Green Sun, Black Shadows (CG/Exalted)

Alright, so far we have:

[] 1) Add 1wp and 10 motes to Charm cost for every dot of Essence above 2 and need to sleep at least 7 hours to make a Behemoth.
[] One Behemoth until repurchase at Essence 6-7.
[] Max number of Behemoths alive at a time is (Infernal's Essence.
[] Making a Behemoth inflicts permanent willpower damage equal to the essence of the behemoth/2 (round up) that heals back at a rate of one permanent willpower per month.
[] The Infernal receives the Behemoth's (Essence) in aggravated damage when making one.
[] Making a Bahemoth costs XP.
The aggravated damage idea works as well. The key idea is to make creating them hurt. The difference is I focused on mental trauma while the damage idea focuses on physical trauma.

That renders the charm actively too harmful/dangerous to use, imo.
I chose the numbers deliberately.

Making the cost Essence/4 round down for non-spirits makes it such that we can make E3 spirits and below without any willpower damage at all. At the level the created spirits would be comparable to what we could get by recruiting demons. Getting more powerful minions would cost a long term investment. Taking 2 months of a willpower debuff to get a E4 behemoth is plenty worth it in a long game because that means you could get 6 in a year at the cost of effectively having 2 less willpower. It is frankly overpowered for a single charm.
 
A combination of the first four should work it would be costly , we would be limited to essence behemonths and would take willpower damage (which should heal in a week as it makes more sense) and later repurcharses would remove the limit and damage
 
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Okay, how about this: the limit is one Behemoth at a time, and to remove the limitation a repurchase at either Essence 6, 7 or 8?

Alright, so far we have:

[] 1) Add 1wp and 10 motes to Charm cost for every dot of Essence above 2 and need to sleep at least 7 hours to make a Behemoth.
[] One Behemoth until repurchase at Essence 6-7.
[] Max number of Behemoths alive at a time is (Infernal's Essence.
[] Making a Behemoth inflicts permanent willpower damage equal to the essence of the behemoth/2 (round up) that heals back at a rate of one permanent willpower per month.
[] The Infernal receives the Behemoth's (Essence) in aggravated damage when making one.
[] Making a Bahemoth costs XP.
These Behemoths would be our nightmares made manifest, so how about this? In addition to the intimacy of Loyalty they start out with, we also get a weak intimacy of fear towards them; not enough to actively hamper us, but we are, by definition, afraid of them, so this makes sense. It could also inflict a derangement of some sort until the Behemoth ceases to exist?

Edit: Darn typos.
 
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These Behemoths would be our nightmares made manifest, s how about this? In addition to the intimacy of Loyalty they start out with, we also get a weak intimacy of fear towards them; not enough to actively hamper us, but we are, by definition, afraid of them, so this makes sense. It could also inflict a derangement of some sort until the Behemoth ceases to exist?
this just doesn't feel right. We should keep in mind that we are making one of Oramus own charms, I can see turning nightmares to reality being taxing on some level, but how could he be afraid of his own creations ? And how could their existence warp him who is paradox incarnate ?
 
Maybe. However, having two less WP for at least a month severely hinders an Exalt who finds themselves in Social Combat/using Social charms a lot. Especially applicable for us.
Not really. Without UMI the most you can be forced to spend in social combat is 2wp, and that requires them bypass our mdv twice and we don't use any social defense charms. Also willpower pools are pretty small anyway so willpower recovery with stunts is your major source of willpower which the damage won't hinder because it only effects your maximum willpower. If you are truly going to spend a lot of willpower then most of the time you won't have a full tank anyway so the drop won't effect you that much. We currently have a dodge MDV of 6 (bullshit hax high, we aren't going to be talked into anything we don't want to be without magic) and taking 2 wp damage only drops that by 1 which would probably only drop us to our current levels as odds are we will have bought 2 more wp dots by the time we get this charm. We also have appearance 5 which means we are going to get bonuses against damn near everyone. That is before stunts and virtues are applied.

It is inconvenient but not crippling. Which is the point making medium tier minions should require enough effort to inconvenience the exalt in exchange for the massive utility of a powerful custom minion. Making a minion that is truly of legendary power should be near crippling. Creating a E10 Behemoth would be like barfing up a little sister for Luna and greatly slowing us down from the strain fits that.
 
Alright, I'm going to sleep now and tomorrow will be dedicated to the post (I think I will give you the two options of designing Zero's costume and how to greet the terrorists), so bye. You can keep discussing the balance for the Charm. I'm honestly okay with anything, since this is a quest and not a real game. But that's just my own view of things, eh.
 
I'm thinking that XP might be the best cost for creating Behemoths, especially given how generous the GM is with XP for us. Say, 4XP for an Essence 2 Behemoth, and then +4 XP for each level of Essence after that, maxing out at one level of Essence below the Infernal's rating.
 
My new ideal mainline team is Lulu, CC, Kallen, Milly, Suzaku, Kaguya, and Nunnally with Mark Nemo.

TFW Lost Colors translation never.
 
I'm thinking that XP might be the best cost for creating Behemoths, especially given how generous the GM is with XP for us. Say, 4XP for an Essence 2 Behemoth, and then +4 XP for each level of Essence after that, maxing out at one level of Essence below the Infernal's rating.
What about when we've got ascension mantle going?
Will that mean we can make E5 Behemoths?

But I've got to say I don't like the limit you're placing on this.
Individual super-monsters is something Oramus should be able to create, given Luna.
 
So I'm rather new to the Exalted setting so is Oramus a canon Yozi or a fanmade one? And where I can get info about him?
Canon Yozi, but he's only tangentially described (which is appropriate for him). There's a small bit in the Ink Monkey's Collection that I really like:

Ink Monkeys Collection said:
Of Oramus (The Dragon Beyond the World)
With chaos pressed asunder, many titans awakened within
the flames of Cytherea. But one came from Beyond and said: "I
was waiting for you to awaken. I thought that it should never
happen."
This was Oramus, the Dragon Beyond the World, who stirred
the Wyld with his wings. In the time before time he was Not,
for there was no world, but in the moment of Ignition he came
to Be. Yet he was before, for he was of the things which could
not be, and counted amongst those things was him, the Dragon
Beyond the World Which Had Yet to Be.
The other titans looked upon him and thought that he
looked always to be the thing which he was not.
 
[X] Making a Behemoth inflicts permanent willpower damage equal to the essence of the behemoth/2 (round up) that heals back at a rate of one permanent willpower per month.
 
What about when we've got ascension mantle going?
Will that mean we can make E5 Behemoths?

So long as you have the Ascention Mantle Active, yeah.

But I've got to say I don't like the limit you're placing on this.
Individual super-monsters is something Oramus should be able to create, given Luna.

Some kind of limit is needed. A hard cap on number doesn't thematically seem appropriate, but creating a Behemoth (something that come compete with Exalts) is not really something that you want a player to be able to spam. There needs to be some limitation on it or it's overpowered because you can spawn an army of the damn things and murderstomp everyone.
 
It might be a bit late, but that was a very wordy charm. Try to trim it down to a more manageable level, and try to not muck it much with weird mechanics. Giving the charm a flat difficulty of 5 and no way to mitigate it might feel better.
 
Alright, so far we have:

[] 1) Add 1wp and 10 motes to Charm cost for every dot of Essence above 2 and need to sleep at least 7 hours to make a Behemoth.
[] One Behemoth until repurchase at Essence 6-7.
[] Max number of Behemoths alive at a time is (Infernal's Essence.
[] Making a Behemoth inflicts permanent willpower damage equal to the essence of the behemoth/2 (round up) that heals back at a rate of one permanent willpower per month.
[] The Infernal receives the Behemoth's (Essence) in aggravated damage when making one.
[] Making a Bahemoth costs XP.
Take the Raksha approach to creating a Behemoth through Shaping? They take attunement motes there, more or less because they're considered Sword Grace equipment.
 
Roll to persuade Kallen:



I think I like rolz.org :p .To make her join the Council you will social attack her together with Milly, so it's safe to assume you succeed.
 
Also as an addendum to the above, Rakshas can do the "conjure phantasmal army" thing too, so a mass combat unit of mutant mooks is more or less the same process as the behemoth.
 
Rolz instructions
Roll to persuade Kallen:
I think I like rolz.org :p .To make her join the Council you will social attack her together with Milly, so it's safe to assume you succeed.
If you type the rolls as 12d10X7 it will auto count the sucesses and not just add all the dice.
  • Count the number of successes: to see how many dice rolled equal to or greater than some number, use "E".
    Example: 4D6E4
    The default die of this roll type is d6, so 4e4 can be used as a shorthand for 4d6e4.
  • Successes with additive re-roll: to see how many dice rolled equal to or greater than some number, use "R" if you want the individual die maximum to trigger a re-roll. This way, you can have target difficulties greater than the max number of the die. The system also gives you the number of ones rolled (if there were any) so you can judge whether an action resulted in a fumble.
    Example: 4D6R8
    The default die of this roll type is d6, so 4r8 can be used as a shorthand for 4d6r8.
  • Successes minus failures: to see how many dice rolled equal to or greater than some number, and subtract the amount of ones rolled, use "F".
    Example: 4D6F4
    The default die of this roll type is d6, so 4f4 can be used as a shorthand for 4d6f4.
  • Successes "plus": to see how many dice rolled equal to or greater than some number, and roll every max result again and see if it's another success, use "M".
    Example: 4D10M4
    The default die of this roll type is d10, so 4m4 can be used as a shorthand for 4d10m4.
  • Successes with everything: to see how many dice rolled equal to or greater than some number, and roll every max result again, and subtract the amount of ones rolled, use "S". This is probably the one you want for most systems.
    Example: 4D10S4
    The default die of this roll type is d10, so 4s4 can be used as a shorthand for 4d10s4.
  • Successes with multiple dice: Some systems use the cumulative result of two or more dice to determine successes, here the sum of several dice is compared to the difficulty rating. To emulate this, you can group dice like this:
    Example: 1D6:6S4 , meaning 2d6 will be rolled and 4(+) is a success.
    Example: 5D6:8S10 , here a d8 and a d6 will be rolled, a sum of 10(+) is a success, the entire check is rolled 5 times.
  • Maximum possible die result counts as two successes: to see how many dice rolled equal to or greater than some number, use "X".
    Example: 4D6X4
    The default die of this roll type is d6, so 4x4 can be used as a shorthand for 4d6x4.
 
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