Green Flame Rising (Exalted vs Dresden Files)

I might be going blind, but I still can't find the charm in question. Please provide a link, and I am very sorry about the inconvenience.

No big deal, here:

avoid a bookkeeping nightmare, so maybe something like this:
Five Paths, One Ring
The infernal finds her footing on the five pillars of her soul, dancing among them under the life giving light of the will that encircles them all.

System:
By leaning into the essence of one of the five pillar-cities of her soul the infernal may enter a shift centered on its themes. So long as she acts in tune with that nature success builds on itself; each overall check she passes using the relevant skills will add +1 dice to the pool for all of them up to +3.

She may only adopt one shift at a time, and actively using abilities in the domain of another city immediately resets the bonus and pushes her to that city's shift.

Rolls that use skills other than those outlined below do not end a shift, but only benefit from the bonus if clearly in line with the one currently in use.

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

This also sort of draws on WBS for inspiration.

Summary is that it uses the same city shift concept but trades the scene thing for slowly stacking bonus dice that stick around till you break character.
Infernal Sentencing Prerogative ●●
I think it's worth looking at the Seven Burning Seas take on this concept, because it's pretty interesting:

Appealing to a Lower Court (••••)

The Infernal offers comfort to guilty souls tormented by the specter of judgment. The fraud worried schemes will be uncovered and riches seized, the politician concerned old dealings will come to light, the murderer paranoid of vengeful knives, all can rest easily knowing that they've escaped human judgment — by submitting instead to the verdict of the Hells.

System: This charm targets a subject who has committed a crime but not yet received a sentencing. He must confess to the Infernal and submit himself to the Hells' mercy, after which the Infernal lays her hands on the subject and spends 3 Essence. This painfully transforms him into a fomori of a variety commensurate with his crime (by the Hells' curious evaluation).

Hellish law considers this transformation full punishment and subtly influences the world to prevent double jeopardy. Evidence implicating him will be misplaced or overlooked. Officials investigating him will be reassigned. Victims seeking revenge will take up hobbies. This in no way disguises any physical transformations fomori-hood may have inflicted, and will halt should the character recover his humanity by any means.
We don't need another fomori charm, but we could instead use a "community service" sentence as a replacement.

The target gets fate weaving grade protection against their wrong doing catching up with them in exchange for serving Molly. If they ever betray her or refuse an order it all catches up to them at once. Or maybe they get dragged straight to (our) hell, we don't have a lot of those in Molly's kit and it'd be a shame to miss out on that particular bit of the infernal experience.

Maybe that could be a synergy effect with the notary charm too? If you have a hell you can choose to inflict damage or to damn them on the spot.
Pillars of Creation Conjuration ●●●●
I don't see the point of this one. A four dot charm and all it does is make big metal rods?

The existing four dots are things like perfect defenses, making fomori, and nuking places with cursed radiation.

The charm that lets us summon any weapon we can physically pick up is three dots. Slapping people so hard they spontaneously develop Ebola is two dots.

Big poking sticks are neat, but at that price I think they're inadequate.


Twin Suns Illuminated Throne •••••
I like the idea of channeling this, but the effect just seems like paying through the nose to be a worse solar. Which seems like a waste of the reference.

If infernals are supposed to be developing into something that has the bullshit of both solars and primordials behind it, why not do that in a more indirect way?

Buy the charm and in exchange get a supernal type effect from one of the others we already possess. Those are constant increases in power that are pretty bullshit, and building one for Molly's existing kit would make it personalized. Maybe keep the temporary reprieve from counting as a creature of darkness thing too, for flavor reasons, but set it to only apply when Molly is using the supernal effect she bought.

That would be very bullshit, but we could also lock it as a high essence thing, to represent how it's a fundamental step forwards for the infernal on her path to becoming more.
 
We don't need another fomori charm, but we could instead use a "community service" sentence as a replacement.

The target gets fate weaving grade protection against their wrong doing catching up with them in exchange for serving Molly. If they ever betray her or refuse an order it all catches up to them at once. Or maybe they get dragged straight to (our) hell, we don't have a lot of those in Molly's kit and it'd be a shame to miss out on that particular bit of the infernal experience.

Maybe that could be a synergy effect with the notary charm too? If you have a hell you can choose to inflict damage or to damn them on the spot.
I remember when reading that charm thinking that it would be really great if we ever encountered Magic Law breakers that we didn't want their heads to be chopped off. The problem of course is that we need the charm before the situation comes up.
 
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I like the idea of channeling this, but the effect just seems like paying through the nose to be a worse solar. Which seems like a waste of the reference.

If infernals are supposed to be developing into something that has the bullshit of both solars and primordials behind it, why not do that in a more indirect way?

Buy the charm and in exchange get a supernal type effect from one of the others we already possess. Those are constant increases in power that are pretty bullshit, and building one for Molly's existing kit would make it personalized. Maybe keep the temporary reprieve from counting as a creature of darkness thing too, for flavor reasons, but set it to only apply when Molly is using the supernal effect she bought.

That would be very bullshit, but we could also lock it as a high essence thing, to represent how it's a fundamental step forwards for the infernal on her path to becoming more.
Solaroids in general have a rich history of pay more to be like your brothers, With solars having primordial principle emulation (Infernal) and Black Mirror revelation (Abyssal) and the Abyssals still having unconquered Hero's faith. (Solar). On some level it makes sense you can add as much as you like but the base stock Still Remains they are the chosen of the unconquered sun whether they are attended by Death or the Sore loser Titans.
 
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.
It's not about the size of the imposition, or what are the possibilities of shunning or obligation. Yes, the shunning or obligation could be anything, but no Charm of the Fivefold Courts would have forced shunning or obligations as a consequence of learning, because Free Will is one of Molly's themes to the point the very spirits in the fivefold courts do not have the same forced loyalty as the ones summoned from the wicked city. They COULD, and for most infernal, WOULD be like that, but for Molly herself. And that is what matters. Instead the people of the courts have a loyalty built from the society rather then innate nature, and have their own passions instead,

Here is an example of a more flavorful training charm builds along the same lines as TWTT and LSC-

Fivefold Learning Meditation ●●●
The Infernal Guides others through visions of lessons in the fivefold courts, spending 1 mote per student per day. At the end of five days training, all subjects gain 30 experience points to spend on Mental Attributes, Law, Finance, Politics, Computers, Technology, Science, Academics, or Medicine. Experience can also be spent on any sorcery paths known to the general inhabitants of the fivefold courts. This charm can be used on the same subjects repeatedly, but only grants 20 experience on successive uses.Any unspent experience is lost.
Completing a training regimen under this Charm transforms the subjects to creatures of darkness if they were not already. Additionally, all of the subjects chose one of the following obsessions. Each time repeating this charm strengthens the obsession by one dot.
Obsession of Law (Must do things legally, by the book)
Obsession of Scrolls (Pushed to seek hidden lore)
Obsession of Journeys (Pushed to travel and explore the world)
Obsession of Fountains (Seek to make things perfect and beautiful even at cost)
Obsession of Endings (Pushed to help others even at your own expense)
 
Solaroids in general have a rich history of pay more to be like your brothers, With solars having primordial principle emulation (Infernal) and Black Mirror revelation (Abyssal) and the Abyssals still having unconquered Hero's faith. (Solar). On some level it makes sense you can add as much as you like but the base stock Still Remains they are the chosen of the unconquered sun whether they are attended by Death or the Sore loser Titans.
It's still bad mechanically. If we're going to emulate them we can at least pick something that's more interesting and useful.
 
It's not about the size of the imposition, or what are the possibilities of shunning or obligation. Yes, the shunning or obligation could be anything, but no Charm of the Fivefold Courts would have forced shunning or obligations as a consequence of learning, because Free Will is one of Molly's themes to the point the very spirits in the fivefold courts do not have the same forced loyalty as the ones summoned from the wicked city. They COULD, and for most infernal, WOULD be like that, but for Molly herself. And that is what matters. Instead the people of the courts have a loyalty built from the society rather then innate nature, and have their own passions instead,
Ok and in this case they would still have loyalty built from the society that they are learning from. I feel like you somehow missed the point of the charm. It is about quick assimilation of a culture causing fast learning and in this case it is a culture that worships Molly. And wow does your charm impose more free will debt. Obsessions are not a joke and you didn't even make any cut off point when they stop getting stronger. Your charm is far more clear mind control and you can't even lawyer around it.
 
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Honestly the easiest Change to the infernal training charm is have it so each training week, counts has Molly had spent a scene building in intimacy for respect/devotion to Molly/Molly's ideals. And you cannot spend willpower to resist.

A simple change but arguably more useful, and less finagling required to make it work.
 
Honestly the easiest Change to the infernal training charm is have it so each training week, counts has Molly had spent a scene building in intimacy for respect/devotion to Molly/Molly's ideals. And you cannot spend willpower to resist.

A simple change but arguably more useful, and less finagling required to make it work.
I really like that and really the original charm should have been written that way. It is far more mechanically elegant. @DragonParadox I hope that you consider the above idea.

But since I was looking well you posted here is the 7 Burning Seas training charm
Through this charm the Infernal can rapidly educate and empower chosen mortals, bringing them a hellish enlightenment that they may better guide the lives of their fellows. Those who accept this honor too eagerly may find their term of service longer than expected.

System: During each day of instruction spend 1 Essence per mortal. At the end of seven days of training, all students gain 30 experience points to spend raising their Mental Attributes, Charisma, and Academics, Leadership, Law, Investigation, Medicine, Occult, or Science Abilities. No Ability can be raised higher than that of their Infernal instructor. This Charm can be used on the same students repeatedly, but bestows only 20 experience points on subsequent study sessions. Any unspent experience is lost.

If the Infernal knows hedge magic, she may also train the 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.

Courses of instruction beyond the first provide further benefits:


After the second course of study, students develop an intuitive understanding of the Hells' nature. Any roll which would benefit from this intuition reduces its difficulty by 1, so long as it uses an attribute or ability this charm could train.
After the third course of study, students will be treated as mortals of distinction by spirits native to the hells (equivalent to the Infernal version of the Priest merit).
Students so blessed as to receive four courses of study are certain to fall into the hells upon death, not as sinners to be punished but as honored members of the scholar-officials or judiciary…so long as the hell they find themselves in still respects such institutions and has not been suborned by the corrupt Yama Kings.
 
Obsessions are not a joke and you didn't even make any cut off point when they stop getting stronger. Your charm is far more clear mind control and you can't even lawyer around it.
It's just an example charm, you can tweak it to be weaker or stronger, but it's a more flavorful base. And yeah, the effect is more pronounced, but it's a different paradigm, one more in tune with the different focuses of the fivefold courts I think even this much change from the base charm is too little really, but choosing one escalating consequence that aligns with a city is at least substantially different that a set of rules for being inducted into a cult, Just understand it's about the bloody themes.
I really like that and really the original charm should have been written that way. It is far more mechanically elegant. @DragonParadox I hope that you consider the above idea.
It might be more mechanically elegant, but for an infernal charm it would be thematically inferior for the wicked city to simply have a strong intimacy rather then develop a stronger and more obsessive sense of control. That's again the point I've been making, CPI is just as much about making a cult where you control there entire lives as it is about training, because in the wicked city there is no concept of freedom. And that is what the consequences represent.
 
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Possible rewrite
Fivefold Learning Meditation ●●●
The Infernal Guides others through visions of lessons in the fivefold courts, spending 1 mote per student per day. At the end of five days training, all subjects gain 30 experience points to spend on Mental Attributes, Law, Finance, Politics, Computers, Technology, Science, Academics, or Medicine. Experience can also be spent on any sorcery paths known to the general inhabitants of the fivefold courts. This charm can be used on the same subjects repeatedly, but only grants 20 experience on successive uses.Any unspent experience is lost.
Completing a training regimen under this Charm transforms the subjects to creatures of darkness if they were not already. Additionally, all of the subjects chose one of the following kinds Oaths. Each time repeating this charm strengthens the Oath by one dot, or requires another Oath. (See paranormal Prohibition or Imperative Mage 20th Book of Secrets page 83.)
Oath of Law (Rufuse to abide by or challenges unjust laws)
Oath of Scrolls (Seek to find hidden lore or never reveal a secret without due cause)
Oath of Journeys (Seek to travel and or explore the world)
Oath of Fountains (Seek to make things perfect and beautiful even at cost or reduce disharmony. )
Oath of Endings (Give objects proper endings (recycle) or never meddle with dead)
This is not an exhaustive list.
 
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It's just an example charm, you can tweak it to be weaker or stronger, but it's a more flavorful base. And yeah, the effect is more pronounced, but it's a different paradigm, one more in tune with the different focuses of the fivefold courts I think even this much change from the base charm is too little really, but choosing one escalating consequence that aligns with a city is at least substantially different that a set of rules for being inducted into a cult, Just understand it's about the bloody themes.
It is about the bloody themes you just don't want to recognize that one of the themes of the fivefold court is that everyone there is loyal to and worships Molly. That is a lot of cultural assimilation and the fact that you would rather have narrow obsessions then the most universal fact in our Hell tells me that you don't care about the existing themes of our hell just how you want it and Molly to be.
It might be more mechanically elegant, but for an infernal charm it would be thematically inferior for the wicked city to simply have a strong intimacy rather then develop a stronger and more obsessive sense of control. That's again the point I've been making, CPI is just as much about making a cult where you control there entire lives as it is about training, because in the wicked city there is no concept of freedom. And that is what the consequences represent.
And forceful indoctrination during training isn't that? That does everything that the original charm was going for and failing at.
 
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It is about the bloody themes you just don't want to recognize that one of the themes of the fivefold court is that everyone there is loyal to and worships Molly. That is a lot of cultural assimilation and the fact that you would rather have narrow obsessions then the most universal fact in our Hell tells me that you don't care about the existing themes of our hell just how you want it and Molly to be
Yes Molly is worshiped by the majority of her hell. Not every single individual, because her conviction about free will in fundamental in the courts. The courts also have multiple cities with multiple diverse cultures, subcultures with the different races, as well as jungle and wastes tribes with their own unique cultures, not to mention the prision. 'Culture' is a theme for Molly, but not 'Cultural Assimilation'. If anything, it would be 'Cultural Diversity'. Hell, just a little while ago Molly had to step in because of a religious debate between groups with very different belief in her hell about what happened on passing on. So yes, I don't believe 'Indoctrination' and 'Cultural Assimilation' are core themes of Molly's hell to focus her training charm around.
 
Possible rewrite
Fivefold Learning Meditation ●●●
The Infernal Guides others through visions of lessons in the fivefold courts, spending 1 mote per student per day. At the end of five days training, all subjects gain 30 experience points to spend on Mental Attributes, Law, Finance, Politics, Computers, Technology, Science, Academics, or Medicine. Experience can also be spent on any sorcery paths known to the general inhabitants of the fivefold courts. This charm can be used on the same subjects repeatedly, but only grants 20 experience on successive uses.Any unspent experience is lost.
Completing a training regimen under this Charm transforms the subjects to creatures of darkness if they were not already. Additionally, all of the subjects chose one of the following kinds Oaths. Each time repeating this charm strengthens the Oath by one dot, or requires another Oath. (See paranormal Prohibition or Imperative Mage 20th Book of Secrets page 83.)
Oath of Law (Rufuse to abide by or challenges unjust laws)
Oath of Scrolls (Seek to find hidden lore or never reveal a secret without due cause)
Oath of Journeys (Seek to travel and or explore the world)
Oath of Fountains (Seek to make things perfect and beautiful even at cost or reduce disharmony. )
Oath of Endings (Give objects proper endings (recycle) or never meddle with dead)
This is not an exhaustive list.
This one I feel both captures the feel of infernal charms and so much as compelling a different kind of behavior and Molly respect for free will the oath you give is either one singular overpowering oath or five singular minor Oaths that do not dictate your whole life but do mean something. Also captures the feel of the cities, people dedicate their whole lives to the pursuit of a single City possibly multiple or tens or dozens of lives to a single City and an Oath given on the Scrolls may not always translate to a Oath given to a Journey and that's okay.
 
Actually, @DragonParadox since Daniel spend some time learning it already and Molly also knows more about her Hell than previously, what with accompanying visiting Wizards and such, could we see the first Martial Art of our world?
 
So if we are designing charms now does anyone actually have the total exp we've accumulated and the chart for what amount of exp is the requirement for new essence levels?
 
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?
She'll notice the change, but my assumption is that she has a perfect effect running, so she'll know someone is supernaturally changing the records, but would also remember the original state of them.
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)
Very true. Molly is a modern progressive Yama Queen and future Jade Empress. Mortal government really cannot hope to match her.
That would be cool... but it's so expensive, both before and to use, that outside of very niche or just fluff situations we will never use it.
There is a lot of solar stuff that we just don't have analogs of, and I don't think it's too expensive. I tried balancing it so it would be playable without being overpowered. I thought about the system being just "you get access to solar charms for purchase at 5 XP per dot", but that's way, way too broken, even if we disallow double excellencies, and silly stuff like identical charms buffing each other (like craftsman needs no tools and transcendent tool constructs resulting in either x20 or x100 cumulative speed upgrade for crafting speed). Solars getter flat out better training charms. Dice expansion charms that synergy with our DC reducers. Dice pool reduction charms against our opponents. It's very, very synergetic.
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.
There's a reason I chose what I chose for the fluff text of the charm. That's canon entrance to Heretical charms in Second Edition Broken Winged Crane. Devil Tigers, the "Primordials to transcend Primordials" are supposed to be backed via the solar exaltation might, which pushes them beyond Yozi or even Primordial glory level. The exaltations cannot be diminished, cannot be twisted, cannot be broken. Their transformation into infernal ones was done by building on top the solar exaltation cores. But the core is still there, at the, well, core of the whole system, providing transcendent perfection and infinite potential. So, how to represent that? By granting an infernal devil tiger access to solar charms. And because, unlike Abyssals, they are not pallette swaps, it makes sense that an Infernal gets to permanently buy solar charms to expand her library.

The hardest thing here is balance. Because yes, it's an XP hog, and an essence hog. But I fear that without costs, we'd just immediately grab it, and start buying solar charms only. Like, even at 5 XP, All-Encompassing Sorcerer's sight is a 1 dot charm that is fully identical to Essence-Dissecting Stare, which is a 3 dot charm. So, from a game design perspective (ie if we were designing it for an abstract game, or for some exalt to come after Molly in this story, who gets access to this charm set) it would just make sense to always purchase Twin Suns Illuminated Throne at chargen and to start playing a solar-infernal hybrid. I'll probably add "you need to be E4 to buy this" rule into the charm text, to symbolize that young infernals shouldn't get access to it.

The attack idea is interesting. So, do I understand correctly is that the idea is to grant multiple (5) actions per turn? That sounds interesting, yes. I am also unsure about balance. I'll have to think about it.
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.
I like this. But maybe change what is being taught? From a pre-defined set to "the category of attributes and set abilities most defining of the group they have been brought into"? Like, Jade Dogs would be able to teach physical attributes and streetwise, survival, brawl, larceny, subterfuge, maybe melee or firearms, while bringing someone to one of the cities would get them the set of abilities from those cities. On one hand it makes the charm a lot more flexible, for Molly at least, but on the other in narrative sense it requires more setup and encourages the Infernal to get diverse groups of minions. Might be hard on the storyteller though, as they would need to define what each group is emblematic of in terms of abilities.

Also, I think the fourth and fifth course downside should probably be changed somehow. Maybe the fourth being "adopts the laws and taboos of the group as her own"? Not sure about the fifth one. The only idea is something like "the records and memories of everyone involved are reworked to make them always have been a part of the group they are learning from", but that's a bit out there.

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.
Yeah, that's my position basically, I should probably put it into the general design notes. I feel it keeps the design more honest.
That's not what I meant, though I have no real issue with either.

My point was that the original Charm sounded like it couldn't lead through Desolation.
Which is in my opinion against the point.

A caravan between two cities must pass the wilderness between, no matter what it is.
Ah, I see. I'll do some edits to make it clear that the caravan doesn't actually pass through the space between its starting point and its destination, instead disappearing into the dragon veins of the world / deep NeverNever.

Summary is that it uses the same city shift concept but trades the scene thing for slowly stacking bonus dice that stick around till you break character.
Yeah, ok, we get very little dice pool manipulation normally, so I'll switch to it.
We don't need another fomori charm, but we could instead use a "community service" sentence as a replacement.

The target gets fate weaving grade protection against their wrong doing catching up with them in exchange for serving Molly. If they ever betray her or refuse an order it all catches up to them at once. Or maybe they get dragged straight to (our) hell, we don't have a lot of those in Molly's kit and it'd be a shame to miss out on that particular bit of the infernal experience.

Maybe that could be a synergy effect with the notary charm too? If you have a hell you can choose to inflict damage or to damn them on the spot.
Hmm, could work. Something along the lines of "the jurisdiction of the Empress supersedes that of other courts" with Molly being able to substitute punishment meted out by other judges for her own equivalents? Will need to think of which ones, but yeah, that seems like a very interesting idea.
I don't see the point of this one. A four dot charm and all it does is make big metal rods?

The existing four dots are things like perfect defenses, making fomori, and nuking places with cursed radiation.

The charm that lets us summon any weapon we can physically pick up is three dots. Slapping people so hard they spontaneously develop Ebola is two dots.

Big poking sticks are neat, but at that price I think they're inadequate.
they are very big poking sticks though. Battlefield reshaping even. We took our kingdom as signature charm in order to get, among other things, battlefield control. This also gives us battlefield control. 5 yard thick 50 yard high columns are mobile fortresses. You could encircle enemies with those, put snipers on top of those, bar passage, use them as battering rams, etc. Outside of combat, they are highly synergetic with TTC, providing metal for our crafting. I thought they were worth 4 dots. Maybe I am wrong. I'll have to think about it.
I like the idea of channeling this, but the effect just seems like paying through the nose to be a worse solar. Which seems like a waste of the reference.

If infernals are supposed to be developing into something that has the bullshit of both solars and primordials behind it, why not do that in a more indirect way?

Buy the charm and in exchange get a supernal type effect from one of the others we already possess. Those are constant increases in power that are pretty bullshit, and building one for Molly's existing kit would make it personalized. Maybe keep the temporary reprieve from counting as a creature of darkness thing too, for flavor reasons, but set it to only apply when Molly is using the supernal effect she bought.

That would be very bullshit, but we could also lock it as a high essence thing, to represent how it's a fundamental step forwards for the infernal on her path to becoming more.
I'm definitely adding "have to be E4 or higher to buy" in the next version.

I'm not sure what you mean by "supernal type effect from one of the others we already possess"? Do you mean we design a signature+ type of effect for other charms? That seems like way too much work, to be honest. As a note: I am planning to make some charms that are not exactly our hell, but are "general" charms. A 5 dot "buy more signature charms" is probably one of them, and I think I might move Twin Suns Illuminated Throne into that category.

The idea I had with this is that while there's overlap between Solar and Infernal Charms, there are also effects that work differently, and different tools. Infernals get more DC reduction and adjustment techniques. Solars get to add successes, expand dice pools, switch which attributes or abilities to roll for various rolls. In this case 1+1 is very much 11, not 2. Which is why I locked the use of solar charms behind both XP buying and essence use. Otherwise it would be the "must buy immediately" charm that everyone would buy.

I am unsure how to balance this charm. I like the idea of a nascent primordial growing past the corruption of the Yomi Wan, of Yozi even, and accessing the solar glory within their core to expand their primordial glory, so both working in concert propel them far farther than normal. I like the idea very much. But the balance is killing me. Here is the abyssal version:
Unconquered Hero's Faith (•••••)
In another time, in another place, the Abyssal was something more than this. Something bright. Something glorious. Something that brought hope rather than despair. Striking a fist against the black ice that binds her heart, she creates a crack for the light to shine through.
System: The Abyssal may force her Shadows and her need for the trappings of the grave to disappear for 24 hours. Doing so is considered a violation of the laws of the Nameless Curse, but her punishment for this transgression won't begin until the 24 hours have elapsed.
The Abyssal may also give up one of her Charms for a scene, replacing it with a Solar Charm of the same rating from the equivalent Solar Caste (such as forsaking Corpse Graft Technique in order to gain Wholeness-Restoring Meditation; if she knows Birth of Sanity's Sorrow, she may exchange it for Final Ray of Light). This also counts as a violation of the Nameless Curse, and an especially severe one at that.
Finally, having rejected the blessings and brotherhood of the void, the Abyssal loses her Spectre Notoriety Background.
If the Abyssal learns Unconquered Hero's Faith, she may never learn Immortal Malevolence Enslavement.
What I designed is already strictly superior to this, I think. Yes, it costs XP and essence. But you get no punishment, and instead of one solar charm in exchange to one of your own charms, you get solar charms in addition to your own. Expansion, rather than conversion.

Still, I acknowledge that I may have over-corrected - the Abyssal version doesn't cost essence to use, and the punishment is delayed, and I was aiming at this charm being deliberately more powerful than the abyssal version, because it's supposed to be additive, instead of a replacement. So, what could the correction be? Ideas I have:
1) Drop essence spending completely, maybe replacing it with a willpower roll against DC 9 (before DC reducers). Probably the most flavorful, but also the most overpowered. This is probably what I am going to choose.
2) Keep essence spending, but have the effect last one day. For Molly that's essentially "for free" because it just means she spends 1 hour 15 minutes in bleach each night to regenerate essence, or spends it just before sunrise, whenher essence is replenished. Could be tweaked to be "until the next sunrise" to avoid that, now that I think about it.
3) Let the infernal switch the charms they have to solar versions with the same effect while refunding the XP difference. That's the most iffy version.

Fivefold Learning Meditation ●●●
The Infernal Guides others through visions of lessons in the fivefold courts, spending 1 mote per student per day. At the end of five days training, all subjects gain 30 experience points to spend on Mental Attributes, Law, Finance, Politics, Computers, Technology, Science, Academics, or Medicine. Experience can also be spent on any sorcery paths known to the general inhabitants of the fivefold courts. This charm can be used on the same subjects repeatedly, but only grants 20 experience on successive uses.Any unspent experience is lost.
Completing a training regimen under this Charm transforms the subjects to creatures of darkness if they were not already. Additionally, all of the subjects chose one of the following obsessions. Each time repeating this charm strengthens the obsession by one dot.
Obsession of Law (Must do things legally, by the book)
Obsession of Scrolls (Pushed to seek hidden lore)
Obsession of Journeys (Pushed to travel and explore the world)
Obsession of Fountains (Seek to make things perfect and beautiful even at cost)
Obsession of Endings (Pushed to help others even at your own expense)
This is also an interesting idea. I'll be honest, I like the society-induction version one better right now - it's more Infernallish, where you induct people into your society / cult, but this one is good too.
It's still bad mechanically. If we're going to emulate them we can at least pick something that's more interesting and useful.
Oh I fully agree but I was just saying it's not without precedence or logic.
As I said above, it's not meant to be emulation. It's meant to be hybridization / expansion in order to generate synergetic effects. The flavor text of the charm was chosen with meaning. Devil Tigers are supposed to be Primordials+, backed with Solar Exaltation excellence and transcendent perfection that normal Primordials lacked. Thus, access to solar charms.
 
All the comics and all the shows of teen heroes going off to save the world between the math test and the cheerleader tryouts are distressingly silent on the matter.
Seriously, we have people for that, even if most of them lack context for this kind of media (Sanctuary lacks Masquerade and likely Wake Up, Go to School & Save the World tropes due to comparative rarity and value / protected status of children). And we have a movie studio. If there's no show like this, we should commission one.

Fortunetly the only indulgence in sight is Lydia's improbably large 'Lobster Mac'. That thing looks like it's been the death of so many lobsters that it started a whole undersea religion to apease the vengeful gods.
Ah, exalted metabolism, the ability to literally eat a horse and yet maintain a waistline - one of the subtler, but no less appreciated powers of the Chosen.
 
The attack idea is interesting. So, do I understand correctly is that the idea is to grant multiple (5) actions per turn? That sounds interesting, yes. I am also unsure about balance. I'll have to think about it.
Maybe something like Molly has multiple, maybe 5, attacks per turn, and the opportunity to make a movement action after each attack? So on one hand she could spin against one target like a chainsaw, on the other she could bounce between 5 targets like captain America's shield. Making it last for multiple turns and cost 2 essence maybe? You can just make a number bigger if it isn't worth 5xp in your eyes, not everything has to be about fives, esxpeciwlly charms which are about the storm rather then the city.
This is also an interesting idea. I'll be honest, I like the society-induction version one better right now - it's more Infernallish, where you induct people into your society / cult, but this one is good too
I just don't like it being a Mirror. Really I would prefer something mote like that other charm I made rebalanced, a dot or xp redistribution charm allowing someone to basically rebuild their character sheet, maybe with some bonus XP each time they do it? Or extra XP for each stat shifted, so they get a betting build the more extreme the change?
 
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Keep in mind you do have a Black Mirror Incarnation to keep from looking like 5% of a Darkhallow now.
… Olivia and Lydia don't though; does that mean they'll be the ones scaring people and we'll look like the minion to any minor talents we interact with? :V
Honestly the easiest Change to the infernal training charm is have it so each training week, counts has Molly had spent a scene building in intimacy for respect/devotion to Molly/Molly's ideals. And you cannot spend willpower to resist.

A simple change but arguably more useful, and less finagling required to make it work.
That, or just obligate them to keep Molly's secrets. Mystery cults are pretty on brand for Molly's hell, and her thing is secrets.

If we really wanted something people from earth would kill and die over a training charm that taught industrialized magic but made it impossible to teach anyone else in turn would be pretty effective. Spinning up infrastructure and getting people trained is hard, earth will probably remain behind the FCF for some time, especially since our people aren't stopping their development. A shortcut to local expertise is incredibly precious to everyone but us.

Conversely, we want to help earth without causing a magitech world war or something and give our people a fair shake at using their advantages. Not exactly fair to loot their world of tech before they get a chance to trade on their hard work.

Training that can't be passed on isn't perfect and doesn't directly get us minions, but it does let us more freely pass along power to people and is a renewable trade good for earthly powers.

They will alway want more.

I also think @fictionfan hit it out of the park with the location idea, and it's a trick that we should replicate in other places.

If we were making this for a wider infernal use the way I'd do it is this:

1) A 2-3 dot charm that lets to make a BWI style area were you get a -1 dc to all actions, but none of the other functions and you can only have a single active instance at a time.

2) Special location charms that give great effects, but only on one spot or that you need to return to regularly to reapply some effect. If you just have the charm you have to pick one place and the charm is stuck there*, but if you have the other then it can just be applied to that spot instead.

Which makes it easier to move, but you have to pick which things you want available to be mobile and which you want in play simultaneously at a compound of some kind.

3) If/when you get a hell all your ongoing structure effects can be moved into it for free, and manifested one at a time outside of it using the other charm.

4) Optionally build more stuff to mess with the infernal's budding soul fortress of doom as it grows.

The core of the gimmick here being that the infernal trades having the charm being fixed to a particular place for a more focused and autonomous effect. Like a training charm that doesn't require her time and only needs a small amount of essence to keep active. That way they can churn through a lot of minions, maybe some limited crafting, or other effects once they get spun up in a way that's not unbeatable.

Honestly I wish Holden had done this, because it'd mechanically save the hell charm as without as much finicky homebrew. An infernal just starting out has a fortress to defeat to deprive them of power, but eventually they get strong enough to tuck the weak point away into their soul. Which makes the soul realm relevant to gameplay because if you want to undercut their big charms you need to storm their hell.

For example; an essence 2 solar and a few terrestrials want to stop an infernal who's got a factory building fomori cybercommandos they want to use to invade a major city. They've fought this guy before and can't really muster the force to kill him when with his circle, but blowing up the power core in his latest fortress generally causes him to cut and run.

Unfortunately he ate his demon wheaties** last arc and now he is the fortress. So they've got to either get into a slugging match or do a shadow run into hell to plant bombs on the demonic infrastructure of a nascent primordial.

We don't need to do all that, but something like a blessed university in Molly's palace would be cool.

* Potentially with a lengthy and expensive ritual to unbind, like spending a permanent willpower dot, but this is basically a supervillain fortress focuses mechanic that pushes the infernal to dig in and keep trying to take power in the same area.

** broiled puppy souls, in case anyone was wondering.
 
I think I was able to invent an actually interesting combat charm mechanic, but I definitely require help with several mechanical things:

Turn Back the Wheel (2 or 3 dots)
To a denizen of the Fivefold Courts, past lives are just a matter of everyday life. The Infernal's touch brings this cursed gift to her friends and enemies
System: Upon touching or striking someone, the infernal spends 1 essence and rolls Charisma + Occult against the difficulty of target's permanent Willpower. Upon success, the target is granted (successes) dots of past life merit. The shock of sudden awakening inflicts successes bashing damage soaked with temporary Willpower. In addition, unless they pass a difficulty 9 permanent willpower roll, the target is afflicted with one to three derangements - Fugue on one or more Infernal's successes, Schizophrenia on three or more Infernal's successes, Split Personality on five or more Infernal's successes. Each derangement is resisted separately. The Infernal can pay additional 2 essence to grant the benefits of the charm to the target while shielding them from harmful consequences with her infernal majesty. The charm can only be used once against any one target.

Mechanics of derangements:
Victims suffering from fugue experience "blackouts"
and loss of memory. When subjected to stress, the individual
begins a specific, rigid set of behaviors to remove
the stressful symptoms. This differs from multiple personalities,
as the individual in the grip of a fugue has
no separate personality, but is on a form of "autopilot"
similar to sleepwalking.
Kindred suffering from this derangement require
a Willpower roll when subjected to extreme stress or
pressure (difficulty 8). If the roll fails, the player must
roleplay her character's trancelike state; otherwise,
control of the character passes to the Storyteller for a
number of scenes determined by the roll of a die. During
this period, the Storyteller may have the character
act as she sees fit to remove the source of the stress. At
the end of the fugue, the character "regains consciousness"
with no memory of her actions.
Conflicting, unresolveable sets of feelings and impulses
can cause a victim to develop schizophrenia,
which manifests as a withdrawal from reality, violent
changes in behavior, and hallucinations. Roleplaying
this derangement requires careful thought, because the
player must determine a general set of behaviors relevant
to the trauma that caused the derangement. The
hallucinations, bizarre behavior, and unseen voices
stem from a terrible inner conflict that the individual
cannot resolve. The player needs to establish a firm
idea of what that conflict is and then rationalize what
kind of behavior this conflict will cause.
Kindred with this derangement are unpredictable
and dangerous. In situations that trigger a vampire's inner
conflict, the difficulties of all rolls to resist or direct
frenzy increase by three, and the vampire loses three
dice from all Willpower rolls.
The trauma that spawns this derangement fractures
the victim's personality into one or more additional
personas, allowing the victim to deny her trauma or
any actions the trauma causes by placing the blame on
"someone else." Each personality is created to respond
to certain emotional stimuli — an abused person might
develop a tough-as-nails survivor personality, create a
"protector," or even become a murderer in order to
deny the abuse she is suffering. In most cases none of
the personalities is aware of the others, and they come
and go through the victim's mind in response to specific
situations or conditions.
When a vampire suffers this derangement, the Storyteller
and the player must agree upon how many and
what kind of personalities develop, and the situations
that trigger their dominance in the victim. Each personality
should be relevant to the trauma that causes
it. Not only is each personality distinct, but in the case
of Kindred, the different personalities might believe
themselves to be from different Clans and sires.
Kindred with multiple personalities can manifest
different Abilities and even Virtues for each of their
personalities, but it is the Storyteller's responsibility to
determine the specific details.
I think all of those are very appropriate.

So, what's the idea? It's a combat charm that inflicts short term damage soaked with temporary Willpower. It's roll heavy (up to 5 rolls with one charm application - the attack, the soak, and three more for derangement resistance), but the effect is interesting. While it inflicts a lot of damage, it's bashing, and in exchange it actually gives a merit to the enemy. Past Lives merit has two versions:
Once in a while, some rare few Chosen find themselves lost in a waking dream of a time long ago, an age of savage adventure and forgotten glories. When this sudden vision fades, they may find that the skills they possessed in the long-vanished days of yore have carried them to victory.
Once per game session, a player may roll this Background's rating and add it to the Ability rating of a roll she's about to make. This only works for Abilities which might have existed in a timeless epoch of ancient heroes and savage fantasy. Melee, Athletics, and Occult would all apply, but Past Lives can't help with a Computer or Firearms roll.
• Once in a while you get moments of déjà vu.
•• Sometimes there's the scent of exotic spices on the air, or a memory of voices you've never heard… but no, no actual words.
••• You occasionally have vibrant flashes to images or words that make no sense, but bring tears to your eyes.
•••• Once in a great while, you suddenly relive a few moments of a life from another Age.
••••• Now and again, in your darkest moments, you sometimes relive entire short vignettes of the ancient lives of those forgotten heroes whose power you've inherited.
Reincarnation remains a subject of debate, even among mages. Akashics and Chakravanti base their entire approach to reality upon that idea, yet their Chorus allies (to say nothing of those atheistic Technocrats) deny the concept of recycled souls… or sometimes the very idea of a soul! Still, there appears to be something there… a familiar essence that certain people can call upon in times of need.

With this Background, you can meditate on a past life (or, at the Storyteller's discretion, experience a sudden burst of insight) in order to get help in a current situation. Maybe the glare of an imposing adversary reminds you of that time you faced down Stalin's chief operative, or that weird book reminds you of the alchemical scroll you studied in Byzantium. If the Past Lives Background kicks in, your memories help you with the present dilemma.

Game-wise, this Background's dice pool may add to the dice pool of another task. Once per game session, you can check in with that well of memory. Every dot in Past Lives gives you one die to roll against difficulty 8; each success on that roll gives you an extra die to use on an upcoming roll with some other Ability. These dice can either add to the dice pool for an Ability you already possess, or else – like the Background: Dream – give you a temporary dice pool for an Ability you don't normally have on your sheet. Past Lives does not ensure success, but it can lend a bit of extra expertise.

Botching a Past Lives roll lands you in the middle of some past-life trauma; for a crucial moment, the memories overwhelm your character, blowing any chance of success in the here-andnow. That's especially disconcerting if your mage doesn't believe in reincarnation! ("What the hell was THAT all about…?") For an extra dose of Awesome Sauce, note down details of your past life when you access this Trait successfully. Such memories will probably come in handy again someday…
X No past lives to speak of.
• Faint traces of some previous incarnation.
•• Frequent cases of déjà vu.
••• Definite memories of other lives.
•••• Clear recall of previous experiences and other lives.
••••• Which life is this one again?

The big question is: what do I do with extra successes. Past Lives normally only goes up to 5. Rolling against someone like Rosie, for example, Molly is likely to roll more than 20 successes (base DC 3, so CCC adds 6 dice, BSM adds 2 dice, WHWH adds 2 dice, Kingdom signature adds 2 dice. With a 2 dice stunt and an excellency we get (3+5)*2+6+2+2+2+2=16+14=30 dice at DC3, and the ability is favored. That's almost guaranteed 20+ successes, possibly 30+ successes). So, where do those successes go? I have several ideas:
1) Start making some ability bonuses permanent. How that could be modeled, I am unsure. Freebie points or XP to be spent on abilities maybe? This turns the charm into a sort of training charm.
2) Start allowing multiple rolls per session (probably per day or week in-story), i.e. you can add Past Lives background to up to Past Lives - 5 times per session. Or something like that.
3) Start allowing the dots gained from Past Lives to be applied to Attributes instead.

I mean, at some point you just get to "perfect clarity of all your past lives". Or "it's essentially resurrecting your past life".
 
2) Start allowing multiple rolls per session (probably per day or week in-story), i.e. you can add Past Lives background to up to Past Lives - 5 times per session. Or something like that.
I like this, as they start becoming more connected to more past lives, if would make sense it is a firmer connection then the Merit usually gives, the XP option isn't bad either, but being able to add 5 dice rather arbitrarily can be pretty darn strong, so maybe every 5 succs after the first grants another use, with 20 succs being 4 uses for example?
 
I like this, as they start becoming more connected to more past lives, if would make sense it is a firmer connection then the Merit usually gives, the XP option isn't bad either, but being able to add 5 dice rather arbitrarily can be pretty darn strong, so maybe every 5 succs after the first grants another use, with 20 succs being 4 uses for example?
That would still mean that from 6 to 9 there's no difference at all. It's somewhat ok, I guess. We do this decreased resolution for other things too.

From 6 to 10 you get two uses per day, from 11 to 15 three uses, from 16 to 20 4 uses. Maybe at 20+ move it to "once per scene"?

With narrative changes as you get to perfect continuity of consciousness between incarnations.

Yeah, ok, sure.
 
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