Green Flame Rising (Exalted vs Dresden Files)

The problem with this argument is - what is it going to do with a clone? It can't possess it because celestial exalted, splendors, IPM and other powsible precautions. It can't compel it to spill information because IPM, and suicide contingencies. It cannot even keep it conscious, or suicide triggers go off. What can it do? Torture for the sake of torture? Doesn't work - you need to be conscious to be tortured, and CCC definitely applies, as do suicide triggers. Using the clones as Mystic links to attack us? That's viable, but we have shaping defenses for protection, and the crown of eyes to use on the scene of the attack to learn where it came from, at which point we can retaliate.

What can Nemesis do with our clones?

Edit: also we have our clones' true names. We should be able to track or summon or kill them remotely with magic.
I've outlined this before; IPM does mind control, it doesn't do any form of mind reading/information extraction.

You can see this in how the other celestials have two charms, one that reads like IPM and one that stops taking information but not control. By RaW we have exactly zero means to defend against that type of effect save for making a mind shield prodigy which pits a sorcery discipline against an elder evil focused on mind magic.

The splendor feature is written like IPM; you can't be body jacked but you can have your mind read. As pointed out by fictionfan, the suicide charges wouldn't actually kill a normal mortal, just almost kill them.

You're being way too dismissive of the abilities our enemies have. Remember that nemesis is the only thing that's even allowed to try hiding from the crown. Which I mention not because it might manage to hide, but to point out that this thing is matching perfects with the core power of a celestial exaltation and forcing a roll off. One we need multiple successes on to get actually useful information from our questions.

Calibrate your expectations of bullshit it can get to that.
 
[X] Good for her, it sounds useful
-[X] Offer to accompany Lash to any meetings she has with Marcone. It will be a good chance to get a read on the man, and to touch base with Gard.
 
I've outlined this before; IPM does mind control, it doesn't do any form of mind reading/information extraction.

You can see this in how the other celestials have two charms, one that reads like IPM and one that stops taking information but not control. By RaW we have exactly zero means to defend against that type of effect save for making a mind shield prodigy which pits a sorcery discipline against an elder evil focused on mind magic.

The splendor feature is written like IPM; you can't be body jacked but you can have your mind read. As pointed out by fictionfan, the suicide charges wouldn't actually kill a normal mortal, just almost kill them.

You're being way too dismissive of the abilities our enemies have. Remember that nemesis is the only thing that's even allowed to try hiding from the crown. Which I mention not because it might manage to hide, but to point out that this thing is matching perfects with the core power of a celestial exaltation and forcing a roll off. One we need multiple successes on to get actually useful information from our questions.

Calibrate your expectations of bullshit it can get to that.
Not dismissive just realistic. If if the clones even with all the precautions talked about are not safe then our secrets are not safe. Because Harry knows most of them and other friends know them as well. Talking about how clones add a vulnerability at that point is missing the point. No point in worrying about the door being insecure if the wall is made of paper.
 
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I wanted to make a type of 'training' charm in the theme of rebirth of the five cities, but decided that anything Molly would have to commit to much time to would have to be a stronger effect then I am looking for. So its more of a blessing, with some infernal side effects
That just a massively worse version of the training charm.

Just take the existing charm and re-flavor it towards the cites, with each city imposing a different trait, of behavior.
 
That just a massively worse version of the training charm.

Just take the existing charm and re-flavor it towards the cites, with each city imposing a different trait, of behavior.
How is it massively worse? It takes no time obligation on Molly's part, a one-and-done to cook up to 5 hyper-specialist per single essence use, can be spammed if she wants, rather then 1 essence per trainee and daily training, in that it is a lot better at large numbers. It also doesn't have the permanent-mind bending side effects and doesn't turn the targets to creatures of darkness. but a different flavorful side effect. It's not as good of a 'training' charm but it's not a useless charm by any means.
But yeah, there is a reason I made it only a 2 dot charm.

Edit: Calling this a training charm isn't really correct, there is no training, no investment of time or resources besides a single essence, much like VEE many mortals would trade a limb for this kind of skill in 5 abilities in a mere 5 days, I certainly would, and it makes people we don't have time to train highly useful.
 
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If we are making a five court training charm why not just make it a special building in our kingdom?
 
Not dismissive just realistic. If if the clones even with all the precautions talked about are not safe then our secrets are not safe. Because Harry knows most of them and other friends know them as well. Talking about how clones add a vulnerability at that point is missing the point. No point in worrying about the door being insecure if the wall is made of paper.
Because we're talking about the difference between adding something new to fix a poorly written charm or trying to play by kludging together something from suicide bombs that don't actually kill the target and item effects that don't actually interact with the problem.

My entire point is that 90% of the security you guys have been talking about is essentially installing a bank vault door on a gingerbread house; the grade of steel and quality of the machining are irrelevant. The other 10% is at least in the right ballpark, but doesn't actually do the job that throughly.

To flip this; suppose you're playing for nemesis in something like early ASWAH when DP still issued arc quests to the players. One of yours is to screw Molly over as hard as you can, and you've learned about the clone situation. What do you do?

I think a lot of the "our enemies have no option but to go home and have a good cry" would go away if engaged with as something we're trying to solve.
How is it massively worse? It takes no time obligation on Molly's part, a one-and-done to cook up to 5 hyper-specialist per single essence use, can be spammed if she wants, rather then 1 essence per trainee and daily training, in that it is a lot better at large numbers. It also doesn't have the permanent-mind bending side effects and doesn't turn the targets to creatures of darkness. but a different flavorful side effect. It's not as good of a 'training' charm but it's not a useless charm by any means.
But yeah, there is a reason I made it only a 2 dot charm.
Well for one thing, as good as specialization is the target is paying a very high price for it. The more skilled some is already the more expensive the trade becomes.

Just to name an example; if one of those five skills isn't set to academics for everyone our minions would become functionally illiterate after getting specialized. Remember that two dots of academics is a complete high school education. Going from three dots to five in a core combat skill but losing the ability to read and do math more complicated than counting on your fingers is a pretty steep price.

A better balance would be to let them move dots from one to five specific skills into one to five targets.
 
To flip this; suppose you're playing for nemesis in something like early ASWAH when DP still issued arc quests to the players. One of yours is to screw Molly over as hard as you can, and you've learned about the clone situation. What do you do?
Depends on how perfect my information is. But with the precautions suggested unless my information was perfect I expect that my attempt would fail and that I would be feeling somewhat sore at the QM for just making up reasons why my plan doesn't work. Or if my information was perfect (in which case why am I doing this information gathering mission, but nevermind that) then I would target Harry or someone else Molly trusts.

Or maybe I would just inflect Broken Seeker then have him trail Molly until she at some point is wounded and low on essanse and attack.
 
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Just to name an example; if one of those five skills isn't set to academics for everyone our minions would become functionally illiterate after getting specialized. Remember that two dots of academics is a complete high school education.
Just to note, this stated charm only reduces skills to a minimum of 1. No one will become Illiterate or forget how to drive. And yes, this is a bad charm to use on people that are already highly skilled, conversely it is a great charm to use on the mostly unskilled, which is a lot of people. There are tons of low-skill individuals that Molly could just slap with this charm to print a crack Lawyer or skilled Bodyguard for someone or master actor with 5 grandmaster skills.
Molly seems to manage with Academics 1 :p
 
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Just to name an example; if one of those five skills isn't set to academics for everyone our minions would become functionally illiterate after getting specialized. Remember that two dots of academics is a complete high school education.
No it isn't or Molly going to highschool would actually count as training time which it doesn't.

Also illiterate is a specific flaw worth points so I would not expect it to be something that just happens with zero dots in academics.
 
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No it isn't or Molly going to highschool would actually count as training time which it doesn't.

Also illiterate is a specific flaw worth points so I would not expect it to be something that just happens with zero dots in academics.
It seems like a flaw you should be forced to take if you are drained of all you academic knowledge though.

And while Molly doesn't get a training bonus for high school we'll loose the college training bonus if we buy up to 3 dots in academics before completing it.



Just to note, this stated charm only reduces skills to a minimum of 1. No one will become Illiterate or forget how to drive. And yes, this is a bad charm to use on people that are already highly skilled, conversely it is a great charm to use on the mostly unskilled, which is a lot of people. There are tons of low-skill individuals that Molly could just slap with this charm to print a crack Lawyer or skilled Bodyguard for someone or master actor with 5 grandmaster skills.
Molly seems to manage with Academics 1 :p
Mechanical abstraction is mechanical abstraction. She's almost done with high school, which should leave most people at 2 dots of academics. Technically she has the same score as a middle/elementary schooler, but these aren't the same thing. She's a PC too, so it's extra weird. See how exalting somehow nearly erased her ability to drive.

In any case the charm is bad relative to other training charms because it's hilariously exp inefficient.

It's also unclear if there have to be dots to take for this to work, and what happens when it hits the floor in a skill. Does it just draw blood from a stone, or is there a competence band we shine looking for?

You're overthinking your rebalance.
 
It's also unclear if there have to be dots to take for this to work, and what happens when it hits the floor in a skill. Does it just draw blood from a stone, or is there a competence band we shine looking for?
That's because it's not a dot transfer charm, it's an ability granting charm that has the side effect of 'forgetting' old skills as you simulate spending a full lifetime becoming a fivefold grandmaster. In that sense if there is no dots to loose it is a charm with only gain, unlike other training charms it can't really be repeated for more XP because it doesn't grant XP, If people have only one or two useful skills, you can select those two as part of the five and they are only strengthened. you would loose your old abilities for a fresh set. It's more like the Wish granting charm then the training charm really.
 
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That's because it's not a dot transfer charm, it's an ability granting charm that has the side effect of 'forgetting' old skills as you simulate spending a full lifetime becoming a fivefold grandmaster. In that sense if there is no dots to loose it is a charm with only gain, unlike other training charms it can't really be repeated for more XP because it doesn't grant XP, If people have only one or two useful skills, you can select those two as part of the five and they are only strengthened. you would loose your old abilities for a fresh set. It's more like the Wish granting charm then the training charm really.
So it's a charm most effectively used on infants. That's not a bad thing to have, but very against theme for a Hell where the Wheel means that almost no one with no skills exists.
 
So it's a charm most effectively used on infants. That's not a bad thing to have, but very against theme for a Hell where the Wheel means that almost no one with no skills exists.
I suspect that we would be using it on bundles of people in the last station to give them all useful skills. Although maybe people who lose skills should get a little bit of past lifes background.

On that topic do we plan on offering IDU to the humans in Last Station?
 
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I suspect that we would be using it on bundles of people in the last station to give them all useful skills. Although maybe people who lose skills should get a little bit of past lifes background.

On that topic do we plan on offering IDU to the humans in Last Station?
I feel like turning children into dhampyre or formor might be… looked down upon, by certain parental units… not that I don't think we should make the offer, just be aware that it's not going to paint us in a great light if we go through with it I think?
 
So, second iteration based on the discussion, ideas from various people and feedback. Still far from done.

Changelog:
1) Added Name Holding Method, Perfectly Balanced as All things Should Be, Sealing The Prison Gates, Dragon Riding Caravan (originally Paths Through City Streets), Empress's Shadow Manifestation (originally Two-World-Twin-Soul Echo Stance).
2) Removed the five dot clone charm version, because it's really not needed and is a reskin of Splintered Gale Incarnation

Current state of affairs:
1) We are left with 1 more one dot charm, 2 two dot charms, 4 three dot charms, no four dot charms, and two five dot charms.

To do:
I want to make an analog of Unconquered Hero's Faith at 5 dots, which would temporarily grant us access to solar charms and lift our Creature of Darkness typization, to symbolize our ascension into a new Primordial.

1) These are still Infernal charms, given shape by a tainted primordial superweapon meant to kill architects of Creation and left to wallow in spiritual filth for so long linear time no longer applies at all. They are not supposed to be reskins of solar or lunar charms, even if mechanics might be similar.
2) These are primordial charms, meant to represents aspects, intent, and glory of a nascent Dreamer, someone who would surpass and eclipse those that came before her. They should demonstrate their creator's growth past her tainted origins into what and who she desires to be.
3) These are the player charms. They will be used in the story and the game. They should be interesting, and fun both to the players and the GM. This means manageable bookkeeping, and impactful mechanics that are fun to play with.
4) For each infernal charmset, there are 5 one dot charms, 5 two dot charms, 5 three dots charms, 3 four dot charms, and 2 five dot charms. We should not exceed that amount, I believe, otherwise we will run into "charm for every situation" situation, where the themes are going to be eroded. I am not capable of making the full charmset, but I'll try to make some parts of it.

Name holding Method ●
Many beings can use your true name against you. Infernals are one of them.
System: If the Infernal hears someone's name from their own lips they can make a DC 7 Perception + Occult roll to perfectly remember it. Upon success, the Infernal gets the ability to use her charms on the target without regard to distance, or creature of darkness typing limitations.
Credit goes to @fictionfan . This is logical to have from Dresden Verse perspective, and it's very strong, but it's also limited in how you need a True Name from their own lips, which is a hard bargain. This charm also solves clone security problems completely. Because we'll always have their true names

Spirit Shifting Stride
In a land far from the sun life is measured not by the cycles of heaven, but the rhythm of the soul.

Gracefully dancing between the five pillars of her spirit, the infernal tunes the elements of her soul to the task at hand.
System:
The infernal activates this charm for a scene as a reflexive action, and chooses one of the cities of the Fivefold Courts of Fate to channel.

While channeling a city she benefits from -1 difficulty to all rolls based on the skills associated with that city based on the given set so long as she acts within its themes. Actions using other abilities can still be taken, but most abide by the same restrictions. If the infernal breaks this requirement it qualifies as using up the city for the scene.

At any time the infernal may also to shift to another city, but this uses up her current one for the scene. Cities expended by either means cannot be returned to until a new scene starts.

The Red City: Law, Leadership, Intimidation, Melee, Alertness, firearms
The Emerald City: Academics, Occult, Science, Technology, Craft, Computer
The Sapphire City: Expression, Politics, Performance, Subterfuge, Athletics, Larceny
The Amethyst City: Medicine, Investigation, Empathy, Finance, Etiquette, Stealth
The Golden City: Survival, Brawl, Awareness, Streetwise, Animal Ken, Drive
I like this one a lot, and all credit goes to @BronzeTongue , who made it. I am a bit iffy on the mechanics, but otherwise it's a great charm thematically

Records Lost to Ages Paradigm

As the Wheel of Ages turns, slowly but surely, so do bonds of mortals and immortals alike turn to dust. Even in the world of Sanctuary, memories of past epochs are scattered to the merciless iron winds. The Infernal hastens this universal process so by the application of her might.
System: The infernal touches an object holding a recording of an agreement - a written pact, a party to an oral agreement, a speech recording, etc., spends 1 mote of essence, and rolls stamina+occult against a diffuclty of combined willpower of the parties of the pact (capped at 9 before application of other effects). On a success, the agreement is eroded - memories get lost, records destroyed, magic bonds frayed. The process is not instantaneous, and takes one lunar month. The results of the agreement are not changed - if someone obtained an ownership of a house via a deal, the records of the deal are lost, but all the government records will still demonstrate the same owner as before the charm took effect.
I wanted an ability to destroy magically binding deals. This is something like Theft as Release, but aimed at contracts and pacts and deals. One dot charm because it takes time to come into effect (symbolizing the "accelerated age progression" lore effect description), and how it would usually roll against DC9 (before DC adjusters), Probably won't work on pacts with Mab or those who have perfect protections or can survive the passing of the Age.

Perfectly Balanced as All things Should Be ●
The Fey always pay back what they are owed. The Infernal is eager to learn from their example.
System: The Infernal is always perfectly aware of who she owes and who owes her. Nothing can disguise the identity of such a person from her. She gets a -1 DC to all checks against those that owe her, and +1 DC to all checks against those she has an outstanding debt to. Further, she can spend 1 essence and roll Intelligence+Etiquette as an opposed roll against target's Wits + Subterfugein order to be able to perfectly locate them.
Credit goes to @fictionfan . I tweaked it, adding +1 DC for checks against those an infernal owes a debt to, and a roll mechanic for location function. This should hopefully make the charm more balanced. There's still an "infernal is aware of all her debts" perfect effect, which is powerful and funky on its own.

Articles of Unity Sanctification ●●
Since the age of war, the eternal peace of Unity has been secured with the collateral of the exarch lives. Borrowing strength from the weight of tradition, the Infernal binds warring powers to their words.
System: When witnessing two or more sides of conflict coming to an agreement, the Infernal can spend number of sides making a pact motes of essence and roll Intelligence + Law. On a success, a mystic symbol carves itself into the bodies of the faction leaders. From this moment on, if their side knowingly breaches the terms of the agreement, the leader will suffer 5 * years the binding held rounded up levels of aggravated damage as balefire erupts from their body. If the leader changes, the binding transfers to a new leader automatically. If the leader changes due to the binding having triggered, the timer resets.
Pact sanctification. I really like how exarchs are basically collateral for the pact of Unity. And besides eclipses' anima power, there are very few tools to sanctify pacts. And Infernals have very few organization-targeting charms. So, I'll be adding a few.

The charm can only be used on sides of conflict, so it can't be used on two friends making a bet. It also allows, and if fact encourages, internal coups in bad faith parties, as the timer resets when a leader is changed by means of a contract breach, but not otherwise.

Dot level I am unsure about. It's an indirect charm that targets a leader of an organization, but it doesn't target organization as a whole. Endless Torment Emanation is three dots, so I am making this one a 2 dot charm.

Infinite Library Subscription ●●
Bringing truth to the name of the Emerald City's Infinite Library, the Infernal avails herself to a copy of any record in existence
System: By taking an action and spending 1 Essence, the Infernal can conjure a copy of any physical record to exist in her hands. The record persists for five days and then disappears.
You'd think that Archive's power would be more than 2 dots. It's not. Archive's power that is. Not exactly and not at all. Because the exalts don't get "automatically comprehend all written languages" charm that I know of. And the records conjured cannot be seen with the crown as a direct expression of exalt's charm. Now, two infernals with crowns of eyes working together makes this much sillier, but exalts working together being more than the sum of their parts is normal.

Sealing The Prison Gates ●●
The infernal makes a single motion and declares with their power that none shall escape under her watch as warden.
System: The infernal targets one structure either within their vision or that they are standing within and spends two points of essence. All portals (doors, windows, hatches, and magical gateways to other realms) within the structure immediately slam closed and stay sealed. No escape from the structure is possible. Within the structure, the difficulty to breach internal portals or walls increases by the Infernal's essence rating. The Infernal is always perfectly aware of the state of each internal portal and can open and close them at will. This effect lasts for a single scene.
Credit goes to @powergoat . Shifted to a 2 dot charm, and made the effect perfect following the When the Tigers Broke Free description. It's also a perfect effect, and it's only a two dot charm, and it's a much larger scale charm

Dragon Riding Caravan ●●
Through the craft of civilization, the world is connected. Through her Mastery of Essence, the Infernal makes use of what her subjects achieved to get to her destination.
System: The infernal pays 3 essence to summon a mystical spirit carriage appropriate to the surroundings - a hightech bus in a city street, a wyrmtrain in an underground tunnel, or a thunderbeast towed caravan in a forest. The carriage can carry her and up to 5 companions to her destination. The destination can only be something similar to where she left from - a city street to another city's street, a maintenance tunnel to a subway tunnel, a tropical forest to a northern one. The charm cannot be used in places of desolation. Both the starting point and the destination become an area of spiritual desolation for a day after the charm is used. The charm can be used in urban and forested environments. It takes 6 - essence rating hours to get to the destination, during which the Infernal and her party cannot leave the carriage.
The credit for the idea goes to @powergoat

Ok, so why 3 dots? Metropolitan Exigent's City -Crossing stride (••••) is 4 dots. And they are a celestial level exalt. On the other hand, RVD is one dot. So, I added transport time measured in hours, making this a non-combat charm, thus lowering its rating. On the other hand, I added the capacity to carry passengers alongside the exalt.

I also added "cannot be used in places of desolation", because if FCFF transportation is very much a product of functioning civilization. It's atypical of the infernal charms, so I added "the starting area and the destination temporarily become places of spiritual desolation" since it's still an infernal charm.

Pillars of Creation Conjuration ●●●●
The Infernal brings forth the echoes of the pillars that support her Courts
System: Spend 2 Essence. Up to 5 metallic columns up to 10 times essence rating in length and up to essence rating yards in diameter erupt from the ground where the Infernal desires. The columns persist for a scene, unless the Infernal pays an additional point of Willpower in which case the columns remain until dismissed. No more than 5 columns conjured by the Infernal can exist at any point of time.
I took Ramparts of Obedient Earth from Lydia and tweaked them a lot. This is a battlefield control and weapon making charm all at once. You can make an instant sniper's nest, or a battlestaff. Or a ten foot pole to poke something with. I didn't specify what kind of metal you'd be making, as I don't much want to think about it. Some type of brass, I guess?

The edge use of this is to produce metals for profit. Also ramming some huge gates.

Maybe I should add a "roll dex + craft, only up to success amount of columns can be conjured"? Or would that be redundant? How much bashing damage should a column do if impacting something?

Blade To Wheel Returning ●●●●
SInce time immemorial even to the eldest of spirits and wisest of sages, the residents of Sanctuary held one surety in their souls above all - that the Wheel is turning, and with its revolutions brings the merciful release from their most grievous suffering where all other methods fail. Now, the Wheel of Ages is beginning to move, and the herald of the new era to come brings this blessed surety to the Creation beyond Sanctuary upon the tip of her sword and the edges of her mind.
System: The Infernal pays 1 essence, then strikes a fatal blow to the target within the same scene. An ethereal wind, reminiscent to the everstorm of the Wilds engulfs the target, carrying its spirit away. Instead of ending in their intended afterlife, they will instead be subject to the Law of the Wheel of the Fivefold Sanctuary. Within a year and a day, but possibly as quickly as the next breath, as Storeteller's discretion, they will reincarnate in a place of safety that is karmically tied to them in perfect health, the wound inflicted by the Infernal and all their other maladies gone.
The exalt can pay additional target essence equivalent rating motes. In that case, the winds of the Wilds will linger, tying themselves to the breath of the target. After their reincarnation, the target remains bound to the Law of the Wheel for a year and a day. The target knows instinctively when this blessing passes.
Infernal healing charm. Very infernal healing charm. Stab someone to death in order to heal them and temporarily grant them immortality. But you have to kill them first, or the effect doesn't work. 4 dots because it's a very strong effect.

Also, credit goes to @powergoat

Empress's Shadow Manifestation ●●●●
Through her majesty, the Empress's shadow takes life.
System: The infernal pays 3 essence and spends an hour in concentration. Her shadow seeps into the spirit world she is familiar with, and takes form of her human form's clone. If the Infernal bought The King and the Kingdom: the thousand and First Hell, she can manifest in the Infernal's kingdom. The manifested shadow is perfectly aware and accepting of her status. She gets access to the Infernal's passive abilities, and is constantly aware of the Infernal's every thought and sensation. This is a one direction link. In order to learn what the shadow clone knows, the Infernal has to end the charm. Only one shadow can be manifested at a time. By spending another three essence, the Infernal can trade places with her shadow. If the Infernal ever comes to the same spirit realm as the one her shadow resides in, it will be reabsorbed into her anima, automatically dismissing the charm.
Credit for the idea goes to @Artemis1992 . I tweaked it in the following ways:
1) Shadow theming. It's in line with Kakuri influence, I feel.
2) The telepathic link is one-directional. This is in line with how it's supposed to be Infernal's shadow. The shadow is always aware of the object that produces it, but the reverse isn't true.
3) I added "into a spirit world she's aware of" to expand the functionality of the charm. Because all charms are self-sufficient in ExvsWoD. There are no prerequisites, though there are synergies and modifications. I wanted to maintain that. This drastically enhances the functionality, making it a spirit realm infiltration charm and/or ambassador creating charm.
 
Sealing The Prison Gates ●●
The infernal makes a single motion and declares with their power that none shall escape under her watch as warden.
System: The infernal targets one structure either within their vision or that they are standing within and spends two points of essence. All portals (doors, windows, hatches, and magical gateways to other realms) within the structure immediately slam closed and stay sealed. No escape from the structure is possible. Within the structure, the difficulty to breach internal portals or walls increases by the Infernal's essence rating. The Infernal is always perfectly aware of the state of each internal portal and can open and close them at will. This effect lasts for a single scene.
I'd suggest making it less perfect.
Just raise the strength of the Gaunlet and the difficulty of opening any locks by either successes or Essence Rating?

Tigers Broke Free gets to be perfect, but it's also a huge area and has the Infernal always in it, making it less useful for confinement.

Through the craft of civilization, the world is connected. Through her Mastery of Essence, the Infernal makes use of what her subjects achieved to get to her destination.
System: The infernal pays 3 essence to summon a mystical spirit carriage appropriate to the surroundings - a hightech bus in a city street, a wyrmtrain in an underground tunnel, or a thunderbeast towed caravan in a forest. The carriage can carry her and up to 5 companions to her destination. The destination can only be something similar to where she left from - a city street to another city's street, a maintenance tunnel to a subway tunnel, a tropical forest to a northern one. The charm cannot be used in places of desolation. Both the starting point and the destination become an area of spiritual desolation for a day after the charm is used. The charm can be used in urban and forested environments. It takes 6 - essence rating hours to get to the destination, during which the Infernal and her party cannot leave the carriage.
I'd suggest the Charm can't be started in places of desolation, but can lead through them?
Just to clarify it a bit.

Credit for the idea goes to @Artemis1992 . I tweaked it in the following ways:
1) Shadow theming. It's in line with Kakuri influence, I feel.
2) The telepathic link is one-directional. This is in line with how it's supposed to be Infernal's shadow. The shadow is always aware of the object that produces it, but the reverse isn't true.
3) I added "into a spirit world she's aware of" to expand the functionality of the charm. Because all charms are self-sufficient in ExvsWoD. There are no prerequisites, though there are synergies and modifications. I wanted to maintain that. This drastically enhances the functionality, making it a spirit realm infiltration charm and/or ambassador creating charm.
I think I like it.
 
Huh, I was just tooling through the 'Metropolitan Exigent' and several of the charms there can be reskinned fairly easily for Molly as well, which isn't a problem since unless the God of Chicago personally blesses a champion I doubt we will see one of those. Like 'On-The-List Assurance' or 'Tonight The City Bleeds'. Some minor renaming and maybe a small mechanic tweek makes them perfect for a god-empress of infernal cities.
 
Do take care to not overload the DC-side of the formulas. -1 DC is amazing, -2 is super, but difficulty doesn't go below 3 and eventually reductions just get wasted. OFC, I guess you could do that "DC reduction overflow into +dice" thing as another charm.
 
Do take care to not overload the DC-side of the formulas. -1 DC is amazing, -2 is super, but difficulty doesn't go below 3 and eventually reductions just get wasted. OFC, I guess you could do that "DC reduction overflow into +dice" thing as another charm.
I think there's a house rule that if DC is reduced below either 2 or 3, we get additional dice instead
 
Name holding Method ●
Many beings can use your true name against you. Infernals are one of them.
System: If the Infernal hears someone's name from their own lips they can make a DC 7 Perception + Occult roll to perfectly remember it. Upon success, the Infernal gets the ability to use her charms on the target without regard to distance, or creature of darkness typing limitations.
This seems sort of impractical; unless we go hunting for mortals we're going to have a hard time collecting these.

I'm skeptical on how useful it is for the clones too. What happens if we get three alerts while in the middle of something like fighting the dragon?


Dragon Riding Caravan ●●
I'm not sure about this one either, because we already have the ability to do this essentially.

Put whoever we want in the FCF, travel by RVD, then pull them out like we did for Las Vegas. The additional value is pretty marginal for a three dot charm in a limited charm set.


Blade To Wheel Returning ●●●●
This one I like, my only suggestion is to change the essence cost of the first stage to an dex+occult roll. That would make it into a mirror of MiM mechanically; Molly does the same thing to take souls, but no longer reflexively teethes on anything that gets too close to her metaphorical face.

It's also better off in an opposed environment because of how charm counterspelling works. If someone is trying to kill a person we're protecting they'd be rolling to beat our successes at activation instead of our converted essence rating.
She gets access to the Infernal's passive abilities, and is constantly aware of the Infernal's every thought and sensation. This is a one direction link. In order to learn what the shadow clone knows, the Infernal has to end the charm. Only one shadow can be manifested at a time
This seems like a bad idea, since it makes it possible to use them as listening devices.


I am a bit iffy on the mechanics, but otherwise it's a great charm thematically
In terms of smoothing out the mechanics, how do you feel about the dice adder equivalent I wrote under the same themes? We probably don't want both in the charm set but Five Paths, One Ring is mechanically simpler even if it's also somewhat weaker.
 
I'm not sure about this one either, because we already have the ability to do this essentially.

Put whoever we want in the FCF, travel by RVD, then pull them out like we did for Las Vegas. The additional value is pretty marginal for a three dot charm in a limited charm set.
All the Infernal CHarmsets have some redundancies with others though.

We have 4 ways of making Formor.

I wouldn't have any issue with our Five Courts Charmset having some overlap, not like we have to buy all its Charms.
 
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