So @Omicron , I want to say that the fluff of your creation is great! Like, highlights of 1st edition great.

Mechanically though, even setting aside my lack of experience with 3e, I have to say the idea of Soul-Charge is crazy.

I highly recommend, through whatever means you have, to rethink that mechanic and use some other already-existing trait in it's place, because you now have Motes, WP, Initiative, Wound Penalizes, Decisive/Withering, and a whole host of other modifiers to deal with all at once.
Heh, White Reaper has Halos, Steel Devil has Off-Hand Charge, Black Wind has blood blades... I'm not particulary concerned by the practicality of the record-keeping so much as how it's probably not very balanced as it stands.
 
I believe this should say "soul-reaping sword".

The Artifact is awesome, and I love it.

A sword-reaping soul would actually be sorta cool? Like, something about your soul/self makes it so that blades shatter or don't work against you? Not anything *besides* swords, but coming at you with a sword is asking for the sword to become useless.

Force people to use a less common fantasy-hero weapon. :V
 
A sword-reaping soul would actually be sorta cool? Like, something about your soul/self makes it so that blades shatter or don't work against you? Not anything *besides* swords, but coming at you with a sword is asking for the sword to become useless.

Force people to use a less common fantasy-hero weapon. :V
A will of steel can parry like a blade.
 
HE FUCKING DID IT AGAIN

I am very not happy with ES right now. Even if this is my own damn fault. You all remember this from back in Part 56? And how I intentionally referenced Haneyl being Keris's drive for self-improvement and Rathan her sense of style and showmanship?
Lilunu's workroom is a vast, airy space with a crystal room that lets the warm soft green light of Ligier in. She's got more fires around here, in other colours and - somehow - the different coloured fires somehow average out to white. It's one of the strangest things Keris has seen, where she realises now how green the rest of the Demon City looks.

And under this light, there are paintings everywhere. They're hung on the walls. There's racks and rows of paint-making chemicals, sealed pots of exotic chemicals, and white-clad demons flecked with paint who are quietly working away mixing things. They've clearly been used as canvases too, because they're tattooed and pierced according to sketches on the walls. Keris can even see a rack of piercing tools discarded on one side.

"Wow..." Keris whispers. In its own way, it's as amazing as the workshops of Ligier. And unlike her first impression of those, she now feels an itch of... envy? Competitiveness?

... no. Ambition. It feels like a Haneyl thought, but there's a bit of Rathan-thinking in there as well. 'When will I have somewhere like this?' is the best way she can think of to phrase the feeling. 'I want a place as amazing as this - a place people will look at and be in awe of me.'

Someday, she thinks, she'll have one.
WELL IT FUCKING BACKFIRED ON ME.

Urgh. That was back at the start of April, we hadn't even begun Rise of a Pirate Queen yet, he's been holding onto this for almost two months, guys.

I don't even have any comments, I'm so rrrgh.

Kerisgame 62; In Which ES is an Asshole Who Sucks.

Bonus stuff. Rrrgh.
Aleph: gah, dropping that on me
EarthScorpion: : D
Aleph: u monsta
EarthScorpion: keris' self improvement and greed is unchained
EarthScorpion: without other bits of keris to hold her back
Aleph: Mou~
EarthScorpion: You really didn't see that coming?
Aleph: so meeeeaaaaan
EarthScorpion: That with how Keris' feelings changed and deepened about Lilunu, she was going to reshape Haneyl slightly.
Aleph: gorrammit
EarthScorpion: her poor little innocent daughter
Aleph: okay let's be fair here
Aleph: I'm not sure "innocent" was ever a good description for Haneyl.
EarthScorpion: She is innocent, for all that she pretends
EarthScorpion: Keris just assumed that she wasn't learning from the Unquestionable
Aleph: : (
EarthScorpion: After all, remember
EarthScorpion: Haneyl's Principles:
4-dot
Keris (Clingy Affection), Keris (Demanding Expectation), Royal Decree (I'm a Princess!), Sasimana (Be Like Mother!), Wealth and Taste (Mine!)​
3-dot
Lord Ligier And The Shashalme (Role Models), Perfectionist, Proper Standards (Vague Neurosis), Seek Grandmother's Approval, Seventh Soul (Defiant Pride)​
EarthScorpion: Heh. Haneyl is probably the most problematic of Keris' children and causes the most direct conflicts.
Aleph: Yes. Man, that did actually come as a surprise to me. It's usually Rathan that I/Keris is worried about, with how he's so hateful. But, sigh. Rathan is sort of inherently prone to see people as people, I suppose. He might either hate them or want them to pay attention to him, but that's the thing. You can't really hate an object. And attention doesn't mean as much if it's not coming from something sapient.
EarthScorpion: Mmm.
Aleph: ... Haneyl is probably the most problematic of Keris' children and causes the most direct conflicts. And Echo - somehow - is the least.
Aleph: (she has a happy nature : P)
EarthScorpion: Echo does kill lots of people
Aleph: Yeah, but, mmm. Death happens. Keris is sort of inured to that - and it's notable that just death on its own doesn't actually trigger Compassion, in a vacuum. Killing an already-defeated foe, yes. Ignore the pleas of the oppressed or impoverished, yes. Watch the powerful abusing the helpless, yes. But Creation is a largely bronze age setting, and people die there every day and go to Lethe and get reborn.
EarthScorpion: Sigh. Keris' self improvement and her greed brings her into clashing with the rest of herself. A bit of herself that pushes against her self-imposed limits.
Aleph: Oh Keris.
EarthScorpion: It's probably for the best that Calesco didn't find out what her sister was up to.
Aleph: Yes. That is definitely for the best.
EarthScorpion: And if Echo did - and she might have - she didn't care enough to say anything
Aleph: (dammit echo)
EarthScorpion: Sigh. In a lot of ways, Echo is an enabler
EarthScorpion: Hmm. What would Rathan have felt about that?
Aleph: Hmm. Assuming it wasn't during one of their wars, I... don't think it would have swung to either side of his nature. So probably just "well, those are pretty, even if they're not like squids."
...
Aleph: Okay, hmm. Let's see. I think what Keris is going to settle on is a strong policy of "if they are okay with it, you can make them into art, just no situations where someone is screaming and crying in a cage". Keris has shown that she's not shy about making people love her and doing dubious things with free will - she's fine with using Rathan offensively against people and she mostly dislikes addicting people to her because it hurts them.
So. One of the big moral differences between Keris and a modern earth person. She is okay with altering someone's free will with magic. The Shashalme's servants, binding demons, etc. She's fine with that. So how does this fit into Kerislogic?
Aleph: Hmm. It doesn't register as...
Aleph: ... ohhhh. Of course. She was never against slavery because it took away free will. She hates it because it hurt her. Because she didn't want to be there. If a slave is happy as a slave, if a servant is happy serving, she's fine with it - she's perfectly happy to follow Sasi's orders, after all. Her Gales follow hers. It's suffering she doesn't like. And that's something Haneyl can understand.
Aleph: Right then. I can work with this. And it makes a creepy way that Keris is a native of Creation instead of twentieth-century Earth, which I've been wanting more of in her psychology and beliefs.
...
EarthScorpion: So, hmm, what happens when Keris puts Mind Eating Assimilation in a Gale?
Aleph: Hmm. I think... it's going to be functional, but not as high-functioning as a Coadjutor'd one - it's too focused on serving Keris to properly be Keris. It's probably capable of, you know, actual interaction at a greater-than-Cog-1-or-obsessive level, but she has to pretty clearly spell out what she needs from it and it won't do for long-term replacement.
EarthScorpion: Hmm. So, hmm. Mentally, what's it like when Keris reabsorbs it?
Aleph: Extremely weird. But... not in a bad way, I think. Keris is unusually capable of accepting her limitations and following orders for an Exalt - admittedly this is not a high bar to clear; most of them have tolerance zero - and since it's directed at herself she'll just think of it as a mix between being really invested in her "Exalt self"'s wishes and also her Exalt self being... like... way prettier, dude. Though there's also this nagging sense of unease and something wrong and it's like it's cold and she's shivering only in her head, but every time the Gale tries to dwell on it she gets slapped by KERIS NEEDS YOU NOT TO THINK ABOUT THAT.
 
Didn't Keris kill an entire household of servants whose only crime was being in the way of some sweet, sweet loot? Sorry Keris, but she didn't exactly lick it up off the road.
 
Delayed gratification is a marvellous thing.
*glares*
Didn't Keris kill an entire household of servants whose only crime was being in the way of some sweet, sweet loot? Sorry Keris, but she didn't exactly lick it up off the road.
Well, that was prior to her raising her Compassion. And she actually botched that Compassion roll, which is why she did that. But more than that... hmm... Keris is notable in that she doesn't consider death quite as weightily as we do. It's another way that she - and inhabitants of Creation in general - are different to the ethical and moral standards held in our world. Creation is a largely Bronze-Age setting. Death happens. People die of violence, of illness or disease, of exposure or starvation or parasites, and they go into Lethe and are reborn. It's just a fact of life. Most people in Creation outside advanced, privileged areas like the Dynastic Realm will have known quite a few people who died at what to us are tragically young ages, and you either get used to it or you break.

It's notable that in the 2e description of Compassion, it doesn't actually say anywhere that it stops you killing. It triggers for killing an enemy who's already beaten or who's surrendered, for ignoring the pleas of the oppressed or impoverished or for passing by as the powerful abuse the helpless. But the act of killing itself just isn't considered morally wrong in Creation the way it is in our world. Death is a far more present and accepted reality to everyone who lives there. Keris in particular kills incredibly cleanly and quickly - most people who die by her hand do so instantly, often without even knowing they're dead. She very rarely causes extended pain, almost never hurts the injured (simply because she doesn't leave anyone she needs to come back and finish off), and her victims don't suffer.

So yeah, she can find extended suffering horrifying while being relatively fine with killing en masse herself, especially if there's some sort of justification or cause behind it (like how her pirate raids are in pursuit of ousting the Realm from An Teng).
 
Well that was horrifying. Also really interesting look into inhuman psychology. Mixing Yozi powers into a single soul (Metagaos + Malfeas for Haneyl) leads to some odd situations. I wonder if she'd be any better if she was just one or the other?
 
"You said you'd worked out a way to grow plants in things and make them love you? And want to do things for you?"

A tiny nod.

"Okay. Then... if you do that first, Haneyl, and make sure they love you before they start... I think I'd be okay with that."

This is... honestly creepier than just the regular version of kidnapping people and then surgically altering them into art.
 
Well that was horrifying. Also really interesting look into inhuman psychology. Mixing Yozi powers into a single soul (Metagaos + Malfeas for Haneyl) leads to some odd situations. I wonder if she'd be any better if she was just one or the other?
Metagaos desires literally everything. If he possessed all of existence, it still wouldn't be enough for him. However, he is lazy, content to spread spores instead of conquering it himself. Malfeas is literally incapable of half-assing anything. He is the most powerful, cruelest of the Yozis. It's a terrifying combination.
 
Clad in Fearful Armor
Cost: - (Varies) Mins: Essence 4 Type: Permanent
Keywords: Heretical, Emotion
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton (both purchases), Death Dealing Journey

For should not the champions of hell be clad in regalia befitting their legend? This Charm permanently upgrades both its prerequisites. The Infernal selects a single suit of armor which becomes synonymous with his personal legend. He must attune this armor as if it was an artifact for five hours at which point the attunement cost of the armor becomes permanently committed and may not be uncommitted in any way (if the armor has no commitment costs the cost is 1m). This armor becomes scorched green with the burnished light of Ligier and becomes as indestrucible as the Exalt himself, so long as the Exalt lives even effects which would permanently destroy the armor fail and the armor regrows at a rate of one soak point at the same rate as -0 health levels and may not be separated from him. If he is not currently wearing the armor he always knows the relative distance and direction to it. If an obstacle prevents him from reaching the armor (such as a locked door or a maze) he gains an intuitive sense of what direction he must travel in to bypass the obstacle (towards the nearest key to the door, or a person who can unlock it, or a way around an impassable chasm and so on). So long as he is moving towards his armor by the fastest possible route the Infernal always benefits from both Death Dealing Journey and Viridian Legend Exoskeleton, ignoring the usual limits of the Velocity keyword. He may don his armor as a single Speed 5, DV -0 Miscellaneous action if it is at hand.

While wearing his armor the Infernal radiates an aura of rage and destruction that causes even the most stouthearted to quail. Any opponent whose Valor is less than the Infernal's Essence (to a maximum of 5) suffers a -3 internal penalty to their first attack in a scene against the Infernal as a fear-based Emotion effect. This penalty is reduced by 1 for each subsequent attack made to a minimum of 0 and may be ignored for a day by spending 1wp. In non combat situations the Infernal's presence causes others to be disturbed and fearful, suffering a similar penalty on any social conflict rolls targeting the Infernal.

Harvest of Infernal Majesty
Cost: 2m+ Mins: Essence 4 Type: Simple (Speed 6)
Keywords: Heretical
Duration: One Week
Prerequisite Charms: Clad In Fearful Armor

The champion of hell shall never fear his iconic arms should become obsolete. Via this Charm the Infernal may improve the potency of his armor by swallowing the energy of his masters, or stealing the baubles of their enemies. The Infernal uses this Charm by firmly gripping a Hearthstone in one hand and then crushing it, causing the energy to briefly surge through his body as an Obvious effect which fades after a minute. The cost of this Charm is 2m per dot of the Hearthstone and the Hearthstone must not be in an attuned artifact at the time (the Infernal must have uncontested possession of the stone).

Once crushed the Infernal may choose on of these benefits for each dot of Hearthstone he has crushed. The same option may be selected more than once, up to a maximum of five times each.

* The Infernal gains an additional -4 Health Level. This health level is always marked last before he becomes Incapacitated and healed first.
* The Infernal gains +1B/+1L soak and +1/+1 Hardness.
* The Infernal gains +1 to his Strength for the purposes of calculating damage, lifting capacity/encumbrance and leaping distance.
* The Infernal gains +1 to his Stamina for the purposes of withstanding hardship, poisons, knockback, knockdown and disease.

No more than (Essence x 2) total number of benefits may be activated at once, though this Charm may be used on a fresh Hearthstone to renew the duration of certain benefits.

All Things Arsenal Meditation
Cost: - Mins: Essence 4 Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Kissed By Hellish Noon, Dread Panoply of the Silent Wind

No matter how they flee or where they stand, the champion of hell shall strike them down. This Charm permanently improves the prerequisites. First it allows the Exalt to store ranged weapons using Dread Panoply of the Silent Wind in addition to close weapon, as well as storing an amount of ammunition for each weapon banished in that way to make up to (Strength x10) attacks with that weapon. So if a Strength 3 Infernal stored a bow in his anima he could also reflexively store up to 30 arrows at the same time (additional bonus dots of Strength from Harvest of Infernal Majesty add to this total).

Further, whenever he makes an attack supplemented with Green Sun Nimbus Flare he may summon one of his stored weapons for that attack at no mote cost. If the Infernal is making an attack with a ranged weapon and he supplements it with Green Sun Nimbus Flare he may perform the attack even if he has no available ammunition for this attack, though this only produces basic ammunition with a resources cost no higher than one dot.

Is This End Not Glorious?
Cost: 3m+ Mins: Essence 4 Type: Reflexive (Step 10)
Keywords: Heretical
Duration: Instant
Prerequisite Charms: Immolating Terror Technique, Murder Is Meat

Let those who stand before you be food to fuel your passion. This Charm may be activated whenever the Infernal kills a thinking creature with a close combat attack. This Charm allows the Infernal to murder the creature in a grotesque display of primal rage that strikes fear into anyone watching. The Infernal then swallows this fear to fuel his rampage.

Upon activating this Charm the Infernal may spend 3m to restore one Valor or Conviction channel. This Charm may be repurchased at Essence 5 to allow the Infernal to regain 1wp at a cost of 5m. It may be repurchased a third (and final) time at Essence 5 to allow the Infernal to instead regain one bashing health level (for 5m, 1wp) or one lethal health level (for 10m, 1wp).

If the Infernal knows Clad In Fearful Armor activating this Charm resets the Fear-based Emotion effect of that Charm as if it were the beginning of combat again, resetting the penalty to -3 or forcing anyone effected to spend another 1wp to resist it. If an opponent spends 2wp in the same scene he is immune to the effects of this reactivation effect.

Your Words Mean Nothing
Cost: - Mins: Essence 4 Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Impervious Primacy Mantle, Broken Silence Laughter Defense

The champion of hell can not be dissuaded from his path by mere words. Whenever the Infernal is subject to a social roll whose effects are fundamentally hostile to either his Motivation or his Urge he instantly senses this and may reject that influence as if it was an Unacceptable Order. This protection ceases the moment the Infernal speaks to the person attempting to influence him for the rest of that scene.

However, should he be subject to a social influence roll that is in line with either his Motivation or his Urge he must pay full attention to it, not interrupting the speaker until they are finished unless he spends 1wp.
 

Interesting, but I think it misses the point of Heresy; you mix the energies of two or more titans to get something nobody ever expected. This is 'just' upgrades to previous charms, or compiling the effects of both charms together in one. They're cool effects, but it seems like buying 1.5 charms for the price of 2, if you get my meaning.

Compare that to a canon heresy charm, Emerald Angel Unfurling: it's prereqs are a pain-reducer and a lie-detector, but the charm itself is a shaping defense. It doesn't follow directly from the charms, but there's thematic links; a charm to protect the body from pain plus a charm to protect the mind from lies equals a charm to protect the character from change.
 
On an entirely unrelated note, here's a question on broken charm combination: Will it work as intended, or will it kill the character?

Exalted 2.5:
DragonBlooded, Essence 7, Occult 6, War 7, Breeding 5.

Relevant charms:
Mantle of Elemental Fusion (Dreams of the First Age - Lords of Creation)(E6, Occult 6) - allows a dragon-blood to capture an elemental and use their charms freely.
Can be substituted by a Yasal Crystal.
As in the Beginning (Dreams of the First Age - Lords of Creation)(E7, War 7, Breeding 5) - a Martyr charm, allows to drop a tac-nuke on the target after an hour of waiting (or 10 seconds if Martyr use activated)
Can be substituted by another Martyr charm, I'm not picky.
Host of Spirits (The Books Of Sorcery, Vol. 4: The Roll Of Glorious Divinity I -- Page 155)(E2) - a Spirit charm, which is accessed through a Yasal Crystal, or Mantle of Elemental Fusion. Allows the character to create a number of copies of himself, that can be invested with motes, temporary Willpower, or charms that will use the aforementioned motes and willpower. The character loses the use of charms until the copy dies.

Cost: 3 motes per copy
Minimums: Essence 2
Type: Simple
Keywords: Shaping
Duration: One scene or indefinite

The spirit animates a piece of itself into its full shape. Weak spirits create doppelgangers to fool or outnumber foes; powerful ones also create units of followers or avatars to send out into the world.

(Conviction) copies can be formed per action, to a maximum of (Essence x Conviction) at any one time, and each costs the spirit three committed motes. These doppelgangers possess all of the spirit's traits and other qualities, but two fewer dots of each Attribute save Appearance (Minimum 0), only the illusion of equipment, no Charms, motes of Essence or temporary Willpower, and only a single -0 health level. Each member of the Host has an Essence three less than the spirit's (minimum 1). Such copies last until the end of the scene under the perfect mental command of the spirit.

With a touch, copies can be invested with motes or temporary Willpower by the true spirit, but never recover them once they're spent or lost. If a copy meets the prerequisites, it can also be imbued with the spirit's Charms, but the original will lose access to those Charms as long as the doppelganger persists. Charms return to the spirit upon a copy's destruction, but not motes or Willpower.

Essence 3+ spirits may spend one Willpower to allow another character to don one of the spirit's copy bodies. Any basically humanoid creature smaller than the spirit may enter into a Host copy, riding it until she chooses to leave or the spirit releases the three committed motes. While inside, the inner creature sees as the copy would see, with the spirit's senses. The inner creature may not, however, use any of her own Charms without disrupting the power, and all of her Physical Attributes and Abilities are considered those of the doppelganger, as well as its Essence score.

Wearing a copy constitutes a perfect disguise, per the Charm Flawless Mirror; if the character suffers any damage while wearing a Host copy, however, she's exposed.

The spirit need not invoke a Host that looks exactly like it, but it will need other Charms such as Shapechange if the spirit wishes to alter forms more than a little. If the spirit decides its doppelgangers are exact, then onlookers seeking the original must succeed at a (Perception + [Awareness or Occult]) check with an external penalty of (spirit's Conviction) to do so.

Ahem.
And I already need to make a correction. The copies need to fit the prerequisites, and they also have Essence score 3 less than the Dragon-Blood. So the Dragon-Blood needs to have Essence 8 minimum for the less powerful Martyr charms, and Essence 10 for As in the Beginning to transfer it.

Martyr: A Charm with this keyword has a greater effect if the Exalt voluntarily forfeits his life when activating it. The mystical suicide joins the Terrestrial's soul and Essence directly to the Elemental Dragon associated with his aspect, subsuming the totality of his name and being into the Dragon like a drop of water returned to the ocean. Only the empty shell of the Terrestrial's body remains, unless it is consumed by the Charm's effect. When using the Martyr keyword, death substitutes for the usual cost of the Charm, and it may be expressly activated as a reflexive action regardless of its normal type, allowing Terrestrial elders to fight to the last mote and still unleash one final act of greatness. Characters may activate one Martyr effect with their death, plus one different additional one for every dot of Essence above 6. (An Essence 10 paragon—if such a being existed—could die the death of five dragons.)

So, anyway my question. The Dragon-Blood creates a copy of himself with Host of Spirits, infuses it with a Martyr charm (and only the Martyr charm), and promptly tells the copy to Martyr-activate it.

Does the charm activate?
Does the Dragon-Blood survive the act of his copy Martyr-activating the charm?
Does the charm have the desired Martyr effect?

I'm asking because... Essence 10 Dragon-Blood acting as a nuke-on-demand... Suitable for E10, but OP.

On a somewhat related note, Host of Spirits may or may not be a quick and dirty way to create several near-invincible troops, depending on availability of persistent defenses and improvements, like (Ability) Essence Flow for Melee, Martial Arts, Archery, Thrown, Dodge and Resistance (or Stealth) to create four hard-to-kill combatants.
 
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DotFA
Elder Exalts
Essence 6+ Charms
Yasal Crystals
Roll of Glorious Divinity Charms

Right, I'm triggered.
 
Should I be worried?

EDIT: On second thought, yes, I should.
If not for my well-being (which is still up in the air), then definitely for yours.

Why would you use DotFA!?

Why would you use Elder Exalts!?

Why would you even bother with Charms over Essence 5!?

lol, yasal crystals

Roll of Glorious Divinity is either shit or acceptable depending on who you ask.
 
Why would you use DotFA!?

Why would you use Elder Exalts!?

Why would you even bother with Charms over Essence 5!?

lol, yasal crystals

Roll of Glorious Divinity is either shit or acceptable depending on who you ask.
Ahem, those are all complaints and mockings, not answers. Also:

BWONG! You need to go deeper.

The hypothetical situation is that I am building (not for actual gameplay) a grandson to her Redness, born in RY 160, who (as a 5-dot Merit) has knowledge of the Exalted 2E splats, including RotSE. And doesn't want to die.

Incidentally, by age 50 he's gained technical immortality by building a 3-dot artifact (think Bracelet of Shared Life, with Divinity Requisition Badge used to make the Least God of said Bracelet to attune to said Bracelet, so it works for anyone who dons it - and as said Least God is supposed to exist for as long as the Bracelet does, and the bracelet is made of Green Jade and therefore does not expire with age, immortality). So he can both expect to live to see the events of RotSE, and actually grow into the Elder Charms in process - if nobody offs him by then.

Naturally, he would cheat most outrageously - it's a necessity in the world where everyone else cheats, and many thousands cheat harder.
 
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