versus Greased Pig" for the martial art about wrestling while soaked in oil, water, or mud?
I think it might work better as evocations from Bargain with Mara style tatoos. That way you're not invalidating the use of a chosen weapon, and you don't have to go past a Form charm, which means Essence 2 in all known E3 martial arts.

Turning every exotic effect into a martial art is a bit of a slippery slope.
 
I think it might work better as evocations from Bargain with Mara style tatoos. That way you're not invalidating the use of a chosen weapon, and you don't have to go past a Form charm, which means Essence 2 in all known E3 martial arts.

Turning every exotic effect into a martial art is a bit of a slippery slope.
I second this. It can easily go really stupid places.
 
Well, bluntly, I don't see a reason why the empirical effects of the Great Curse shouldn't be known about - and come with pre-existing rationalisations.

So, people who know things about Solars know that the passions of Solars are greater than mortal men. Since their Virtue Flaws are an innate part of them, merely exaggerated by the Limit Break, then it's something they've always struggled with. The Solar with Heart of Tears has always found suffering hard to watch, but now as a Solar they find their heart breaking and all they can do is sob. Which is clearly just a consequence of being a Solar and mightier than mortal men - just as they're stronger, faster and tougher, they also feel emotions more strongly. People who've studied Solars also know that they find having magic that used with their mind stressful, and that if they're hit with it repeatedly, they're prone to temporary fits of madness as their passions flare. Which is, again, something which is totally understandable considering that they just had UMI used on them. Of course it's stressful, using the willpower of a hero to fight off such a thing.

(The Immaculates argue that this is just the madness that comes from the Anathema getting their power from demons, and so is 100% natural for a demon-possessed tyrant who has to be put down because they're a mad demon possessed tyrant)

Same as Dragonblooded. The Realm knows for a fact that the Terrestrial Exalted are just so full of power and elemental essence that sometimes their raw elements overwhelms the balanced chi of a sane human mind. No wonder they act in a way which has their Aspect dominating when their chi gets out of balance. The way to prevent this is to live a well-balanced life in accordance with the Immaculate Faith, not indulge to excess, and treat your fellow man in the proper way for their status.

And so on and so forth. Limit Breaks are clearly observable, so people will have noticed their empirical causes and the things that set them off. The Solar with Overindulgence has always known that it's hard work resisting vices and they have a temptation to just relax and go on a bender - so they try to keep away from their vices, but if they're forced to pass them over they will eventually sucumb. However, simply, there's no reason to attribute them to some 'great curse'. Not least, every Exalt alive today has never known any way of being different. Perhaps some of the Primordial War veterans might have got a creeping dread of some way the Exalted were... off, but old memories obscured by time and bloodshed are unreliable. So as far as anyone else is aware, they're just a natural part of being an Exalt.
Yeah, 'can detect the empirical effects but not the reason' seems to be the current ad hoc interpretation in the game I'm in. However, at this point I have to wonder:
what is the functional difference between knowing about all the effects but not the name/origin, and knowing it with the name/origin?
Because with this interpretation, the Exalts gain justification to say "Jane goes berserk no later than on the tenth day if subjected to high amounts of direct mind-affecting magic", knowingly use Charms and tactics that reduce Limit accumulation, keep their berserking friends away from crowds when they're about to snap etc. etc. It really sounds like "Oh, in this world nobody knows about electricity; sure, they craft batteries and computers, but they don't know that it's Electricity, a phenomenon crafted by the great awakened ethereal mage Tesla the Paradigm-Shifter" (note: statement for illustrative purposes only; not saying that Tesla was actually the first one to notice the phenomenon).

I mean, at this point, it seems like nothing prevents a character from learning Integrity: Spirit-Maintaining Manoeuvre and spend motes in place of WP vs. UMI and Virtue Compels (which is not always preferable, but affordable), because a character does notice the effects produced by the GC, or the lack thereof. What is usually / can be done to avoid making the distinction in knowledge meaningless from a functional PoV?

It prevents a Yozi-like being from instagibbing them in one round, by letting them pay the costs of a charm or combo once, and activate it freely against all members of said being until his next action.

Basically, all the Solar's charms become action-long when he's fighting a networked being.
Remind me, does it make any difference if the Yozi-like in question is the head of a single unit made of its Third-Circles with its seven or whatever Third- and Second-Circle Heroes/Sorcerers?

Edit: apparently it is of no use in a War, at least no mention of such a use; also, it very explicitly says that it offers no discount against an Exalt who grows extra souls, though it does offer the discount against those souls if originally used against the Exalt, so it is important for Devil-Tiggers to be the last one to jump into a flurry. Teh weirdness.

Wouldn't that be a Shaping Effect?
Ah, Shaping! A very good thing to look out for each time one hears 'directly affects the character, no save', except I'm not quite clear on identifying them. I think I read somewhere that any directly-affecting effect with listed no defense mechanism automatically gains the Shaping keyword, but I can't find it. Is it (or something similar to it) actually written somewhere in the books, or am I misremembering?
 
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what is the functional difference between knowing about all the effects but not the name/origin, and knowing it with the name/origin?
If you have no reason to think it's not a base part of being an Exalt, you have no compelling reason to think it can be 'cured.'

Because with this interpretation, the Exalts gain justification to say "Jane goes berserk no later than on the tenth day if subjected to high amounts of direct mind-affecting magic", knowingly use Charms and tactics that reduce Limit accumulation, keep their berserking friends away from crowds when they're about to snap etc. etc.
Sigh. Mechanics are abstractions, not pure in-setting reality, as I keep saying.
 
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