Green Flame Rising (Exalted vs Dresden Files)

I don't believe in the ability of the setting to personally challenge Molly under the current mechanics
Molly still needs to punch Red King and Ethniu.
Red King with his resources and age may be able to clobber something together. Especially since he should have access to some 6+ Disciplines.
And Ethniu is Ethniu.

But overall I like that the quest is more about how Molly applies her powers instead of just struggling against each and every opponent. Like that discussion about Marcone - Molly absolutely can remove him, but a lot of more effective methods of doing it will end with Dad being disappointment in her. And that's way worse than eating a punch to the face.

P.S. And frankly even in Exalted at around 4 essence you need whole groups and small armies to challenge the PCs. Or gods and other Exalted on the same power level.
 
I'd like to point out that we have a tendency to get high on our own supply to a certain extent. Remember that Molly is still very opposable in social encounters even if she's solidly capable in them. Further that a lot of the problems in the setting aren't solely solvable with violence.

Take the red court. We can beat a lot of their guys, though there are still scenarios where they could be a threat, but afterwards there's a huge clusterfuck to deal with as the court shatters. There's also the consequences of where and how we interact with the war on the council and how that impacts their actions in the aftermath, and a lot of other political elements. None of that is a trivial concern and 20 dice social pools can't make it go away on their own.

Another example is the Masquerade. Untangling that under fire is going to be a huge trial even if Nemesis was somehow unable to hurt us, which it absolutely can.

The bitterest enemy for an exalt to grapple with is the consequences of their own actions. :V
 
Well, you know, one of the possibilities to deal with the problem if we really are reaching a point where it becomes difficult to stop us is simple:

Have the quest reach the end of its natural lifespan and accept that nothing last forever.

Better a quest that have an actual conclusion that we can look at with nostalgia than a zombie dragging itself around far after it shouldn't be able to.

Of course, another is to accept that conflict and tension are two different things and that combat is not the end all when it comes to making a story interesting.

As BronzeTonque just pointed out, we may be able to shank the red court's boss, but there's still the aftermath.
 
Well, you know, one of the possibilities to deal with the problem if we really are reaching a point where it becomes difficult to stop us is simple:

Have the quest reach the end of its natural lifespan and accept that nothing last forever.

Better a quest that have an actual conclusion that we can look at with nostalgia than a zombie dragging itself around far after it shouldn't be able to.

Of course, another is to accept that conflict and tension are two different things and that combat is not the end all when it comes to making a story interesting.

As BronzeTonque just pointed out, we may be able to shank the red court's boss, but there's still the aftermath.
This whole discussion feels like giving a perfectly healthy dog the old yeller special because it might get sick in the future. System navel gazing makes people start doomsaying with remarkable regularity across quests.

To be frank I also think it's a bit of buying our own hype in a bad way. I fully expect to lose social combat to Charity again when Molly gets home, like we have been all quest. When winning an argument with her parents is still an accomplishment of note I think we can maybe stop running gravel through our hair about how we're too powerful and great to do anything anymore.

Personally there's a list of real struggles too long to really go through all at once that are still perfectly viable that I'm looking forward to.
 
This whole discussion feels like giving a perfectly healthy dog the old yeller special because it might get sick in the future. System navel gazing makes people start doomsaying with remarkable regularity across quests.

To be frank I also think it's a bit of buying our own hype in a bad way. I fully expect to lose social combat to Charity again when Molly gets home, like we have been all quest. When winning an argument with her parents is still an accomplishment of note I think we can maybe stop running gravel through our hair about how we're too powerful and great to do anything anymore.

Personally there's a list of real struggles too long to really go through all at once that are still perfectly viable that I'm looking forward to.
Yes, very much this. I don't feel like we are anywhere near "and they lived happily ever after". We are struggling, juggling a ton of responsilbities, and doing a lot of things, barely finding ourselves, and growing In a beautiful way. I don't want this to end.
 
I mean if you guys are into it that level of abstraction can paper over a lot of concerns.

God please no.

This would clash so badly with the rest of the quest it would hurt and require Dragon to wholesale create a new system for exalted in this style.
I find it very funny to see these complaints when the GM himself a few posts above didn't even show concern about change and even said he would solve several current problems. Do you prefer an adventurous style? OK

Making false statements just because you don't like the possible change? Not ok.
 
As someone who largely plays and runs Exalted 2E, I'm not really seeing an issue here? Molly is powerful, yes. She can casually kill most combat encounters, yes, she's a combat-focused exalt. This indicates that combat specifically is a field in which she is unlikely to be reasonably challenged.

While WoD is about struggling against various opponents, Exalted never has been. Exalted is generally about winning, and then dealing with the consequences. And we aren't actually very good at dealing with consequences.
 
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
One last thing: Doesn't this either open the leader to instant death after a while if any part of their side doesn't like them and then breaches the contract for the purpose of killing the leader, or allow the spirit of the agreement to be breached by "rogue factions"?

Also, do you think it makes sense to have the symbol be only visible to both parties/factions, and/or have a notification to the other side if one breaks it beyond the leader suddenly going missing?

My apologies for being too hostile earlier, and hopefully my questions have helped improve the charmset.

---

@DragonParadox
Can I check if this write-in is ok and a Free Action (rewording likely necessary)?

[O] Go to Fivefold Court and Calibration Gate to the intergalactic space between Andromeda Galaxy and the Milky Way...
-[O] To set up a one-use panic base with the following properties:
--[O] Vacuum sealed, no-tech where possible, has something to play Molly's favourite song(s) at maximum volume for as long as possible, has bleach, stuff for BSM and CCC (the latter with a companion to operate the stuff there)
-[O] Handwave the setting up process using Digital Possession Management and the Tools Charm if feasible

The idea is to create an exit point from Sanctuary that cannot be messed with by most of the in-setting people without Intellectus, including Mikaboshi and which maybe has DC reducers for planning purposes - I don't expect this to ever be needed in the Quest, but if it is we'd really like to have this?

If the base is too much, all I care about is having a loudspeaker blasting Molly's favourite songs that is not on earth and maybe bleach for Essence Regen/BSM.

Thanks!
 
Winning Vote
Adhoc vote count started by DragonParadox on Jun 5, 2024 at 6:52 AM, finished with 640 posts and 29 votes.

  • [X] Plan: courtly debut v2
    -[X] Molly, 37 XP
    --[X]Splintered Gale Incarnation: 20xp
    --[X] Counterspell: Human, 3 XP
    --[X] Emergency Minion Hologram, 4 XP
    --[X] Digital Possessions Management, 4XP
    --[X] Shadow Spite Curse (••), 6 XP
    -[X] Lydia, 14 XP
    --[X] Counterspell: Spirit, 3 XP
    --[X] Excellency: Wits, 3 XP
    --[X] Akashic Root Methodology (••), 6 XP
    --[X]Occult 2: 2xp
    -[X] Lash, 12 XP
    --[X] Lore of Humanity 1, 7 XP
    --[X] Lore of Light 2. 5 XP
    --[X]Investment: Fomor Power: Numbing 1: +3HL + wound penalty negation [Lore of Flesh 5, permanent]
    --[X]Investment: Special Advantage 6: Regrowth: [Lore of Flesh 5, permanent]
    --[X]Investment: Special Advantage 5: Soak Aggravated Damage [Lore of Flesh 5, permanent]
    -[X] Olivia, 12 XP
    --[X] Counterspell: Fae, 3 XP
    --[X] Psychoportation 3, 6 XP
    [X]Plan Shadow Clones
    -[X]Molly: 40xp
    --[X]Splintered Gale Incarnation: 20xp
    --[X]Sandstrike Blast: 8xp
    --[X]Countermagic 2/4(Human + Vampire): 6xp
    --[X]Ox-Body Technique 3: 3xp
    --[X]By Rage Recast 3: Swift Stride: 3xp
    --[X]Lash raise Stamina to 5
    --[X]Remaining Bank: 1xp
    -[X]Lash: 11xp
    --[X]Investment: Fomor Power: Numbing 1: +3HL + wound penalty negation [Lore of Flesh 5, permanent]
    --[X]Investment: Special Advantage 6: Regrowth: [Lore of Flesh 5, permanent]
    --[X]Investment: Special Advantage 5: Soak Aggravated Damage [Lore of Flesh 5, permanent]
    --[X]Lore of Light 2: Bend Light: 5 XP
    --[X]Occult Aptitude: 3XP
    --[X]Countermagic 1/4(Spirit): 3xp
    -[X]Lydia: 11xp + Molly 1
    --[X]Occult 2: 2xp
    --[X]Ox-Body 4: 3xp
    --[X]Devil Fighter/Mo Kung 2: Dragon Speed: 4xp
    --[X]Countermagic 1/4 (Fae): 3xp
    -[X]Olivia: 11xp
    --[X]Bank XP
    [X]Plan Organizations, Pro and Con
    -[X]Molly: 40xp
    --[X]Splintered Gale Incarnation: 20xp
    --[X]Endless Torment Emanation: 12xp
    --[X]Countermagic 2/4(Human + Vampire): 6xp
    --[X]Lash raise Stamina to 5
    --[X]Bank 2 xp
    -[X]Lash: 11xp
    --[X]Investment: Fomor Power: Numbing 1: +3HL + wound penalty negation [Lore of Flesh 5, permanent]
    --[X]Investment: Special Advantage 6: Regrowth: [Lore of Flesh 5, permanent]
    --[X]Investment: Special Advantage 5: Soak Aggravated Damage [Lore of Flesh 5, permanent]
    --[X]Lore of Light 2: Bend Light: 5 XP
    --[X]Occult Aptitude: 3XP
    --[X]Countermagic 1/4(Spirit): 3xp
    -[X]Lydia: 11xp + Molly 1
    --[X]Occult 2: 2xp
    --[X]Ox-Body 4: 3xp
    --[X]Devil Fighter/Mo Kung 2: Dragon Speed: 4xp
    --[X]Countermagic 1/4 (Fae): 3xp
    -[X]Olivia: 11xp
    --[X]Bank XP
    [X] Plan Rounding out and Clones
    -[X] Molly (41 XP) 1 XP Banked
    --[X] Increase Craft to 5 Dots (4 XP)
    --[X] Increase Academics to 2 Dots (2 XP)
    --[X] Increase Leadership to 4 Dots (3 XP)
    --[X] Increase Alchemy to 5 Dot (12 XP)
    --[X] Buy Mana Manipulation to 3 Dots (7 XP)
    --[X]Splintered Gale Incarnation: 20xp
    --[X]Lash raise Stamina to 5
    -[X]Lash: 11xp
    --[X]Investment: Fomor Power: Numbing 1: +3HL + wound penalty negation [Lore of Flesh 5, permanent]
    --[X]Investment: Special Advantage 6: Regrowth: [Lore of Flesh 5, permanent]
    --[X]Investment: Special Advantage 5: Soak Aggravated Damage [Lore of Flesh 5, permanent]
    --[X]Lore of Light 2: Bend Light: 5 XP
    --[X]Occult Aptitude: 3XP
    --[X]Countermagic 1/4(Spirit): 3xp
    -[X]Lydia: 11xp + Molly 1
    --[X]Occult 2: 2xp
    --[X]Ox-Body 4: 3xp
    --[X]Devil Fighter/Mo Kung 2: Dragon Speed: 4xp
    --[X]Countermagic 1/4 (Fae): 3xp
    -[X]Olivia: 11xp
    --[X]Bank XP
    [X] Plan Combat not important
    -[X]Molly 42 XP spent
    --[X]Splintered Gale Incarnation: 20xp
    --[X]Verdant Emptiness Endowment (•••••) 20 XP
    --[X] Prayer Eating (•) 2XP
    -[X]Lydia 9 Xp spent and 2 XP banked
    --[X]Occult 2: 2xp
    --[X]Ox-Body 4: 3xp
    --[X]Devil Fighter/Mo Kung 2: Dragon Speed: 4xp
    -[X]Lash: 10xp spent 1 XP banked
    --[X] Buy down permeant torment by 1. 10 XP
    -[X]Olivia: 9xp bank 2 XP
    --[X] Counterspell: Human, 3 XP
    --[X] Psychoportation 3, 6 XP
    [X] Plan Do Stuff
    -[X] Molly, 38 XP
    --[X]Splintered Gale Incarnation: 20xp
    --[X] Principle Invoking Onslaught (•••), 12 XP
    --[X] Shadow Spite Curse (••), 6 XP
    -[X] Lydia, 12 XP
    --[X] Counterspell: Spirit, 3 XP
    --[X] Excellency: Wits, 3 XP
    --[X] Akashic Root Methodology (••), 6 XP
    -[X] Lash, 12 XP
    --[X] Lore of Humanity 1, 7 XP
    --[X] Lore of Light 2. 5 XP
    -[X] Olivia, 12 XP
    --[X] Counterspell: Human, 3 XP
    --[X] Counterspell: Fae, 3 XP
    --[X] Psychoportation 3, 6 XP
    [X] Plan: courtly debut v1
    -[X] Molly, 38 XP
    --[X]Splintered Gale Incarnation: 20xp
    --[X] Treading the Golden Path, 4 XP
    --[X] Five Paths, One Ring, 4 XP
    --[X] Digital Possessions Management, 4XP
    --[X] Shadow Spite Curse (••), 6 XP
    -[X] Lydia, 12 XP
    --[X] Counterspell: Spirit, 3 XP
    --[X] Excellency: Wits, 3 XP
    --[X] Akashic Root Methodology (••), 6 XP
    -[X] Lash, 12 XP
    --[X] Lore of Humanity 1, 7 XP
    --[X] Lore of Light 2. 5 XP
    --[X]Investment: Fomor Power: Numbing 1: +3HL + wound penalty negation [Lore of Flesh 5, permanent]
    --[X]Investment: Special Advantage 6: Regrowth: [Lore of Flesh 5, permanent]
    --[X]Investment: Special Advantage 5: Soak Aggravated Damage [Lore of Flesh 5, permanent]
    -[X] Olivia, 12 XP
    --[X] Counterspell: Human, 3 XP
    --[X] Counterspell: Fae, 3 XP
    --[X] Psychoportation 3, 6 XP
    [X] Abstain
 
Arc 13 Post 1: To Call the Crimson Wind
To Call the Crimson Wind

1st of February 2007 A.D.

The sound of several pair of Carpenter feet echoing above mix with loud hum of the coffee maker and hope who hadn't quite learned Rule Zero of arguing with Mom, 'don't try to drag other people into it': "But I don't wanna go to the stupid 'zeum! I can see all the old stuff on the computer, right Leech?"

"I'min-a-hurryByeMom!" Leech answers, garbing a piece of unbuttered toast and munching on to it with all the urgency of one of those Late Cretaceous squirrel guys eating in the shadow of the dinosaurs.

Alas for her, that is the moment when Harry rushes into the room holding a magic marker aloft as a mark of triumph. "Found your pen Danny! It still works good!"

As your littlest brother runs headlong as your oldest, marker uncovered still all that that's going though your mind is cheesy seventies horror music, the kind that announces the monster. Obviously struck by the same premonition Mom charges into the living room, giving Alicia just enough time to duck outside, only to realize it had started to pour on cold rain as only a Midwestern Winter could, making you wish for the sweet embrace of snow.

"Molly can you drop me off today?"

"Daniel can take you," you volunteer someone else for a change "Lydia's going to pick him up and it isn't that far from..."

"Actually Molly, Lydia's busy with... spooky stuff. I was wondering if you could drive me too, just for today though..." Alas before you can come up with an answer to that Clippy starts to ring. Looking down at the screen you wish this was just her taking initiative and giving you a bit of a sneaky breather, but no, it's a real call. Isabela inviting you to a 'Presidents' Day Party'. What's the plotting....?

*RING*


It's Carlos, he's going to be in town on White Council business and he wants to hang out. What's that date? The seventh? Is that a weekday or weekend, can you even

"Molly! Molly! I head that museums are bad since they take stuff from the des-ce-nds of people who are 'sposed to have them!"

"Hope!" you say firmly, but without raising you voice. "You are a big girl now, you are not going to get lost in a museum like when you were little, I promise." To be honest it is hard to imagine any teacher ever losing sight of Hope again after Mom's reaction to the last time. "And if you feel even a little bit lost just call me and I can locate you to within five feet, 'kay?"

You head to the bathroom, hoping for a moment's sanctuary. Click, the door closes and for a moment you lean on it, letting the cool surface hold you up. Nowhere near cold enough to empower you but still comfortable. Family, friends and school, politics, investigations, mysteries and monsters. Sometimes you just feel like... screaming

Lost 5 Essence -> Now at 10/15

For a moment the Scream feels like flaying yourself apart, molecule by molecule, endless agony... except it doesn't hurt, how could it after all, it is just a body.. I'm not just here in this time and place, I'm not just me and I've more names than just four or even five. So you come at last face to face... With yourself.

"Whoa, that's weird!" you and your doppelganger formed from the crimson mist of essence and will say at once. like looking in a mirror, the shape of your face, the arc of your brow, instinctively you reach out to the best sight you have. She-that-is-you does likewise, but comes up empty.But on that face you see a look of confusion, a moment later replaced by understanding.

"Breathe me back in!" she calls.

"Are you... huh I guess we are." It is not telepathy, not any kind of communication, more of a deeper understanding that contains all and more. As you breathe in you feel her-that-is-you at the back of a mental shelf, a book with barely a few lines written, but nontheless a book distinct. I fits in the shelf just as you do. Not clones, not twins, but iterations, avatars of what may yet be. In those wind-scoured depths where the silence screams crimson eternal what may yet be already is.

Again you scream, the same instance incarnates. "You are going to need a name."

"I have a name, yours," she replied raising her eyebrows comically.

"Could you sound any more like a horror monster?" you roll your eyes.

"I don't know, are we?" comes the reply, a little slower than you might have given it, maybe just a little more thoughtful. "Mikaboshi would probably agree with that designation."

"True but he's an ass so he doesn't count," you counter.

"The grammatical structure of the English language breaks down when describing we-as-all." She giggles, knowing what you are about to say.

Just to be polite you say it just the same: "That's not being a monster, it's a quirk."

"A quantum quirk!" Neither of you can stop laughing at the implications of the inner life externalized.

"Molly! Are you in there? What's happening?" Mom's voice, half worried, half frustrated comes though the door.

[] [Splintered Gale Incarnation] As canon

[] [Splintered Gale Incarnation] Write in and link custom version of the charm


How do you explain yourself to your parents?

[] [Explanation] Try to be as precise as you can, even if it means you have to give them the Language

[] [Explanation] Just the broad details, you are two or more now

[] [Explanation] Write in


OOC: The reason I need this now is that if you take a custom charm the explanation might be different in the details.
 
On the inventory charm balance; worth remembering that we still need to maintain the contents. We've had the ability to carry around reasonable amounts of equipment for a while, and we've been bad at actually doing so. As long as we have to keep a specific count of our grenades or whatever I don't see a huge issue with it.



Seeing as I don't play CkII/III does anyone mind elaborating on what the hell this would actually mean?
Typically you have your main character and a group of advisors covering piety, learning, martial, diplomacy, and administration*. You spend AP in those categories, though how this works varies. What I've seen the most has one AP per group from the advisor and some number of generic points the main character gets to spend helping or on things that don't fit a particular topic. Those tend to be longer term turns, with mini arcs for events like going to war or building things depending on the MC's focus.

The difficulty comes in with how the actions play out. The simplest I've seen is modified d100s, where you need to succeed on a certain number of sequential tasks to get a whole project done. For example, building roads requiring your admin person to roll for it every year for X many years to hit the end, with particularly good or bad rolls changing how it goes. Depending on who's writing it these can be given brief summaries each time something happens or generate interludes if the dice do something attention grabbing.

There's also usually some sort of event roll mechanic, where the QM rolls against a table periodically to see if something happens to disrupt the player's plans independent of the ongoing state of the game.


* or whatever this one is called, the real name escapes me at the moment.
[O] Go to Fivefold Court and Calibration Gate to the intergalactic space between Andromeda Galaxy and the Milky Way...
-[O] To set up a one-use panic base with the following properties:
--[O] Vacuum sealed, no-tech where possible, has something to play Molly's favourite song(s) at maximum volume for as long as possible, has bleach, stuff for BSM and CCC (the latter with a companion to operate the stuff there)
-[O] Handwave the setting up process using Digital Possession Management and the Tools Charm if feasible
I think we have a ruling that CCG will provoke an immune system response from our exaltation if we open it in our hell. Lydia might be able to do it without getting smote though.

We also don't know where it maps to in the physical world. Someone in the party needs to take a cross gauntlet sensory charm and check first to safely attempt this in my opinion.
 
One last thing: Doesn't this either open the leader to instant death after a while if any part of their side doesn't like them and then breaches the contract for the purpose of killing the leader, or allow the spirit of the agreement to be breached by "rogue factions"?
If you are going to be breaching such contract after years and years you probably have ways to dodge death. Getting lethal amounts of Agg damage is enough to destroy the body but any competent wizard should be able to make a workaround. It maybe an unpleasant workaround but it would work.

Also, we really need all the variants of Clone charm in a single post.
 
Someone in the party needs to take a cross gauntlet sensory charm and check first to safely attempt this in my opinion.
Good to know, so long as we do it sometimes when this is feasible I'm good, this is just contingency planning and nothing more.

(I'm wondering if there will be stuff like "suddenly Denarians and Mikaboshi work together to yeet all the locations the song we like is currently playing except for certain booby trapped locations" if we keep drawing aggro like this)

Edit:
If you are going to be breaching such contract after years and years you probably have ways to dodge death.
I meant other parties of the leader's faction breaching the contract in order to harm said leader, but definitely point on the workarounds of such a leader being possible
 
Last edited:
I've got to get to work, going to post the last two versions of my clone variant for further consideration:


The first of all acts was to name. Each titan tearing themselves from the roiling chaos and defining themselves against it. A fact that no debasement could ever wholly take from them.

Echoing that act their heirs turn their hands on their own souls; naming each part according to their own design, thereby becoming in small part like those spoke themselves into being.

System:
The infernal spends 5 essence and meditates for at least one scene, turning inwards to look at their own soul. Once there, she must make a willpower roll to search her own memories for something that defines her.

It can be nearly anything; important memories, strong beliefs, trauma, what matters is that it's true and personal to the exalt. This can be very unpleasant, and lower successes should result in facing less comfortable things.

Whatever she finds, the infernal then names and begins the process of shaping into a new facet of her soul. She may have no more than her essence rating of these. If one is destroyed its body dissolves into iron wind, and the element of her soul it embodies is numbed in whatever manner is appropriate until she repeats this ritual at +1 DC to find and reform it.

If the infernal dies instead her essence manifests as screaming wind and flees to the nearest clone, killing it in her place. This wounds the infernal's spirit, dropping her one essence level that may not be regained by any means before she reforms the facet she replaced.

Once named facets may be embodied or dispelled with a thought, supposing they aren't currently destroyed and are in the infernal's presence, but she must pay 1 mote to copy over any memories directly.

As they are subordinate faces of the infernal's soul she may not use her charms through them to directly affect the world. However, as they are still part of her they may still affect themselves.

In general this means abilities that solely impact the infernal and do not rely on active interaction. The infernal may not use excellency through a clone any more than she may fire a shotgun with her nose, but can defend any part of her 'face' with equal strength. When doing so they share the infernal's essence pool.

By default the clones form as an approximation of the infernal as a mortal, perfectly loyal to its creator, fully aware of what it is, and in possession of her memories. They each have Essence X 10 points to spend on merits and gifts at 1 point per dot.

The first of all acts was to name. Each titan tearing themselves from the roiling chaos and defining themselves against it. A fact that no debasement could ever wholly take from them.

Echoing that act their heirs turn their hands on their own souls; naming each part according to their own design, thereby becoming in small part like those spoke themselves into being.

System:
The infernal spends 5 essence and meditates for at least one scene, turning inwards to look at their own soul. Once there, she must make a willpower roll to search her own memories for something that defines her.

It can be nearly anything; important memories, strong beliefs, trauma, what matters is that it's true and personal to the exalt. This can be very unpleasant, and lower successes should result in facing less comfortable things.

Whatever she finds, the infernal then names and begins the process of shaping into a new facet of her soul. She may have no more than her essence rating of these. If one is destroyed its body dissolves into iron wind, and the element of her soul it embodies is numbed in whatever manner is appropriate until she repeats this ritual at +1 DC to find and reform it.

If the infernal dies instead her essence manifests as screaming wind and flees to the nearest clone, killing it in her place. This wounds the infernal's spirit, dropping her one essence level that may not be regained by any means before she reforms the facet she replaced. This heals over the course of a year and a day after that point.

Once named facets may be embodied or dispelled with a thought, supposing they aren't currently destroyed and are in the infernal's presence, but she must pay 1 mote to copy over any memories directly.

As they are subordinate faces of the infernal's soul she may not use her charms through them to directly affect the world. However, as they are still part of her they may still affect themselves.

In general this means abilities that solely impact the infernal and do not rely on active interaction. The infernal may not use excellency through a clone any more than she may fire a shotgun with her nose, but can defend any part of her 'face' with equal strength. When doing so they share the infernal's essence pool.

By default the clones form as an approximation of the infernal as a mortal, perfectly loyal to its creator, fully aware of what it is, and in possession of her memories. However, for the same resource investment as making one outright she may invest them with the appropriate number of arcana features.

If the infernal has a hell they may spend one arcana feature point to provide an emanation style return function. By spending one willpower they may vanish in a burst of flaying wind to return to her hell. This counts as a clone death for the purposes of the charm, save for that it does not numb the associated elements of the infernal's soul as the facet slides smoothly back into place.

These aren't significantly more complicated than the base charm, they just explicitly deal with edge cases and shift the flavor to something more interesting.
 
@DragonParadox
Can I check if this write-in is ok and a Free Action (rewording likely necessary)?

[O] Go to Fivefold Court and Calibration Gate to the intergalactic space between Andromeda Galaxy and the Milky Way...
-[O] To set up a one-use panic base with the following properties:
--[O] Vacuum sealed, no-tech where possible, has something to play Molly's favourite song(s) at maximum volume for as long as possible, has bleach, stuff for BSM and CCC (the latter with a companion to operate the stuff there)
-[O] Handwave the setting up process using Digital Possession Management and the Tools Charm if feasible

The idea is to create an exit point from Sanctuary that cannot be messed with by most of the in-setting people without Intellectus, including Mikaboshi and which maybe has DC reducers for planning purposes - I don't expect this to ever be needed in the Quest, but if it is we'd really like to have this?

If the base is too much, all I care about is having a loudspeaker blasting Molly's favourite songs that is not on earth and maybe bleach for Essence Regen/BSM.

Thanks!
If I recall correctly we don't get to choose the entry and exit points of the gate j terms of location within the realm.

One last thing: Doesn't this either open the leader to instant death after a while if any part of their side doesn't like them and then breaches the contract for the purpose of killing the leader, or allow the spirit of the agreement to be breached by "rogue factions"?

Also, do you think it makes sense to have the symbol be only visible to both parties/factions, and/or have a notification to the other side if one breaks it beyond the leader suddenly going missing?

My apologies for being too hostile earlier, and hopefully my questions have helped improve the charmset.
You are not too hostile, I welcome the questions. The intent is to make leaders hostages of their organizations. In "good aligned" organizations with good ethics this is oath sanctification. In places full o backstabbing thus is a coup tool, a destabilizing agent that results in purges and collapses of chains of command.

The notification to the other side would be the mark fading, I think. I'll have to think on this.
 
The intent is to make leaders hostages of their organizations.
Do you think it would make sense to add a mutually agreed renegotiation or exit clause, possibly at the cost of increasing the dot value of the Charm by 1?

On one hand, I don't want this to be the cause of randomly exploding faction leaders all the time, on the other hand the value of a "reign your organisation in Or Else / Do Not Make Agreements You Cannot Keep" button is not nothing?
Need to be quite careful with this Charm, because Unintended Consequences and Incentives are very much a thing here.


Edit: With current wording this probably works best in keeping splinter factions within a larger Faction from going too far out of line and/or limiting disagreement collateral, but what happens if a faction ceases to exist (preferably not by collective renaming) or something?
 
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Seeing as I don't play CkII/III does anyone mind elaborating on what the hell this would actually mean?
As someone who largely plays and runs Exalted 2E, I'm not really seeing an issue here? Molly is powerful, yes. She can casually kill most combat encounters, yes, she's a combat-focused exalt. This indicates that combat specifically is a field in which she is unlikely to be reasonably challenged.

While WoD is about struggling against various opponents, Exalted never has been. Exalted is generally about winning, and then dealing with the consequences. And we aren't actually very good at dealing with consequences.
Precisely in the part of dealing with the consequences that I think the CKII style will help, because now we can never spend AP to deal with the consequences of the last event, there is always something more important or urgent in the middle and since we only have control of Molly ( although she has several useful servants that she could theoretically command) we always fall behind. Example:

A) At first we wanted to know all of Harry's low-level contacts in Chicago, to have allies and possible servants, but we only conceived a few, while others are still on the list until now and time has not stood still for them, we saw in an interlude how the Alphas were becoming suspicious of us because of our actions dictated by supernatural gossip and the feeling of our power and are even not fully trusting Harry because of the obvious evil feeling company he keeps and which in true Harry fashion he did not want explain things to them in so many words. A situation that could have changed if we met before and could even unite the Alphas with the Order of the Cauldron, which Olivia could meet with them even as a human, but we have the most urgent concerns.

B) We have actions to build our own rumor mill, a basic intelligence thing to be less surprised (even Harry has his channels) that we could ask professional spies to do, however it is always delayed until later, leaving us totally in the dark about the impacts of our actions on the rest of the world and their possible consequences, but we have the most urgent concerns.

C) We got a studio after our little mess at the White Court party, a possible source of income and a source of work for our servants, but do we know anything about it? How many people work there? Do it have a contract in progress? Late bills? We could send Thomas to go there and write a report on it but we won't know that, because we can't order him and because it doesn't seem to matter enough to be done personally by us, we have more urgent concerns.

D) We have a space in Vegas and it has been taken several times to build an embassy there so that our Kingdom can begin to impact reality more and do exchanges with the USA and others, but we are not going to do that, even if we could just hire a construction team to build a new building or buy one and then decorate then just ordered Augustus to monitor things and call us if we had any problems, because we have most urgent concerns.

Etc.

In the CKII style, our action options would involve more within a single AP as not only would we be involved but also our servants, we could keep personal AP for adventures and forging, as we already do currently, while using the AP that our servants have, they resources that we already have but we refuse to use and which seem somewhat useless outside of the narrative and "emergency soldiers", they would give us to do damage control over the results of our struggles and our own organizational development, we have declared ourself to be one for a long time but we have not acted as one and yes just a Muderhobo adventure team (we don't even have our own mansion!).

I don't know if I am explain my position well.
 
[X] [Explanation] Try to be as precise as you can, even if it means you have to give them the Language

[X] [Splintered Gale Incarnation] As canon
 
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I find it very funny to see these complaints when the GM himself a few posts above didn't even show concern about change and even said he would solve several current problems. Do you prefer an adventurous style? OK

Making false statements just because you don't like the possible change? Not ok.
Nothing in what the QM said contradicts my statement.

He can be ok with it, that doesn't change the fact that it would be a new style of narrative by simple virtue of how CK style quests works, would considerably change how voting goes for the same reason, and would need the QM to work on how to integrate and run a new system, because it would be one.

So it would clash with what we have now, and would require the QM to create a new system to make things run, as I said.

[] [Splintered Gale Incarnation] Write in and link custom version of the charm

I've got to get to work, going to post the last two versions of my clone variant for further consideration:


The first of all acts was to name. Each titan tearing themselves from the roiling chaos and defining themselves against it. A fact that no debasement could ever wholly take from them.

Echoing that act their heirs turn their hands on their own souls; naming each part according to their own design, thereby becoming in small part like those spoke themselves into being.

System:
The infernal spends 5 essence and meditates for at least one scene, turning inwards to look at their own soul. Once there, she must make a willpower roll to search her own memories for something that defines her.

It can be nearly anything; important memories, strong beliefs, trauma, what matters is that it's true and personal to the exalt. This can be very unpleasant, and lower successes should result in facing less comfortable things.

Whatever she finds, the infernal then names and begins the process of shaping into a new facet of her soul. She may have no more than her essence rating of these. If one is destroyed its body dissolves into iron wind, and the element of her soul it embodies is numbed in whatever manner is appropriate until she repeats this ritual at +1 DC to find and reform it.

If the infernal dies instead her essence manifests as screaming wind and flees to the nearest clone, killing it in her place. This wounds the infernal's spirit, dropping her one essence level that may not be regained by any means before she reforms the facet she replaced.

Once named facets may be embodied or dispelled with a thought, supposing they aren't currently destroyed and are in the infernal's presence, but she must pay 1 mote to copy over any memories directly.

As they are subordinate faces of the infernal's soul she may not use her charms through them to directly affect the world. However, as they are still part of her they may still affect themselves.

In general this means abilities that solely impact the infernal and do not rely on active interaction. The infernal may not use excellency through a clone any more than she may fire a shotgun with her nose, but can defend any part of her 'face' with equal strength. When doing so they share the infernal's essence pool.

By default the clones form as an approximation of the infernal as a mortal, perfectly loyal to its creator, fully aware of what it is, and in possession of her memories. They each have Essence X 10 points to spend on merits and gifts at 1 point per dot.

The first of all acts was to name. Each titan tearing themselves from the roiling chaos and defining themselves against it. A fact that no debasement could ever wholly take from them.

Echoing that act their heirs turn their hands on their own souls; naming each part according to their own design, thereby becoming in small part like those spoke themselves into being.

System:
The infernal spends 5 essence and meditates for at least one scene, turning inwards to look at their own soul. Once there, she must make a willpower roll to search her own memories for something that defines her.

It can be nearly anything; important memories, strong beliefs, trauma, what matters is that it's true and personal to the exalt. This can be very unpleasant, and lower successes should result in facing less comfortable things.

Whatever she finds, the infernal then names and begins the process of shaping into a new facet of her soul. She may have no more than her essence rating of these. If one is destroyed its body dissolves into iron wind, and the element of her soul it embodies is numbed in whatever manner is appropriate until she repeats this ritual at +1 DC to find and reform it.

If the infernal dies instead her essence manifests as screaming wind and flees to the nearest clone, killing it in her place. This wounds the infernal's spirit, dropping her one essence level that may not be regained by any means before she reforms the facet she replaced. This heals over the course of a year and a day after that point.

Once named facets may be embodied or dispelled with a thought, supposing they aren't currently destroyed and are in the infernal's presence, but she must pay 1 mote to copy over any memories directly.

As they are subordinate faces of the infernal's soul she may not use her charms through them to directly affect the world. However, as they are still part of her they may still affect themselves.

In general this means abilities that solely impact the infernal and do not rely on active interaction. The infernal may not use excellency through a clone any more than she may fire a shotgun with her nose, but can defend any part of her 'face' with equal strength. When doing so they share the infernal's essence pool.

By default the clones form as an approximation of the infernal as a mortal, perfectly loyal to its creator, fully aware of what it is, and in possession of her memories. However, for the same resource investment as making one outright she may invest them with the appropriate number of arcana features.

If the infernal has a hell they may spend one arcana feature point to provide an emanation style return function. By spending one willpower they may vanish in a burst of flaying wind to return to her hell. This counts as a clone death for the purposes of the charm, save for that it does not numb the associated elements of the infernal's soul as the facet slides smoothly back into place.

These aren't significantly more complicated than the base charm, they just explicitly deal with edge cases and shift the flavor to something more interesting.

I think we need to put the option at a visible point fast, otherwise the base momentum will lead to the base charm winning:

[x] [Splintered Gale Incarnation] A thousand titles, one name v4
 
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