Well if we have BMI up that that should negate at least some supernatural advantages. It becomes a pure test of skill one he doesn't know is happening.
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.
Done. Changed the perfect effect to "The infernal adds their essence rating to the local Gauntlet rating, and to the difficulties of escaping the building, or breaching internal barriers, such as doors or walls."
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.
Sure, that's a nice bit of symmetry. Done, and added "The use of this charm prevents the Infernal from benefiting from Murder is Meat charm. A failure means that the target simply dies. A botch results in target's final death, with no possiblity of rebirth or reincarnation, as their soul is shredded by the merciless winds. ".
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 really curious about how this might interact with the white god. He has a lot of rules, some of which are about choice and some of which come from his nature. So if we set something like this up with him would it let him cheat without contradicting himself?
Maybe engineer a situation where some Denarians end up in the next best thing to physical contact with him, just to see what happens.
Even without that we can set some up in our hell dedicated to Molly for prayer stuff and resurrection stations supposing it gets approved.
This honestly looks more like an ancient sorcery spell in my opinion. It also works like a charm, I guess, but maybe a special one that has "must have at least 3 dots in prayer eating" or something like that? Still, an interesting concept
Pretty sure solars and a few other have them, which is what clued me in on the difference.
You're right that Molly doesn't have those abilities, but some don't even make sense in her context and the others are things we should aim for. The clones are added attack surface and need other defenses to make up the difference.
You know what? Developing a charm to protect one's mind should be appropriate for Molly. She is concerned with secrecy and sanctity of the mind enough. But the charm should be Infernal weird.
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.
Changelog:
1) Changed the perfect effect of Sealing The Prison Gates to "The infernal adds their essence rating to the local Gauntlet rating, and to the difficulties of escaping the building, or breaching internal barriers, such as doors or walls."
2) Clarified that Dragon Riding Caravan cannot start at a place of spiritual desolation, but can lead to one
3) For Blade to Wheel Retuning switched the essence expenditure of the base form to Dex + Occult against the difficulty of target's Willpower, similar to Murder is Meat. Added the following text "The use of this charm prevents the Infernal from benefiting from Murder is Meat charm. A failure means that the target simply dies. A botch results in target's final death, with no possiblity of rebirth or reincarnation, as their soul is shredded by the merciless winds. "
4) Added the following charms Infernal Sentencing Prerogative (●●), Noospheric Domination Protocols (●●●), Wind-Guarded Thoughts (●●●), Twin Suns Illuminated Throne (●●●●●)
Possible ways to develop:
1) Cut away Name holding Method, Dragon Riding Caravan, Infernal Sentencing Prerogative. Name holding Method sounds like normal Dresden Verse magic, I think. It's not a unique ability thematic for infernals, I believe. Dragon Riding Caravan is unlikely to be bought, not unless we are able to open our charmtree to others. Infernal Sentencing Prerogative is a neat idea, but I'm not sure if it'll get much play.
2) Need to think of some manner of combat charm. Possibly also something with craft (I noticed the suggestion above, will think about it in the morning).
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 Approach ●
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. The infernal adds their essence rating to the local Gauntlet rating, and to the difficulties of escaping the building, or breaching internal barriers, such as doors or walls. 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
Infernal Sentencing Prerogative ●●
It is not up to a prison's warden to decide the prisoners' punishment. The Infernal is a different matter.
System: An infernal spends a moment while touching a record of a legal sentence, either a court's written order or a soldier tasked with enforcing local's warlord's judgement. She spends 1 mote of essence and rolls Manipulation + Law against the difficulty of the judge's Willpower. She can raise or lower the magnitude of the punishment by a factor of (successes rolled + 1) with Storyteller's deciding the criteria for switcihng between types of punishment, such as an imprisonment becoming a fine or a death sentence. The charm affects the records and the minds of everyone involved, save the mind of the condemned, who is left completely untouched by the charm at all. Infernal Sentencing Prerogative's duration lasts as outlined on the following chart:
Successes Duration
1 One day
2 One week
3 One month
4 One year
5+ Permanent
Infernal Sentencing Prerogative cannot be used on the same judgement more often than once a year and one day.
This is a bastard child of a Cold and Empty World, and The Man Who Sold the World. Lets us mess with the legal system, affect judgement and punishment of supernatural courts, and punishment of criminals. Honestly not too sure it's worth it, but it seemed like an interesting concept to explore.
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 initiated in places of desolation, but can lead to them. 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.
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.
Wind-Guarded Thoughts ●●●
The mind of the Infernal is guarded by the iron-filled winds that shield her realm.
System: Whenever someone attempts to read the Solar's mind by any means, roll Perception + Awareness against difficulty 8. Success reveals not only the mind-reading attempt, but also who is responsible. The Solar may then pay 1 Essence to reflexively shield her thoughts, making them impossible to read for the rest of the scene. Further, whenever a character attempts to read the Infernal's mind or delve within her soul somehow, they must make a reflexive (lowest of Dexterity or Wits) + Stealth roll against difficulty 9. Failure protects the Infernal's mind from being read, conjures a vortex of iron-filled tornado around them, which inflicts 10 dice of lethal damage (aggravated against fae and other beings with similar weaknesses to iron). Infernal must spend one point of essence or willpower in order to stop this automatic defense.
Ok, this is a weird mix of Labyrinth of the Beast (•••), which by itself is a worse version of Guarded Thoughts Meditation (•••). I raised the difficulty to notice the attack from 6 to 8, symbolizing how large a primordial's mind is, and how tiny the attacker is on that scale. However, I added a second layer of the defense, thematically similar to lesser horrors scorned (••). The effects of the failure are obviously noticeable, distacting (due to it being an attack), and in general acts as Sandstrike Blast (••). It's an effect that takes active effort to suppress.
Noospheric Domination Protocols ●●●
The Infernal is destined to rule the realms. The realm of information is no exception.
System: the Infernal becomes capable of accessing the Internet mentally, viewing it as though it were superimposed over her field of vision. She can provide any needed user input simply by willing it so, "clicking" links or typing out text with thought alone.
Viewing the Internet with this Charm doesn't impede the Infernal's normal vision or her ability to take actions. This Charm can't be hacked. Within one realm, the connection is always perfect. By paying 1 essence and rolling Intelligence + the highest of Computers, Occult, Melee, Brawl, or Larceny she can manipulate the realm she observes, including any wireless-enabled devices within her sight. Depending on what is used, the descriptions of the process adjust accordingly - if she uses Computers, then she's dealing with lines of code, if she's using Occult, then she invokes nascent spirits of the Web, if she's using Melee, then the blade of her will cuts through the virtual barriers.
So, the internet connection text is taken from Metaneural UplinK Node (•) Alchemical charm. The "can use non-computer skills to manipulate the internet and do in-sight hacking" is original. The logic is that FCFF have the entire noospheric realm that needs to be represented, and it's cool to hack firewalls with your soul-sword. I think the increase in rank is merited for Infernals.
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 roll Dexterity + Occult against a difficulty of target's Willpower, then strikes a fatal blow to the target within the same scene. On success, 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 use of this charm prevents the Infernal from benefiting from Murder is Meat charm. A failure means that the target simply dies. A botch results in target's final death, with no possiblity of rebirth or reincarnation, as their soul is shredded by the merciless winds.
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.
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.
Twin Suns Illuminated Throne •••••
The Yozis do not know what they have wrought. They sought biddable champions wearing gilded collars, gestalt-reflections of their own magnificence. But the Green Sun Princes are more than their makers ever anticipated. Within them sleeps a greater power than the titans' own: the power to transcend Yozi nature and be reborn. A new era is at hand. In it, Creation will see the birth of new Primordialss, backed by the power of Solar Exaltation.
System: The Infernal gets access to Solar charm set. She buys Solar charms at 5 XP per dot level. In order to actually make use of them, she has to pay 5 essence first. For the remainder of the scene she is no longer considered a Creature of Darkness and can benefit from the solar charms she purchased so far in addition to her own normal charms. Double excellencies are not allowed.
It is not up to a prison's warden to decide the prisoners' punishment. The Infernal is a different matter.
System: An infernal spends a moment while touching a record of a legal sentence, either a court's written order or a soldier tasked with enforcing local's warlord's judgement. She spends 1 mote of essence and rolls Manipulation + Law against the difficulty of the judge's Willpower. She can raise or lower the magnitude of the punishment by a factor of (successes rolled + 1) with Storyteller's deciding the criteria for switcihng between types of punishment, such as an imprisonment becoming a fine or a death sentence. The charm affects the records and the minds of everyone involved, save the mind of the condemned, who is left completely untouched by the charm at all. Infernal Sentencing Prerogative's duration lasts as outlined on the following chart:
Successes Duration
1 One day
2 One week
3 One month
4 One year
5+ Permanent
Infernal Sentencing Prerogative cannot be used on the same judgement more often than once a year and one day.
Would this cause a headache for the Archives who cannot forget their records unless they actively want to or would the information in their database be rewritten without them noticing?
Noospheric Domination Protocols ●●●
The Infernal is destined to rule the realms. The realm of information is no exception.
System: the Infernal becomes capable of accessing the Internet mentally, viewing it as though it were superimposed over her field of vision. She can provide any needed user input simply by willing it so, "clicking" links or typing out text with thought alone.
Viewing the Internet with this Charm doesn't impede the Infernal's normal vision or her ability to take actions. This Charm can't be hacked. Within one realm, the connection is always perfect. By paying 1 essence and rolling Intelligence + the highest of Computers, Occult, Melee, Brawl, or Larceny she can manipulate the realm she observes, including any wireless-enabled devices within her sight. Depending on what is used, the descriptions of the process adjust accordingly - if she uses Computers, then she's dealing with lines of code, if she's using Occult, then she invokes nascent spirits of the Web, if she's using Melee, then the blade of her will cuts through the virtual barriers.
It can also have synergy with our cyberdemons where we open places with very tight security, since our dc is limited to 9 and we have several difficulty reducers, and then let them come in and have fun.
(Man the mortal governments are really fucked up against Molly)
The Yozis do not know what they have wrought. They sought biddable champions wearing gilded collars, gestalt-reflections of their own magnificence. But the Green Sun Princes are more than their makers ever anticipated. Within them sleeps a greater power than the titans' own: the power to transcend Yozi nature and be reborn. A new era is at hand. In it, Creation will see the birth of new Primordialss, backed by the power of Solar Exaltation.
System: The Infernal gets access to Solar charm set. She buys Solar charms at 5 XP per dot level. In order to actually make use of them, she has to pay 5 essence first. For the remainder of the scene she is no longer considered a Creature of Darkness and can benefit from the solar charms she purchased so far in addition to her own normal charms. Double excellencies are not allowed.
I'm really curious about how this might interact with the white god. He has a lot of rules, some of which are about choice and some of which come from his nature. So if we set something like this up with him would it let him cheat without contradicting himself?
Maybe engineer a situation where some Denarians end up in the next best thing to physical contact with him, just to see what happens.
Even without that we can set some up in our hell dedicated to Molly for prayer stuff and resurrection stations supposing it gets approved.
I want this. In fact, I really want a lot of this hell's charms, but this one is especially funny because of who Molly is and because of our fallen angel shadow circle companion.
Hey @Yog , lightbulb moment, we need at least 1 direct attacking/offensive charm in the set, as well as more then 1 five dot charm. I also realized that we have no charm that helps with Mollys thing of being a frontline sword-wielding warrior. So why not tie it all into one using a fun idea- Bayblade McGee.
Seriously though, Mollys entire realm is focused on spinning cycles and she has a giant spinning storm making up most of it. I know Hell of Flayed probobly has something fairly similar even if I can't check rn, but now I am obsessed with Molly spinning faster then even supernatural eyes can properly track and bouncing through a room, slicing through a dozen minor nasties in a few breaths like a Top powered by a Truck of Cocaine.
How exactly to stat it, I'm not sure but it should probably focus on attacking numbers over multi attacking one target, and be worth 5 dots so give it nice fat numbers to match.
Molly is the fulcrum, the center upon witch the world spins, so for her it would probably look like the world is spinning around we her and yet be easy to move.
Edit: also, I really like the Twin Suns charm even if it's a XP hog that will probably only be relevant in postgame of something, Molly is really a Solar at heart even if infernal exaltations can't be flipped like abyssals potentially can, being able to reach for that glory as a righteous god-queen feels thematic for her.
Edit 2: Finally had time to look at the EvWoD doc, and the closest thing to what I see it thousandfold typhoon hand, and that is explicitly only against a single target unless its a signature charm in shintai. So yeah, something like '5 dots charm, Pay 3 essence, for 5 turns become the revolving storm, being able to take... 5 attack, deflect, or movement actions per turn, and each attack must be on a different target'? that might be over or underpowered, don't really know for sure, maybe make it scale with essence spent like TTH instead, I'm just spitballing.
I am trying to write up a Infernal training charm which is basically about how Molly has grown a training hall inside of her Kingdom, but I just don't know how to balance it. In some ways it is worse then normal train charm because we have to bring the people into our hell for training, but it also opens the possibility of having people be trained by the people in our hell without needing Molly to be hands on them being limited by Molly's own skills.
Also I feel like it is something Molly should build in game rather then us just buying a charm.
@Yog Any ideas for a Training Hall Splendor that a charm could upgrade further?
In some ways it is worse then normal train charm because we have to bring the people into our hell for training, but it also opens the possibility of having people be trained by the people in our hell without needing Molly to be hands on them being limited by Molly's own skills.
Feels weird for any charm to require Molly bring anyone to her hell. Charms aren't supposed to have prerequisites and any charm Molly has should be theoretically possible for another infernal to learn in concept. There is a reason I used 'visions of learning in the courts' for mine, and gave them a dc penalty for the duration so they are less effective practically then while in 'training'. You can steal that mechanic if you want a charm that doesn't require Molly to personally train them and isn't required to be based on her skills.
That is very nice new thing for ExVWod. The standard has been that all charms are loaded with prerequisites. But I suppose a Infernal without a kingdom can make a training hall.
Also feels like a weird objection to make considering that your idea also depends on our kingdom.
No, my idea uses a connection to the themes of the Hell related to the charm, consistent with how other charms can draw on things from the hell they are based on. The charms require the appropriate hell to exist, but actually having to travel to a hell as a prerequisite to use a charm seems out of flavor, imagine if there was a wicked city charm that only worked if you first went to a specific server farm in that hell. And I know other books have lots of prerequisites for charms, but we are using EvsWoD right now.
I thought that I would do some compare and contrast to give inspiration for how we might make a 5 fold court training charm.
The Infernal may lead a group of mortals or bakemono in a regimen of training, worship, and indoctrination, quickly forming them into a shape of her
desiring and creating the nucleus of a cult.
System: During each day of training a group of
mortals or bakemono, spend 1 Essence per acolyte. At the end of seven days of training, all students gain 30 experience points to spend raising their Physical
Attributes, Manipulation, and Alertness, Brawl, Intimidation, Larceny, Melee, or Occult Abilities. No Ability can be raised higher than that of their Infernal instructor. This Charm can be used on the same acolytes repeatedly, but bestows only 20 experience points on subsequent training regimens. Any unspent experience is lost.
Completing a training regimen under this Charm makes the acolytes into creatures of darkness, if they were not already. Additionally, each course of training
alters an acolyte's personality in the following fashion:
• After one course of training, he will grow to violently despise one concept specified by the Infernal.
• After two courses of training, he will only speak
a selection of languages approved by the Infernal, and
will learn the primary language among this approved
list if he does not already speak it.
• After three courses of training, he will only wear a specific uniform or style of clothing endorsed by the Infernal.
• After four courses of training, he will shun and
scrupulously avoid certain actions or modes of thought
proscribed by the Infernal.
• After five courses of training, he will adopt one obligation he must regularly discharge, as defined by the Infernal.
Solar training charms. I actually had not realized before that Solars had two different training charms.
By putting a mortal through a dedicated training regimen, the Solar can transform him into a finely-tooled killing machine.
System: During each day of training a mortal or group of mortal students, spend 1 Essence per student. At the end of seven days of training, all students gain 30 experience points to spend raising their Physical Attributes, Wits, and Alertness, Athletics, Brawl, Melee, or Firearms Abilities. No Ability can be raised higher than that of their Solar instructor. This Charm can be used on the same students repeatedly, but bestows only 20 experience points on subsequent training regimens. Any unspent experience is lost. Any Tiger Warrior who achieves 5 dots in an Ability or Attribute under this Charm's training regimen gains the ability to do stunts in the same fashion as the Exalted.
Training XP rates are the same.
Tiger Warrior Training Technique (••••) is one more dot then Chirality Prohibition Index (•••).
Tiger Warrior Training Technique (••••) does Physical Attributes, Wits, and Alertness, Athletics, Brawl, Melee, or Firearms Abilities.
Well Chirality Prohibition Index (•••) does
Physical Attributes, Manipulation, and Alertness, Brawl, Intimidation, Larceny, Melee, or Occult Abilities
White is shared by both.
A little annoyed that TWTT also gives the people trained stunts. Although it does feel worth mentioning that TWTT explicitly only works on Mortal well CPI should work on all the CoD under our command.
But still if these were the only differences I expect that we would say that Infernals didn't get a terrible deal. One dot cheaper and able to use on CoD.
It is the mental effects which are the rub, but with careful rules lawyering I expect that we could come up with ways that both Molly and the people she is training could live with them. First week Plenty of things worthy of hate. Second week The selection of languages can be all and that could be a quick easy way to teach people Nospeak of our Kingdom. Third week A dress code isn't a big deal and I expect that we could make it fairly board or just a class badge or even standard equipment that we give our people. Forth week likely doesn't have a standard solution and would have to be customized for the person, but it is the 4th week and they have already gotten plenty of benefit.
So here I am thinking that maybe people are just whining when they talk about our training charm. Yes it takes more thinking, but it isn't bad for one less dot. Then I read.
By putting a mortal through a dedicated training
regimen, the Solar can fill him with wisdom to rival
the sage-kings of old. In little more than a week, a Solar
with this Charm can transform a group of poor farmers into world-class neurosurgeons or chemists.
System: During each day of training a mortal or group of mortal students, spend 1 Essence per student. At the end of seven days of training, all students gain
30 experience points to spend raising their Mental Attributes, Manipulation, and Craft, Academics, Computer, Investigation, Medicine, Occult, Science, or Technology Abilities. No Ability can be raised higher than that of their Solar instructor. This Charm can be
used on the same students repeatedly, but bestows only 20 experience points on subsequent training regimens. Any unspent experience is lost.
If the Solar knows hedge magic, she may also use this Charm to train students in the mystic arts, allowing them to spend the granted experience on Paths and rituals, though she can only bestow Paths and rituals that she herself knows.
And then I see this charm only 3 dots and she may also use this Charm to train students in the mystic arts, allowing them to spend the granted experience on Paths and rituals, though she can only bestow Paths and rituals that she herself knows. Ignoring all the rest this would be worth a 3 dot charm all by it self, but lets also compare the skill lists again.
Legendary Scholar's Curriculum (•••) Mental Attributes, Manipulation, and Craft, Academics, Computer, Investigation, Medicine, Occult, Science, or Technology
Chirality Prohibition Index (•••) Physical Attributes, Manipulation, and Alertness, Brawl, Intimidation, Larceny, Melee, or Occult Abilities
Basically no overlap. So I guess in general I feel that Chirality Prohibition Index (•••) is fairly even to Tiger Warrior Training Technique (••••). But I really feel like we need to make our own version of Legendary Scholar's Curriculum (•••).
Basically no overlap. So I guess in general I feel that Chirality Prohibition Index (•••) is fairly even to Tiger Warrior Training Technique (••••). But I really feel like we need to make our own version of Legendary Scholar's Curriculum (•••).
Good comparison, though by the nature of Molly's hell I would but both Abilities and possible mystic or martial arts training above any increase to attributes. In the Fivefold courts they have millennia to hone their skills, and learn magic and marital arts, but improvements to the body is done more with Cybernetics.
I would say in order of priority to include in the charm is Knowleges=>Skills->Paths=>Martial Arts->Talents->Mental Attributes->Social Attributes->Physical Attributes.
If you manage to piece together a balanced infernal charm that can grant Knowleges+Skills+Paths+Martial Arts, hats off to you buddy.
Well here is a custom charm. Note I didn't make this charm as a replacement for Chirality Prohibition Index. I made it as a supplement for after the Infernal has established their cult and as a Infernal version of Legendary Scholar's Curriculum (•••)
Scholar Assimilation technique (•••)
After the the Infernal has already establish their cult it can continue to grow on it's own. The Infernal brings people to a place where she is in control. They quickly learn the ways of the locals.
System: The Infernal brings a group of mortal or bakemono to a place where they are the unquestionable in charge (controlled by their cult, prayer-eating, taught by Chirality Prohibition Index, their own personal hell, etc) with the understanding that they are here to learn. During each day of visiting the Infernal spends 1 Essence per inductee. At the end of seven days of integration, all students gain 30 experience points to spend raising their Mental Attributes, Charisma, and Craft, Academics, Computer, Investigation, Medicine, Firearms, Science, or Technology Abilities. No Ability can be raised higher than that of their local instructor. This Charm can be used on the same students repeatedly, but bestows only 20 experience points on subsequent training regimens. Any unspent experience is lost.
If the Locals knows hedge magic, they may also use this Charm to train students in the mystic arts, allowing them to spend the granted experience on Paths and rituals, though she can only bestow Paths and rituals that she herself knows.
Completing a training regimen under this Charm makes the acolytes into creatures of darkness, if they were not already. Additionally, each course of training
alters an acolyte's personality in the following fashion:
• After one course of learning, he will grow to view himself as a member of the group and feel a corresponding sense of loyalty.
• After two courses of learning, he will also be able to speak all the languages of the group and will find himself incorporating their slang into his regular speech.
• After three courses of learning, he will become current with the local fashions and will find his sense of style matching the locals such as not to stand out.
• After four courses of training, he will shun and scrupulously avoid certain actions or modes of thought proscribed by the Infernal with the default shun being disrespect towards the infernal.
• After five courses of training, he will adopt one obligation he must regularly discharge, as defined by the Infernal.
...this is just a slightly edited version of Chirality Prohibition Index. You even left the name 'Chirality Prohibition Index' in the text of the charm. You also changed the abilities and changed Physical Attributes to Mental, but kept Manipulation? And keeping the 5 changes but only changing some of them to be more palatable. Its just CPI - Part 2. A custom charm using the fivefold courts should at least try to integrate more of its themes. Maybe design a set of five obsession-type flaws based on the cities (Law and Order, Uncovering Secret Knowlege, Beauty and Grace, Traveling and Exploring, Destroying the Unnatural?), and each time they go through training it increases a Dot? And choose whether this charm is focusing on the Five Cities overall or just the City of Scrolls, if feels very unclear right now with how scattered the options are.
I want this. In fact, I really want a lot of this hell's charms, but this one is especially funny because of who Molly is and because of our fallen angel shadow circle companion
The scene where Molly explains that she wants to help heaven cheat hell, but she might kind of gain social modifiers against god in the process, to Micheal and Forthill would almost be worth it on its own.
Though depending on how far we can cheese it should the charm get in we could really ruin the Devil's day.
For example; I see a requirement that it be some sort of open container, and I see a requirement that it be filled with water. I don't see any other rule about form or mobility.
We're playing a craft infernal - why stick to a bowl? Make it into a prodigy beat stick with an open top internal water reservoir that refills when you try hit people. Send it to the Pope in a box labeled "Deus Minimus Digitus" and wait to be canonized or excommunicated.
...this is just a slightly edited version of Chirality Prohibition Index. You even left the name 'Chirality Prohibition Index' in the text of the charm.
I didn't if you reread your will see that the words Chirality Prohibition Index were put in with intent. But I have now changed the name to Scholar Assimilation technique (•••). I have also changed Manipulation to Charisma. This is a Infernal version of Legendary Scholar's Curriculum (•••) not a replacement of Chirality Prohibition Index.
Someone before say that the charm should not have going to the five fold court as a prereq because we are building this as if some other Infernal might learn it. So I made it flexible.
I didn't if you reread your will see that the words Chirality Prohibition Index were put in with intent. But I have now changed the name to Scholar Assimilation technique (•••) if it will make you feel better.
It still feels more like a reskin then a companion charm, especially with overlapping consequenses. If they are taught by both, do the side effects conflict? some of them seem like they can be mutually exclusive, which isnt a good idea for mental compulsion side effects in your minions. And the last two are identical, which is strange since the Fivefold Courts and the Wicked City should not overlap so much that the training charm is the same. The Wicked City charm is like this in reference to SWLIHN, who is order and cult obsessed to the nth defree, which informes the drawbacks. The Fivefold courts is an entirely different environment, and Molly is all about free will. Having ANY of her inherent charms cause cult-style mental contamination is out of character for her and her hell.
It doesn't feel like this either. Infernal charms are supposed to be much more unique and diverse. An infernal version of Legendary Scholar's Curriculum should not even be vaguely similar to Chirality Prohibition Index, especially since they are from different hells with different themes and philosophy. Flavor is equally important to mechanics when in comes to Infernal charms, and this just isn't very flavorful.
It doesn't feel like this either. Infernal charms are supposed to be much more unique and diverse. An infernal version of Legendary Scholar's Curriculum should not even be vaguely similar to Chirality Prohibition Index, especially since they are from different hells with different themes and philosophy. Flavor is equally important to mechanics when in comes to Infernal charms, and this just isn't very flavorful.
It is no more similar to Chirality Prohibition Index then Legendary Scholar's Curriculum (•••) is to Tiger Warrior Training Technique (••••). Much less so. The flavor is sending people to our own education facility where they become part of the cult. I made the charm as if any Infernal in the future might learn it so the flavor had to be flexible to match whatever cult that hypothetical Infernal might have.
Yes the last two weeks are mostly identical. Still that is still just the last two weeks many are not going to get that far.
The Infernal may lead a group of mortals or bakemono in a regimen of training, and indoctrination, quickly forming them into a company of followers and administrators.
System: During each day of training a group of
mortals or bakemono, spend 1 Essence per Lackey. At the end of seven days of training, all students gain 30 experience points to spend raising their Mental
Attributes, Appearance, and Crafts, Science, Technology, Politics, Law, or Finance Abilities. No Ability can be raised higher than that of their Infernal instructor. This Charm can be used on the same Lackeys repeatedly, but bestows only 20 experience points on subsequent training regimens. Any unspent experience is lost.
Completing a training regimen under this Charm makes the Lakeys into creatures of darkness, if they were not already. Additionally, each course of training grants to Lackey the following
• After one course of learning, he will relinquish half of his true name.
• After two courses of learning, he will be able to feel the Gaze of his Patron upon him and at the infernals command be forced to kneel as if under the effect of Kneel or be Knelt
• After three courses of learning, he will at no cost to The infernal have an application of magnanimous warning glyph applied and become fully aware of the cost of disobedience.
• After four courses of training, he will relinquish the other half of his true name, and be bound by another magnanimous warning glyph.
• After five courses of training, he will adopt one obligation he must regularly discharge, as defined by the Infernal.
The logic behind this one is Lanka is the most civilized hell it is the demon city. Civilization as hell which means force is the underlying logic behind all driving action. Unlike the hell of the wicked city which is not the hell of civilization but the hell of hierarchy that can only be circumvented through logic and reason hence why no skill in mental attributes or abilities corruptive to hierarchical thinking are trained. The hell is civilization can only be circumvented through Brute Force and hence no Brute Force skills are taught everyone has a plan until they get punched in the mouth. All the skills can be used theoretically to change or otherwise manipulate the hell of civilization but they bind you ever tighter your money your resources your craft your skills everything seeks to bind you ever tighter to the demon city.
Not really a good idea to include hard perquisite charms in the charm like you are doing with Kneel or be Knelt and Magnanimous Warning Glyph. Maybe just say that the Infernal applies a delayed action charm that way is can be a flexible curse and less mechanically clunky.
They're not prerequisites the wording I chose at no cost to The Infernal or as if under to kneel or be knelt are meant to be taking literally. This in my mind doesn't break anything because if you have both of those charms then having them also be in this one doesn't do anything and if you don't have them having to be in this charm also doesn't do anything you still can't train people in the middle of combat or force people to kneel in general.
They're not prerequisites the wording I chose at no cost to The Infernal or as if under to kneel or be knelt are meant to be taking literally. This in my mind doesn't break anything because if you have both of those charms then having them also be in this one doesn't do anything and if you don't have them having to be in this charm also doesn't do anything you still can't train people in the middle of combat or force people to kneel in general.
Still not a good idea to make people have to search though the book for other specific charms in the middle of a already complex charm. I would say that the Infernal applies a charm they know at a delay. That way it can be a flexible curse and less mechanically clunky.
Or just say that they are forced to Kneel. It doesn't really need further explanation.
Chirality Prohibition Index then Legendary Scholar's Curriculum (•••) is to Tiger Warrior Training Technique (••••). Much less so. The flavor is sending people to our own education facility where they become part of the cult. I made the charm as if any Infernal in the future might learn it so the flavor had to be flexible to match whatever cult that hypothetical Infernal might have.
That's exactly my point really, TWT and SC are both Solar charms, they have the exact same themes and styles, it makes sense for them to be so similar. When it comes to infernal charms, they don't have direct counterparts, because all the hells have wildly different themes. The fivefold courts share SOME themes with the wicked city, but only because of the prevalence of technology. The Cult-Building themes of the Wicked City charm set inherited from the echo of SWLIHN is not appropriate at all for the Fivefold Courts and Molly's personality. Even if you keep the training part in a vague echo, the side effects and consequences should be radically different. And by radically I don't mean 'they start sharing a common language' rather then 'they only speak languages infernal approved' for example. All the others are in the same line. And dismissing the last dots as not mattering because 'we won't get there' shows how little attention you are paying to how infernal charms work, the mechanics in the charm tie into the themes in a fundamental way, which you are avoiding.
That's exactly my point really, TWT and SC are both Solar charms, they have the exact same themes and styles, it makes sense for them to be so similar. When it comes to infernal charms, they don't have direct counterparts, because all the hells have wildly different themes. The fivefold courts share SOME themes with the wicked city, but only because of the prevalence of technology. The Cult-Building themes of the Wicked City charm set inherited from the echo of SWLIHN is not appropriate at all for the Fivefold Courts and Molly's personality. Even if you keep the training part in a vague echo, the side effects and consequences should be radically different. And by radically I don't mean 'they start sharing a common language' rather then 'they only speak languages infernal approved' for example. All the others are in the same line. And dismissing the last dots as not mattering because 'we won't get there' shows how little attention you are paying to how infernal charms work, the mechanics in the charm tie into the themes in a fundamental way, which you are avoiding.
I find the forced inclusion of slang to be a bigger imposition myself and the last 2 dots are super flexible. The Shunning and Obligation could be anything! It depends on the Infernal it will fit the flavor of whatever cult the Infernal has. The balance in question is the requirement that the Infernal have somewhere that they are unquestionable in charge. Also with how quickly the five fold court assimilated those red vamp slaves I think that you are wrong about the themes.
Also I find appeals to Molly's personality don't really work. Her personality is in flux and these are infernal charms they usually don't fit perfectly. Also the entire 5 fold court is her cult. You just don't want to acknowledge that flavor.