Green Flame Rising (Exalted vs Dresden Files)

I juat don't feel its worth it to use an Excellency here.
i wanna punch that bitch in the face with words and then grab her shitty pathetic worldview and use literal magic to better communicate to the community she considers herself a part of as to why her values[1] and associated worldview are shit

because if you can't use your power to be the change you want to see in the world; then what's the point of power?

----
[1]Her values can (probably) be summed up as "authoritarian bullshit; expressed through a religious lens[2]
[2]Religious Lens: methods she uses to try to excuse said bushtit; not genuine faith in anything linked to the concept [compassion].
 
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[x] Diplomatically (Charisma+Empathy)
-[x] use excellency
-[x] "Has this ever helped?" Molly asked as she put a hand on Leech's shoulder. "If the goal is to convince people of something snide barbs aren't the way to go about it. If the goal is simply to make yourself feel better then you have more important business to deal with than ours."
-[x] Taking a deep breath, Molly sighs. "To be honest, you annoy me; but maybe this is a lesson for both of us. 'For every kind of beast and bird, of reptile and sea creature, can be tamed and has been tamed by mankind, but no human being can tame the tongue. It is a restless evil, full of deadly poison. With it we bless our Lord and Father, and with it we curse people who are made in the likeness of God' specifically."
-[x] "How about we both try to judge a little less instead of sniping at each other in front of a church?"
--[X] Go even further, and quietly ask the priest if you can deliver a sermon, or at least take up the sermon segment to give a reading to the congregation about the value of opposing authoritarianism.
--[X] use excellency (up to two essence) to help guide your words: Themes of understanding and acceptance of others, thoughtfulness and understanding one one's self: seek to understand wh
y one believes what one believes, and the value and virtue and importance of opposing the efforts of the small minded and those who seek to control others.
 
Molly appears to use her excellency to get out of trouble with mom, she can damn well use it to make kids disregard powertripping authoritarians.

She's a hell princess, some chaos is good.
 
Most people havent talked of their reasoning, but IC? And OOC?

Leaving her on her own for it's own sake really doesnt... strike me as reasonable.

Being mindful of what we say in front of our brother though... yeah. Hes more important than her dumb ass any day.

As long as he doesnt take the lesson he should let people walk all over him anyway.
 
On the subject of using excellencies: why not?

1) Essence is an automatically replenishing resource. This means that unless we expect to heavily use essence before we have time to rest and replenish it, there's not pragmatic reason not to use it.
2) Excellency is an internal magic. It affects us. As far as I know, there's no way to block someone from using an excellency. This means that it is both safe and ethical to use excellency for everything. Exaltation is a part of us. Using its abilities is no different than using our brain.
 
..."Reveal"? Dude, what part of angels starting off with "Be Not Afraid" do you not understand?

Edit: Though, to be fair, IRL God and Jim Butcher's God are quite different.
Jim butchers god is... interesting certainly, and probably not relatable in many human ways.

Stubbornly, almost crazily supportive of humanity and their right to exercise free will. But that's not really most telling? Its like...

  • In Mysterious Ways: Uriel is a being outside of humanity's limited view of time, able to see not only future events but the multitude of events that can come from many choices. In "The Warrior" when Harry gets fed up with this line, Uriel notes that Harry helped save many lives without meaning to or intending to, but his little choices helped wake a mother up to the truth her child was being abused. Later Harry made a man not work while drunk, saving his life from an accident, and in a few months his daughter will require a bone marrow transplant to fight the cancer she will develop and her father would be the only match. Harry gave a young girl some cheering up and confidence which would inspire her to become a counselor who would go on to help thousands. Lastly, when Michael's children are on the line, the good man will lose focus and be more likely to give into his darker side, but Harry's words calmed him enough from not striking Douglas with vengeance but granting him mercy. And all of these examples happened in just a few days.
    Jake: The real war happened when you weren't looking.
Its like... seeing the small things. All of them, and how they fit together.

Seeing an opportunity to help someone, and then knowing how even a small act of kindness will spread our into the wider world.

Saying that "everyone matters, every soul, every life is too precious to be dismissed" and knowing that. Being able to draw the entire web of every human being alive and every interaction.

It's why I didnt balk at their request not to use intellectus to reveal gods schemes.

Even with the crown and even with exalted magic we just frankly arent even close to being equipped to handle shit like that. (Now somebody blow me away by pulling a charm that does exactly that :V)
 
Even with the crown and even with exalted magic we just frankly arent even close to being equipped to handle shit like that. (Now somebody blow me away by pulling a charm that does exactly that :V)
Stuff like this woud be Elder Essence Awareness, which we dont have many exampes of, or...

Honestly, most Solaroids like Infernals would brute force it the other way around.

Let me show you, high level Solar Lore, as an example of power, and I guess mentality.

Shinmaic Communion Cost: 30m, 2wp
Mins: Lore 7, Essence 7
Type: Simple (One day-long dramatic action)
Keywords: Native, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Wyld Cauldron Technology

The concepts which engender the universe fall readily into the grasp of the Solar Exalted. Emptying himself of all thought and desire, the Lawgiver becomes a vessel for the knowledge of the shinma. Entering a trance state, his eyes become unblinking lanterns and his caste mark appears, glowing the same stark white for one full day. During this time, the Solar subtly alters universal principles with the force of her will, to great effect. The character may use Shinmaic Communion to target a landscape he has created with Wyld-Shaping Technique, redefining its relationship with the great cosmic elements known as the shinma. The character gains ten 'points' with which to edit the region in accordance to his will, which may be spent on the following modifications:

• Nirupadhika, the Way, governs spatial relationships. For one point the Solar may enchant the roads in the region such that they prevent travelers moving along them from getting lost, or infallibly lead them to specific places regardless of where they intend to travel. Two points allow the Solar to speed up or slow down travel according to his design; by default, this halves or doubles travel times, though each point invested beyond the initial two raises this by a factor of one. Three points may designate points within the region as impossible to miss, or occlude them so that all efforts to find them suffer an external penalty equal to half the Solar's Lore. Four points make the region mobile, able to move (Solar's Lore) miles per day. Each additional point spent on mobility doubles the region's movement rate. Five points doubles the interior size of the region without altering the size of its borders—the region is simply bigger on the inside. Each additional point spent on this aspect increases the region's size by a factor of one.

• Dharma, the Cup, governs corrosion, ignorance and desire. For one point, staying within the region for at least one week counts as a scene spent building an Intimacy of hatred toward a particular social group not native to the region. Two points cause each week spent within the region to count as a scene eroding an Intimacy of the Solar's choice. Three points create a tenor of desire within the region according to the Solar's definition; all actions which directly reject this desire are taken at a -2 internal penalty, while all actions in pursuit of it enjoy a +1 circumstantial bonus die. Four points produce a regional agenda—the Solar defines an Intimacy, and each time an individual sleeps within the region, this counts as a scene spent building that Intimacy. Five points hide knowledge about a particular thing from those within the region, inflicting an external penalty equal to (Solar's Lore ÷ 2) on all attemptsto uncover information about the thing; alternately, the Solar may ensure that anyone who seeks a certain thing will find it. This thing must exist within the region, be intangible, of limit.less supply, and likely to bring the individual significant turmoil in the future. Valid examples, then, might include worldly insight, occult secrets, or love.

• Nirvishesha, the Ring, governs identity. One point raises or lowers the region's level of Wyld infection by one stage, for example changing a Tainted Land to a stretch of Bordermarches. Two points summon a certain common variety of little god or minor elemental to flock to the region, according to the So.lar's will (consider the differences between a region full of field gods as compared with one full of bloody hands). Three points maycreate or close a shadowland within the region, with a diameter no greater than one mile. Four points may create an Essence bias within the region with the same range of flavors as demesnes enjoy (the five elements, Solar, Lunar, vitriol, etcetera). Beings matching this Essence bias raise their hourly respiration rate by four motes. Five points may alter the cycle of life and death within the region. This may guarantee that all souls go on to lethe, linger as ghosts, or plunge into Oblivion; or it might create a closed reincarnation loop, where all residents who enter lethe within the region are guaranteed to reincarnate somewhere within its borders.

• Nishkriya, the Sword, governs conflict. For one point, the region takes on a martial tenor—its people slowly become more generally warlike and inclined to the ways of battle. Each season spent within the region acts as a scene of building a positive intimacy of some kind toward conflict into the Policy of all social groups. For two points, the region becomes a magnet for conflict—it will begin to produce natural resources needed or coveted more by the region's neighbors than by the region itself. For three points, the region becomes a den of brotherly raiders—all military units raised within the region have a Drill one higher than normal, and all individuals enjoy a +2 situational bonus to all attempts to take something from another person or group by force. Four points formidably defends the region against invasion—its animals attack intruding military forces, and the land itself rises up in protest, causing all movement to be across what is considered difficult terrain, and produc.ing a -1 external penalty to all military activities by invaders. Five points tithed to Nishkriya turns the region into a weapon against hostile forces attempting to move into the Lawgiver's domain, raining down at least one environmental attack per hour against any invading military unit, of a sort devised by the Solar—avalanches, rains of lightning, supernatural ice storms and localized earthquakes are only the beginning of the woes that may be hurled at unwelcome guests.

• Nirvikalpa, the Staff, is the medium through which communication occurs. One dot makes the region a gathering place for societies, by increasing its yield of timber or making it more fecund farmland. Two dots make the region a magnet for commerce, increasing the amount or value of mineral resources found within. Three dots make the region a point of interaction between its inhabitants and the supernatural world, by seeding the region either with raw materials capable of being refined into the magical materials, or with those materials directly. Four dots makes the region a point of communion between Creation and Heaven, by causing each prayer uttered within the region to count as though it had been spoken from fivemouths rather than one. Five dots makes the region a communication network between Creation and itself, drawing dragon lines together to create a three-dot demesne. This value may be raised by one dot per additional point invested.

The Solar is not obligated to spend 'left-over' points, if he does not wish to do so. A region may only be affected by one use of Shinmaic Communion at a time; additional uses cancel any existing alterations and overwrite them. Shinmaic Communion's effects vanish upon the Solar's death, unless a surcharge of one permanent point of Willpower is paid upon the Charm's activation. This Charm may be purchased up to (Lore) times. Each purchase after the first grants two additional points to spend on shinmaic alterations.

Shinmaic Calibration
Cost: 20m, 1xp
Mins: Lore 7, Essence 7
Type: Simple (One day-long dramatic action)
Keywords: Combo-OK, Native, Obvious, Shaping
Duration: Instant Prerequisite Charms: Shinmaic Communion

Having communed with the foundational elements of the cosmos, the Solars forge miracles. This Charm must be activated in a region the Solar has altered with Shinmaic Communion. The character defines a wondrous aspect or blessing for inclusion within the region. Much like artifact crafting, this Charm is conceptually broad and depends on cooperation between players and Storytellers to design uncanny wonders that later Ages will disbelievingly mythologize and dream of. The parameters of the effect depend on the Shinmaic Communion elements affecting the region this Charm is used in.

• Nirvikalpa determines the power of the miracle. One point affecting the region permits the Solar to produce works equivalent to mundane effort. Two points may produce uncanny effects equivalent to thaumaturgy. Three points produce wonders equivalent to Terrestrial Circle sorcery. Four points are equivalent to the Celestial Circle, and five points may produce awe-inspiring effects comparable to Solar Circle sorcery. Zero points limits the effects to only the weakest happenstance, the equivalent of mood lighting—effects with no mechanical repercussions at all.

• Nishkriya determines the strategy of the miracle. Each point of Nishkriya invested in the region allows one trigger to be built into the miracle. Examples of potential triggers include "entering the region," "praying to the Yozis," "sleeping within the region," "stealing from a merchant," "marching under the flag of a foreign power," or "disguising one's identity."

• Dharma determines who the miracle affects. One point permits only a very limited subset of a population—old men of Varangian descent. Two points allows the miracle to affect a population—Varangians. Three points permits a category of magical beings to be targeted (such as gods, or Dragon-Blood.ed). Four points affect all individuals who wish to be affected. Five points allows the miracle to target everyone within the region. Zero points limits the miracle to working upon the environment; it cannot affect people at all.

• Nirvishesha determines how long the miracle persists. One point causes the effect to last unto the third generation (60 years). Two points last unto the seventh generation (140 years). Three points last until the 30th generation (600 years). Four points last unto the 50th generation (1,000 years). Five points create a permanent miracle. Zero points invested in Nirvishesha produces a miracle lasting a single paltry year.

• Nirupadhika determines the scope of the miracle. One point affects all regions the Solar has shaped out of the Wyld within a single Direction. Two points affect all such regions he has shaped within the boundaries of Creation, and any realms of the Faraway which he has visited. Three points affect all of the above, as well as the entirety of Creation. Four points af.fect all of Creation as well as all directly adjoining realms (the Underworld, Malfeas, Yu-Shan, Autochthonia, the Wyld). Five points are conjectured to affect all of existence—even those conceptual frontiers the Exalted have yet to discover or invent. Zero points invested in Nirupadhika affects only the Shinmaic Communion-marked region in which the Charm is used.

For example, a Solar might lay a blessing of protection on a region lasting for seven generations, so that all invading armies are scoured at its borders by enormous pillars of white-hot sunfire and other horrifying manifestations of Adamant Circle de.struction. This would require that the region be affected by two points under Nirvishesha, five under Dharma, five under Nirvikalpa, and two under Nishkriya. Or a Solar might attempt to permanently ennoble all the cosmos so that anyone attempting to initiate into the practice of sorcery will receive this tutelage by the world itself. This would require five points of Nirupadhika, five points of Nirvishesha, four points of Dharma, one of Nishkriya, and two points of Nirvikalpa. Crafting a miracle is an extended dramatic action using a dice pool of (Intelligence + Lore) with an interval of one day, a difficulty of (points of Nirupadhika used), and a cumulative difficulty of (total number of points used x 10).

Abandoning the effort at any point before completion causes the effect to unravel harmlessly, and the Solar is refunded the xp cost of the Charm. A botch causes the miracle to erupt in some dangerous and unpredictable manner—at best, everyone in the region is likely to have a very interesting day.

This Charm's miracles take effect automatically once crafting is complete, unless the Solar has utilized one or more points of Nirupadhika. In that case the miracle becomes what is known as a shinmaic potentiality or "Miracle Shell," an Essence-shaped working which exists in potential but does not interface with Creation. Greater arts than Shinmaic Calibration are required to integrate a Miracle Shell into reality—the Salinan Working is likely the most well-known example of such an integration.

Solaroids would just brute force it so the universe works like they want it, I guess.

Though you could see subtle stuff like that in Sidereals, we aren't really the type.

Sidereal Astrology and basically everything they do, is basically the example.

Making everything work "right", as defined by Fate.
 
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Even with the crown and even with exalted magic we just frankly arent even close to being equipped to handle shit like that. (Now somebody blow me away by pulling a charm that does exactly that :V)
There's propably a Sidereal trick for it.

Every string in the web of fate mattering is their thing after all.
I don't have the full E2 info on Sidereals, but I wouldn't be surprised if there are examples of "a word now can make a city fall in a decade".
 
There's propably a Sidereal trick for it.

Every string in the web of fate mattering is their thing after all.
I don't have the full E2 info on Sidereals, but I wouldn't be surprised if there are examples of "a word now can make a city fall in a decade".
Closest I can think of this:

Wise Choice
Cost: 6m
Mins: Awareness 3, Essence 2
Type: Simple (Speed 5, DV -0)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Non

When the Sidereal faces a choice between options, she can peek into the future to see which choice would bring her the best outcome in the next month. The Charm does not, however, show the consequences of her decision beyond that point.

The Charm might show her, for example, which of a range of investment opportunities will yield the greatest short-term dividends but wouldn't reveal that investing her money in that particular venture secretly puts cash in the pocket of the merchant prince whose business practices will destabilize the satrapy's economy. Wise Choice does not reveal options the Sidereal herself does not consider.

For instance, if a Sidereal uses Wise Choice to choose between two paths in a labyrinth, the Charm won't reveal the secret door that provides a third option. The character must also define what sort of outcome she considers optimal: maximum profit, the shortest path or whatever.

The Charm always provides a rough estimate of personal danger, though. Groups of Sidereals can look further into the future. A circle of five Seers, each of a different caste, can use Wise Choice to assess consequences up to a year in the future. Five such circles can consider outcomes 100 years in the future. The entire Five-Score Fellowship can look an Age in the future. The further they look, however, the wider becomes the spread of possibilities, unless truly grand, Creation-wide forces are at work—as they were when the Sidereals pondered what to do about the madness of the Lawgivers. All participants must know Wise Choice to gain the group benefits.
 
Solaroids would just brute force it so the universe works like they want it, I guess.

Though you could see subtle stuff like that in Sidereals, we aren't really the type.

Sidereal Astrology and basically everything they do, is basically the example.

Making everything work "right", as defined by Fate.
These look more like brute force reality warping. Specifically targeting hearts and minds.

I was more referring to understanding and seeing connections, but these do come close.

There's propably a Sidereal trick for it.

Every string in the web of fate mattering is their thing after all.
I don't have the full E2 info on Sidereals, but I wouldn't be surprised if there are examples of "a word now can make a city fall in a decade".
They probably do, but most of what I've heard about Sids suggest more that they...

Bully the pattern spiders, or twist the loom of fate into doing stuff like that.

And that if anywhere the kind of far reaching understanding and patience is almost only the domain of the maidens. Or elders.

Sidereals being wise stewards of fate in the same way that solars are fair and benevolent god kings.

Edit:
Wise choice reminded me of the sids particular manifestation of the great curse as well...
 
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These look more like brute force reality warping. Specifically targeting hearts and minds.

I was more referring to understanding and seeing connections, but these do come close.


They probably do, but most of what I've heard about Sids suggest more that they...

Bully the pattern spiders, or twist the loom of fate into doing stuff like that.

And that if anywhere the kind of far reaching understanding and patience is almost only the domain of the maidens. Or elders.

Sidereals being wise stewards of fate in the same way that solars are fair and benevolent god kings.

Edit:
Wise choice reminded me of the sids particular manifestation of the great curse as well...
How about this one?
You get inherently better at everything related to Maiden's big plan.
That's a bit like an Angel knowing how to best act in God's will.

Methodology Of Secrets
Cost: 5m
Mins: Lore 2, Essence 2
Type: Reflexive
Keywords: None
Duration: Until the character next sleeps
Prerequisite Charms: None
In the character's sleep, the Maiden of Secrets reveals to him her plan for fate. If the character spends five motes of Essence as he receives this vision, he understands how he fits into this grand plan and what he can do to best integrate himself into the Maiden's efforts. When he wakes, the character has access to three relevant bonus specialties he may divide among up to three Abilities of the Sidereal's choosing. The dice from these specialties may also apply to the effect roll for any Sidereal astrology that involves the college corresponding to a selected Ability.
Keep in mind, however, that characters using this Charm are still limited to a maximum +3 bonus from specialties to any given roll. Also, bonus dice granted from these specialties count as bonus from Charms. The Ability or Abilities the character chooses need not be the same each time the character activates the Methodology of Secrets, but the character cannot change which trait receives the benefit until the next time he sleeps (and uses the Charm again).

Or how about this one, certainly accomplishing a stated goal?
Of Things Desired And Feared



Cost: 10m
Mins: Lore 4, Essence 3
Type: Simple (dramatic action)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Methodology of Secrets
Beneath starry skies or at the Loom of Fate, the Sidereal and at least two fellow Viziers meditate upon a goal important to them and chart the surest course of destiny that will see that goal accomplished. Other participants do not need to know the Charm, but all participants must be of different castes. When the character invokes the Charm, the player rolls (Intelligence + Lore) against a difficulty set by how broad and sweeping the goal is. If the roll succeeds, the character sees one true path that undeniably leads to the accomplishment of that goal… as well as the price she must pay to see it done. The price might be anything from "minor bodily harm" to "the sacrifice of your families, your morals, and eventually your lives"—depending, again, on how epic the goal is.
If the player agrees that the character will pay the price, the character's achieving the goal is assured. In most cases, the troupe still plays out the actions needed to bring about the conclusion; the result is assured, but the route might hold surprises, and other storylines and conflicts still claim the character's attention. In other cases, though, the Storyteller might simply narrate the scenes that lead to the accepted resolution, in between other scenes. Of Things Desired and Feared can resolve a peripheral subplot or a side quest that proves unintentionally tedious in play. Under no circumstances does the Charm grant an "automatic-win" option to a lazy player. The steep cost of victory should rarely be desirable over the character's own careful planning and hard work.
Use of this Charm does not require the presence of other Sidereals. The aid of other Viziers, even if they do not know this Charm, allows for limited teamwork on the roll to interpret the vision (see Exalted, p. 125). If the desired goal is significantly contested by powerful magic beings, usually other Exalts, or spirits with permanent Essence at least half that of the Sidereal's, then this Charm cannot be used to overwhelm them. This is a very loose guideline, and Storytellers are encouraged to ignore it if the conflict is incidental to their story or would be uninteresting in extended play.
Return to Lore(The Treasure Trove)
 
Or how about this little scripture?
Might as well be about the White God:

The Scripture of That Old Thing
Once,there was a that old thing…
…that wasn't like a shadow, because you could see it too well.
…and that wasn't like a light, because it didn't make flowers grow.
So, it had to be a maiden, but she didn't mind.
"To know the world is to love it," said she.
 
How about this one?
You get inherently better at everything related to Maiden's big plan.
That's a bit like an Angel knowing how to best act in God's will.



Or how about this one, certainly accomplishing a stated goal?
The first one in fluff if not in function. Definetly sounds like it.

Interestingly it does still require the sid submit themselves to the maidens grand designs for creation.

I suppose it would be looking for a charm that lets you manage the fate of all of creation.

Which... probably doesnt exist?

Or to at least see that much.

I know theres a solar sorcery that lets you see everything on the surface, but doesnt let you... put it all together. Not on it's own.
 
Jim butchers god is... interesting certainly, and probably not relatable in many human ways.
no, it's a personalized version of progressive Christianity that has sprang in US in 20th century.
Stubbornly, almost crazily supportive of humanity and their right to exercise free will. But that's not really most telling? Its like...
yeah... but the way it is expressed is weird.
Human can become addicted to white/red court vamp through no free choice of it's own with no interference from god. Yet if under this influence he commits crimes, it's on him. Neither has he done anything about memetic corruption of black magic, even when it's brought along by circumspect and ignorance, neither victim will see divine providence.
Or what about people who commit evil because of religious teachings?
His crazy support of human 'free will' is expressed mostly from preventing his own servants from corrupting it. That's it. His own servants, whom he made.
Seeing an opportunity to help someone, and then knowing how even a small act of kindness will spread our into the wider world.
His mortal servants? sure, but when in DF God did that personally?
Saying that "everyone matters, every soul, every life is too precious to be dismissed" and knowing that. Being able to draw the entire web of every human being alive and every interaction.
What? Are you quoting one of the angels in DF or something? because they sure as hell do nothing about all the suffering in the world, or something to reign in supernatural predators higher on Food chain. Or what about the lives of aforementioned supernatural? Never-never is pretty much a jungle, where intelligent beings eat and fuck over each other in all the horrible ways unimaginable.
Hell, Mab - an evil queen of air and darkness - has done more for peace and lessening of suffering for humans then White God. Through creating end enforcing Accords that curtail supernatural predation. At least it could have been Angels that has made the accords, not a fucking evil faerie queen.
Even with the crown and even with exalted magic we just frankly arent even close to being equipped to handle shit like that. (Now somebody blow me away by pulling a charm that does exactly that :V)
And here is another thing. If we take this literally to the extreme, that White God is the 1 true god in DF, then what about all the other gods and denominations? Aren't they leading humans to ruin and hell then? Aren't they demons by other name? adn who made them if not one true God?
The result would be that DF is either a world of Gods and Monsters where many competing and equally true creatures exist in complex ecosystem. Where White God is just one other major player.
Or, DF is an entertainment system/thunderdome for the bored and sadistic creator sitting in heaven and eating celestial popcorn while it's animate toys make grand plays down below.

EDIT: To put it shortly, what I want to say is that, power aside, WG philosophical position in DF isn't irreproachable.
 
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I do think the white god sees a lot. Very, very much so.

Theres a difference between being able to see a LOT and being able to see EVERYTHING however. Nor do I think being able to do either of those would be enable one to perfectly dominate the entire world.

Even if the white god did want to. I think they want to interfere as little as possible. Which is a big mark in any divines favor.

Edit:
I was more interested in waxing about how cool the maidens are and how lame sidereals are. Not in getting in a psuedo theological debate anyway.
 
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[X] With subtle threats (Manipulation+Intimidation)
-[x] Molly holds her little sister by her side as the church bell rings, shifting her feet to draw on her full height, and staring Mrs Evans in the eye, smiling like a shark... or a dragon. "Mrs Evans, I'm 'certain' our mother would be as happy to hear your comments as she was the last time." Molly briefly considered bringing up the Lord's comment about not casting the first stone, but remembered her father's explanation of the Third Commandment, so tried a different track. "And I'm certain my father will want to be aware of your comments as well."
 
I really don't know why people want to go soft on her, the other option isn't really hard at all and this lady had insulted both Molly and her brother, this is not even the first time and after receiving several warnings from Charity. I don't see IC why a teenager, when she clearly feels angry, is right and a suitable target would not use Intimidation.

I hope this doesn't signal a possible trend of votes from White Knights that SV, from experience, often likes to do in quests.
I wouldn't characterize this as going soft. It's turning the other cheek in a way, but it's not passive and it doesn't ignore the problem.

She wants to drag us into the mud to make herself feel better. We're countering that directly rather than simply slinging mud back.

Warning her off or giving insincere threats won't really help; it's basically just indulging in the same behavior she is and saying something to make ourselves feel better.

Ideally both of us are better off for approaching it this way, but even if Evens isn't Molly and her family still are.
 
The first one in fluff if not in function. Definetly sounds like it.

Interestingly it does still require the sid submit themselves to the maidens grand designs for creation.

I suppose it would be looking for a charm that lets you manage the fate of all of creation.

Which... probably doesnt exist?

Or to at least see that much.

I know theres a solar sorcery that lets you see everything on the surface, but doesnt let you... put it all together. Not on it's own.
This is just doing Astrology.

There isnt one Charm that does it all but there is no reason a Sidereal can't just...keep doing Astrological workings.

Boost X people doing Y here, put a malus there, etc into a grand design, BUT.

I actually found stuff that is like this in 3rd Edition Exalted, Solars.

Prophet of Seventeen Cycles
Cost: 12m, 1wp;
Mins: Lore 5, Essence 4;
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Truth-Rendering Gaze

The Lawgiver's knowledge of the past and her understanding of physical laws allows her to make nigh-flawless general predictions.

To use this Charm, the Exalt must spend a day studying a subject from an authoritative or definitive source. Her player may then make a pronouncement against an ongoing project based on knowledge her studies reveal, creating bonuses for those who act in accordance with her accurate predictions, and penalties for those who go against them.

For example, after reading about the patterns of weather, hostile elemental activity and famine in Jiara during the summer months over the last thousand years, she predicts that Mnemon will not attack Jiaran rebels until fall at the earliest, and will instead spend the summer months consolidating her forces while conserving water and gathering resources for a winter campaign. If Mnemon enacts a project to consolidate her forces while gathering resources until winter, the Storyteller should consider Mnemon's project vastly more successful and easier to complete than otherwise. If Mnemon instead decides to invade Jiaran rebel territory in the summer, her invasion will be met with project difficulties, such as resource shortages, elemental attacks, inclement weather, and more specifically, mechanical penalties to the first War rolls her generals make in the conflict.

Conversely, if Mnemon harbors her forces and the Jiaran rebels instead try to attack her, it is their commanders who will suffer penalties to their opening War rolls. Once the Solar has made a prediction, it may not be cancelled with a conflicting use of this or similar Charms, though it may be counteracted with Sidereal Astrology or similar powerful fate-bending magic. Though this Charm has an instant duration, the motes spent activating it are committed until the Exalt has had a full night's rest.

God-King's Shrike (Dogstar Ruminations)
Cost: 30m, 1wp;
Mins: Lore 5, Essence 5;
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Prophet of Seventeen Cycles + any three Lore Charms

Sage-emperors returned from their long slumber, the Solars' great beards have shattered their stone tables. In their great and terrible throes, they may call upon the forces of doom in order to save their world.

The Solar must spend a full week contemplating and researching a region's history, climate, geography, etc. before using this Charm. Casting her gaze toward a foe, the Solar draws deep from the well of her experience, her knowledge of this life connecting to her knowledge of lives before. Through this Charm she reaches realization of a certain calamity that must happen, and her consciousness is recognized, in turn, by the universe.
In this instance, what the Solar realizes she causes to happen.

Roll the Solar's (Intelligence + Lore) against difficulty 5. A basic success is tantamount to the Solar predicting a natural disaster that has relatively damning effects: flash floods ruin roads, a drought destroys crops, an earthquake disables a vitally important manse, and so on. Two to four extra successes results in a more devastating cataclysm: a tsunami wipes out a fleet of battleships; a series of earthquakes devastate the infrastructures of several cities and roads; a volcano detonates and wipes a city entirely off the map, etc. Five or more extra successes equates to the Solar predicting one of the seven great dooms: a star falls and annihilates a region; a behemoth rises from its slumber and plows through a number of predicted cities; an army of the dead spills from its Shadowland during Calibration to wreak havoc, and so on. Though this Charm's duration is instant, the motes spent activating it are committed for one week. This Charm may only be used once per season.
 
This is just doing Astrology.

There isnt one Charm that does it all but there is no reason a Sidereal can't just...keep doing Astrological workings.

Boost X people doing Y here, put a malus there, etc into a grand design, BUT.

I actually found stuff that is like this in 3rd Edition Exalted, Solars.

Prophet of Seventeen Cycles
Cost: 12m, 1wp;
Mins: Lore 5, Essence 4;
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Truth-Rendering Gaze

The Lawgiver's knowledge of the past and her understanding of physical laws allows her to make nigh-flawless general predictions.

To use this Charm, the Exalt must spend a day studying a subject from an authoritative or definitive source. Her player may then make a pronouncement against an ongoing project based on knowledge her studies reveal, creating bonuses for those who act in accordance with her accurate predictions, and penalties for those who go against them.

For example, after reading about the patterns of weather, hostile elemental activity and famine in Jiara during the summer months over the last thousand years, she predicts that Mnemon will not attack Jiaran rebels until fall at the earliest, and will instead spend the summer months consolidating her forces while conserving water and gathering resources for a winter campaign. If Mnemon enacts a project to consolidate her forces while gathering resources until winter, the Storyteller should consider Mnemon's project vastly more successful and easier to complete than otherwise. If Mnemon instead decides to invade Jiaran rebel territory in the summer, her invasion will be met with project difficulties, such as resource shortages, elemental attacks, inclement weather, and more specifically, mechanical penalties to the first War rolls her generals make in the conflict.

Conversely, if Mnemon harbors her forces and the Jiaran rebels instead try to attack her, it is their commanders who will suffer penalties to their opening War rolls. Once the Solar has made a prediction, it may not be cancelled with a conflicting use of this or similar Charms, though it may be counteracted with Sidereal Astrology or similar powerful fate-bending magic. Though this Charm has an instant duration, the motes spent activating it are committed until the Exalt has had a full night's rest.

God-King's Shrike (Dogstar Ruminations)
Cost: 30m, 1wp;
Mins: Lore 5, Essence 5;
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Prophet of Seventeen Cycles + any three Lore Charms

Sage-emperors returned from their long slumber, the Solars' great beards have shattered their stone tables. In their great and terrible throes, they may call upon the forces of doom in order to save their world.

The Solar must spend a full week contemplating and researching a region's history, climate, geography, etc. before using this Charm. Casting her gaze toward a foe, the Solar draws deep from the well of her experience, her knowledge of this life connecting to her knowledge of lives before. Through this Charm she reaches realization of a certain calamity that must happen, and her consciousness is recognized, in turn, by the universe.
In this instance, what the Solar realizes she causes to happen.

Roll the Solar's (Intelligence + Lore) against difficulty 5. A basic success is tantamount to the Solar predicting a natural disaster that has relatively damning effects: flash floods ruin roads, a drought destroys crops, an earthquake disables a vitally important manse, and so on. Two to four extra successes results in a more devastating cataclysm: a tsunami wipes out a fleet of battleships; a series of earthquakes devastate the infrastructures of several cities and roads; a volcano detonates and wipes a city entirely off the map, etc. Five or more extra successes equates to the Solar predicting one of the seven great dooms: a star falls and annihilates a region; a behemoth rises from its slumber and plows through a number of predicted cities; an army of the dead spills from its Shadowland during Calibration to wreak havoc, and so on. Though this Charm's duration is instant, the motes spent activating it are committed for one week. This Charm may only be used once per season.
As awful as it would be for pretty much everyone, the idea of a sidereal loose in the DF sounds pretty entertaining.

I'm not sure what would be better; a new one taking a ham fisted approach to manipulating fate while they learn how things work, or the universe spanning record scratch of an essence 7-8 one popping up after giving themselves a n dimensional wedgie in the distant past.

One that was freed from their curse by the death of everyone involved, but who also has absolutely no oversight of any kind.

It might even be enough to get Lucy and Big G to make amends and patch up their relationship out of sheer frustration with this fresh helping of bullshit. :V

Edit: dropped a letter
 
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[x] Diplomatically (Charisma+Empathy)
-[x] use excellency
-[x] "Has this ever helped?" Molly asked as she put a hand on Leech's shoulder. "If the goal is to convince people of something snide barbs aren't the way to go about it. If the goal is simply to make yourself feel better then you have more important business to deal with than ours."
-[x] Taking a deep breath, Molly sighs. "To be honest, you annoy me; but maybe this is a lesson for both of us. 'For every kind of beast and bird, of reptile and sea creature, can be tamed and has been tamed by mankind, but no human being can tame the tongue. It is a restless evil, full of deadly poison. With it we bless our Lord and Father, and with it we curse people who are made in the likeness of God' specifically."
-[x] "How about we both try to judge a little less instead of sniping at each other in front of a church?"
 
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