When a great man looks at his accomplishments and weeps for all he has not done, sometimes Sileda takes up residence within him, infecting others with his vision. Her hold is tenuous, though, and she can be banished by his rejection of his impossible dream. Otherwise, she can sneak out from Hell should one of the Exalted unknowingly bring one fully infected by her out with them, for that grants her bail - which can be rejected should the Exalt realise what they have done and order her by name to return to Hell.

I'm having a hard time seeing how an emotion being bound in Malfeas works. Like, what happens if someone in Creation hits on the right type of envy with no input from her? It doesn't seem like it would be particularly rare. And when she gets banished, do the infectees just, like... sober up?
 
I'm having a hard time seeing how an emotion being bound in Malfeas works. Like, what happens if someone in Creation hits on the right type of envy with no input from her? It doesn't seem like it would be particularly rare. And when she gets banished, do the infectees just, like... sober up?
The thing with both her, and the other well known Emotion 3rd Circle (whose name I cannot remember nor spell, but who is a type of depression disease) is that their specific types of emotion don't actually exist without their input. They create unnatural forms of that emotion which they host themselves in. It used to be possible for Mortals to just gain those emotions normally, but then the Primordial War happened and the creators of those types got shut in a box of flesh and brass with all the other demons.
 
I'm having a hard time seeing how an emotion being bound in Malfeas works. Like, what happens if someone in Creation hits on the right type of envy with no input from her? It doesn't seem like it would be particularly rare. And when she gets banished, do the infectees just, like... sober up?

In order:

1) Nothing. She's trapped in Malfeas. Unless she's free at the time, of course, in which case... oops. If she notices them, she'll take them too. That's why both her escape mechanisms have very Sidereal-OK ways of banishing her. Literally, you can stop her following you out of Hell even if you're rescuing one of her infected by just repeating the order for her to return to Hell as soon as you step out of the Desert. The most dangerous way for her to escape is if a sorcerer doesn't do the research properly, or if someone removes the things binding her - in which case it's really fucking hard to banish her without ACB.

2) Depends on how she's banished. If she's done in the described manner using the weaknesses in her loopholes, she just departs and it's dismissed as group madness if you don't know better. If you use Adamant Circle Banishment, on the other hand, she's forced back to Malfeas. Which means everyone currently infected by her is sent back, too. Because they're part of her at that point and ACS is comprehensive in how it banishes her. Comprehensive, but none too gentle.

...

She's not an emotion in her own right. She just exists within the hearts and minds of people who feel her thing, and devours them. Think of them feeling it as being the thing that invites her in and lets her take up residence in them. She's more like an idea that strikes people who feel this thing and comes to take them over.

(The memes, Jack)
 
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Here's a question: When a Demon is Banished by a spell, or finishes the terms of it's bindings and returns to Malfeas, where does it go? Does it show up back on the Sands of Cecelyne, forced to make the trek back to it's place (or just find a new spot to settle down if it ends up in the wrong layer, and is weak enough to not be able to make the journey), or will it be transported back to it's domain (If it has a domain.)
 
Here's a question: When a Demon is Banished by a spell, or finishes the terms of it's bindings and returns to Malfeas, where does it go? Does it show up back on the Sands of Cecelyne, forced to make the trek back to it's place (or just find a new spot to settle down if it ends up in the wrong layer, and is weak enough to not be able to make the journey), or will it be transported back to it's domain (If it has a domain.)
I prefer to think of them being launched over Cecelyne at ludicrous speeds as a fiery meteor that explodes when they reach Malfeas, leaving them unharmed.
 
Here's a question: When a Demon is Banished by a spell, or finishes the terms of it's bindings and returns to Malfeas, where does it go? Does it show up back on the Sands of Cecelyne, forced to make the trek back to it's place (or just find a new spot to settle down if it ends up in the wrong layer, and is weak enough to not be able to make the journey), or will it be transported back to it's domain (If it has a domain.)
I presume they have to trek back across Cecelyne, which could make resummoning the same demon fairly difficult considering it might not survive the trip. Unless allowing bound demons safe passage was part of Cecelyne's oaths, which is probable.
 
Each added success is considered to be two added dice.
Only if specified that they count as dice added by charms. I'm pretty sure this is covered somewhere in the early part of the Charms chapter of the Core book, but I'm not sure exactly where.

For the Second Excellency yes. For other Charms apparently no.

I'm talking about things like 'this Charm adds [MA Level] successes to Join Battle' or 'increase Soak by [Essence+Resistance]' or 'this effect can be held for up to MA actions'.
You can't use Excellencies to boost those values. You can only use an Excellency to boost a dice pool. Your DV is a dice pool. Your Feat of Strength dice pool is one, too. Your attack involves rolling a dice pool.
 
...I thought you meant sorcery or something. I'm not used to thinking of Exalt charms as, you know, magic magic.
Nah. Everything from the Resistance Excellencies on up the tree is what I was going for. Though not having to sleep -- or better yet, having conscious control of your sleep cycle -- would make for a cool Terrestrial-level Working...

Excuse me while I go stat that up.
 
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Or just straight magic. Or they can go the CiG route and make magic coffee. Get the best of both worlds.
Solars actually do have a stave-off-sleep charm. Though unlike Abyssals using its mirror they don't get to upgrade it into being incapable of sleep, the scrubs.
Second Edition's Tireless Sentinel Technique is basically a Solar-grade all-nighter all-weeker. Just keep chugging coffee till you crash a week or so later.

Third Edition Solars, on the other hand, can literally treat sleep as a poor substitute for caffeine.
 
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Alright, statting is done. Some of the numbers and the Ambition level are kind of off-the-cuff so let me know if you think they need adjusting.

Blessing of the Winter Bear
Ambition 2 Terrestrial Working

This blessing gives its bearer great control over their own metabolism and sleep cycle, allowing them to go without sleep for up to weeks at a time. However, this is not without its drawbacks. The bearer of the blessing still accrues fatigue penalties on failed rolls, and must roll at the normal interval. This can create situations in which the bearer has a fatigue penalty that exceeds their Stamina, yet they are still conscious. The Blessing of the Winter Bear also allows its bearer to go into a period of hibernation in which they are able to survive without food, water, or air for four times as long as normal. During this hibernation, the bearer is considered to be sleeping for all effects, but takes a (6 - Stamina, minimum 1) dice penalty for a short period after being roused.

In the past, there existed versions of this blessing that allowed the bearer to slow their aging while they hibernated (Celestial Working) or even suspend their metabolism entirely, entering a state in which they needed no air or sustenance and did not age, instead subsisting on the background essence of the universe (Solar Working). The Celestial-level version of this working still sees some use among the Elder Dynasts of the Realm, and there are rumors that the great Admiral Leviathan still slumbers under the influence of the Solar-level working, waiting until the stars align for his return.


EDIT: Oh, I forgot to include my ad-hoc fatigue rules, which I had to make up because they aren't in the gorram corebook. Let me know if phrasing is weird.

After every (Stamina/3, round up) night(s) without sleep, the character must roll (Stamina + Resistance) against a base difficulty of 1. For every consecutive roll, the difficulty increases by 1. On a failed roll, the character begins to accumulate a fatigue penalty, which begins at -1 and increases by 1 for each subsequent failed roll. This penalty decreases by 2 every time the character receives the equivalent of a full, restful nights sleep. Also, once the fatigue penalty is equal to the character's Stamina, they cannot sustain their wakefulness and must sleep.

EDIT 2: Sorry for the continual changes. I tend to see things that need editing only after I post them.
 
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For the Second Excellency yes. For other Charms apparently no.

I'm talking about things like 'this Charm adds [MA Level] successes to Join Battle' or 'increase Soak by [Essence+Resistance]' or 'this effect can be held for up to MA actions'.

This is correct: success-adders or other, similar things don't obey the dice cap as long as we aren't talking about DVs. Essence Triumphant does, but generally everything else doesn't unless it says it does - the easiest example for this is the Solar Thrown charm Cascade of Cutting Terror, which casually breaks the dice cap and interacts multiplicatively with the First/Second Excellency.

Note that this leads to stupid broken bullshit very easily, so don't go there unless you absolutely know what you're doing. If you absolutely must go there, keep it instant, durations are right out. The chasing of persistent stacking bonuses is exceptionally cancerous.
 
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You can't use Excellencies to boost those values. You can only use an Excellency to boost a dice pool. Your DV is a dice pool. Your Feat of Strength dice pool is one, too. Your attack involves rolling a dice pool.
It seems that I have some trouble with the terminology.
What is the definition of:
  • A 'static value'?
  • An 'unrolled use'?
  • A dicepool?
I used to think that a dicepool is something that gives you dice to roll, a 'static value' is something that is unrolled and halved (judging by the some wordings) such as DV, and an 'unrolled use' is something like the effect of Appearance or Linguistics level on MDVs or effect of Charisma on the duration of Hypnotic Tongue. But judging by your post, a static value is a dicepool? ó_O
 
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It seems that I have some trouble with the terminology.
What is the definition of:
  • A 'static value'?
  • An 'unrolled use'?
  • A dicepool?
I used to think that a dicepool is something that gives you dice to roll, a 'static value' is something that is unrolled and halved (judging by the some wordings) such as DV, and an 'unrolled use' is something like the effect of Appearance or Linguistics level on MDVs or effect of Charisma on the duration of Hypnotic Tongue. But judging by your post, a static value is a dicepool? ó_O

A dice pool is anything you roll.

a static value is a FORM of dice pool that was abstracted into an average, for ease of use. It's functionally a dice pool in every way that matters save you don't roll it. You DO roll dice from stunts/excellencies when applicable, and add the results to your DV. (most people ignore this rule for expediency.)

Back in 1e, as you've probably been told, defenses were rolled. So if I wanted to parry, I rolled Dex+Melee to see how well I could guard. To defend and attack, you had to split your pool (this was 1e's flurry mechanic).

So if I had 10 dice, i could put 5 to defense and 5 to offense. Where 1e's combat broke down, was that you could turn on a bunch of persistent defense die-adders and have a parry pool that was too high to beat.

an Unrolled Use is like how Appearance and Linguistics work, yes.
 
... a 'static value' is something that is unrolled and halved (judging by the some wordings) such as DV... But judging by your post, a static value is a dicepool?
Pretty much right. But that static value still comes from a dice pool - your Dodge DV is Dex+Dodge - and so you can enhance it with Excellencies and stunts if Grobthnar the Beheader comes running at you and you don't feel like being decapitated. Chuck 8 ExD and a 2-die stunt into "dodging gud", roll 10 dice, add the successes to your DV for the turn. Etc.

Edit: Sidereal'd by @Shyft
 
a static value is a FORM of dice pool that was abstracted into an average, for ease of use. It's functionally a dice pool in every way that matters save you don't roll it. You DO roll dice from stunts/excellencies when applicable, and add the results to your DV. (most people ignore this rule for expediency.)
You do?
Core 124 said:
That is, add the stunt bonus directly to the character's DV, without dividing by two.
Scroll of Errata said:
Stunting DVs
( p . 124 and p . 147)
The above referenced pages contradict each other on how
stunts improve DVs. Page 124 is correct, each die improving
the character's DV by one automatically.

Ah, I found Static Values:
Core 122 said:
Static Values
Some kinds of resisted rolls are opposed without an actual
roll on the target's part. Some condition of the target sets an
inherent diffi culty. The most common of these are Defense Value
(DV) and Mental Defense Value (MDV). In each case, the target
character adds a number of traits together and divides the result
by two. This is the difficulty of the acting character's roll—usually
the roll to hit. Static values are used to speed up the game and
protect characters from death via random results.
Hmm. So they're difficulties. That's . . . interesting.
 
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You can't use Excellencies to boost those values. You can only use an Excellency to boost a dice pool. Your DV is a dice pool. Your Feat of Strength dice pool is one, too. Your attack involves rolling a dice pool.
While 3e removed this ability, in 2e you can use an Excellency to boost any unrolled use of (Ability). DV is just a special case of this.
2e Core pg. 185 said:
The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two.
Then again, this isn't exactly a very trustworthy source, seeing as how it repeatedly claims that the first excellency is more efficient than the second...
 
Hmm. So they're difficulties. That's . . . interesting.

Dodge and Parry DV are not difficulties. They cannot be difficulties, or shit breaks. By RAW, attack rolls are Difficulty 1 to define 'can I hit my target before accounting for dodge/parry'. This is why DV is not applied as a penalty to an attack roll as well.

If what you describe is enforced, anything that is a Difficulty Reducer suddenly works on DVs and that is Ba-Roh-Ken. Not to say that DV reducers shouldn't exist, but that KIND should be carefully regulated.
 
More Demesne Week.

Mancatcher Grove
Wood-Aspected Demesne 3

Deep in the south-eastern jungle is a particular knot of thick trees, leaves and tall grass, all in vibrant, eye-searing greens. The air itself is thick with a viridian mist, interspersed by blossoms that throw glittering told waves of pollen into the air.

Considered a sacred site by several local tribes, Mancatcher Grove gets its name not from the trees, but from the massive tigers that live there. Twice the size of normal, these stalking beasts prowl through the trees and razorgrass, growing strong and long-lived on the fauna that thrive in a place so saturated with Wood Essence.

A great deal of this demense is magically potent, having seeped deeply into the entire ecosystem. Pollen, seeds and sap all have hallucinagenic or medicinal properties, while various animals are particularly robust and fecund. Humans would benefit as well, if they lived on the area's resources long enough. Some have tried. Those who succeeded for a few weeks decided it was not worth the risk. The tigers themselves are noteworthy, with hides, teeth and claws as strong as steel, and understandably sought after for these qualities.

The actual Essence Token provided by this demense is a rich, damp, soot-black soil. Often, only two or three handfuls are found beneath the oldest trees or rotting deadfalls, along with thin shoots of Green Jade. Holding strong magic, the soil tends to burst into plant-life the moment sunlight strikes it, so it can only be harvested at night and must be kept in sealed clay jars. Any seed planted in this soil and then left in the sun will sprout, growing whole and healthy without suffering parasites or mundane blights. Such plants often yield two or three times their normal crop as well. The local tribes take great care to stockpile it, using it to grow crops year-round in longhouses during lean times.

The local tribes use the demense as a rite of passage and test of adulthood, in addition to making great use of its resources. One tribe in particular emphasizes admiration and embodiment of the local mancatcher tigers. Aspirants are respected greatly for surviving three days in the demense as prey. Honors and legends are made about those who successfuly stalk and kill the stalkers.

In addition to its demense rating, having access this region counts as Resources 4, if one can afford to safely hunt or harvest from it. The tigers themselves are considered Familiar 4, if one manages to win their loyalty.

Steelkeeper Pass
Earth-Aspected Demesne 2

There is a pass between two peaks of the Summer Mountains with hundred-yard walls, narrow to the point that a man could stretch out his arms and always touch the walls for two days walking. Ancient Earth Essence pushes up veins and bands of hard yellow stone, and the pass grows deeper every year if not for Elementals tending to the area.

One must take care when traversing the pass, however. That yellow stone is both its bounty and defender. Cursed by a god in centuries past, the Essence Token of this demesne loaths all things metal, rendering pickaxes and hammers brittle or rusting them to dust before a worker's eyes. Once, a foolish army tried to use the pass to attack their foe, and found all of their arms and armor falling to ruin in their hands.

Aside from the Magical Materials, only tools blessed by a long-dead god, or more common implements of wood, water or crystal can quarry the stone. Architects who know of its nature demand great quantities of it when they can get it, because the stone's properties can be adjusted as to make it nigh unbreakable by metal weapons. Many a training hall and dojo in the Realm has its walls and pillars at least partially made with this stone.

The current owner is a family of thaumaturges who lives near the pass, and have maintained attunement for three generations running. They quickly parlayed the find into a handful of mundane and supernatural alliances that made them too costly for the Satraps or petty lords to consider removing. The Realm is content to allow the current owners to maintain their control, so long as they get preferential treatment with pricing and shipments.

However, this does not mean they don't sell it to others. Thieves who work near the Summer Mountains treasure the unworked stone, for a powdered pinch of it makes short work of locks, safes and vault doors.
 
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