Memoirs of a Human Flashlight [Exalted/Worm]

Golden Lark said:
As a Twilight, Occult is automatically favored. Unlike most other favored (and even unfavored) abilities, Taylor has virtually no natural, conscious reason to stretch her power or understanding in that direction. She'll gain her first dot of occult by plot, and shift her perspectives to match once she realizes what it is.

In the meantime, she can apply generic Solar-ness to most problems so long as she has juice. Her favored abilities will allow for rapid growth in their mundane skill levels. Her unfavored ones, still rapid for humans, but will require time and effort.

Once she tweaks to the idea of 'occult' at all, and realizes it's one of her 'Uber' skills (pun intended and eventually canonical), she'll be focusing on it solidly. When she does, the game changes.

For now I have to write up a scene that involves at least three teen girls that devolves into an offer for a 'friendly' spar. An offer that is accepted because Taylor/pride/rage etc. As I do not grok typical teen girls as well as possible, this one might take a bit.
So Occults not general hard sciences and mystical?
 
Draconas said:
Indeed. There's an E7 Occult Charm called power from darkness in the same book.
You can activate it to learn a charm. Any charm. Yes, even that one.
And (depending on version) either get permanent limit, or you also need to get all the prereqs (though you can pick those up with PFD too). So you can't cherry pick anymore with the second, but it ties up some of your power. OTOH, the first makes you go crazy significantly more often.

If either of those were to make an appearance here, I'd vote for the original version. Because a permanently limit breaking Solar is just the thing that Earth Bet needs.;)
 
Blade4 said:
No to reach essence 6 she needs to either reach 100 years old naturally or take a age cap breaker.
Or receive an endowment from a sufficiently puissant god. Unfortunately, there's a bit of a shortage of those at the moment. Never mind the difficulty of convincing one to do it if you did find them.
 
Blade4 said:
No to reach essence 6 she needs to either reach 100 years old naturally or take a age cap breaker.
Reaching a hundred years in this setting isn't really that hard. We have a number of forms of time fuckery on Bet Earth. Personally I want to see Khonsu hit her with fast time only to punch her way out as a Essence 10 and finger flick him out of reality.
 
low essence solars are lacking such charms as I remember it right. And if its in the elder package she would need to have reached essence 4+ prior to getting timefrezed.

On the other hand she might simply be able to ignore it if you would consider it a shaping effect...
 
Odysseus2099 said:
What kind of survival charms do Solars have? Cause if that happens, she's likely to starve to death first.
Hardship-Surviving Mendicant Spirit negates all environmental external penalties to survival rolls. (survival 3 ess 1)

Food Gathering Exercise doesn't even call for a roll, if you can scrounge the motes to activate it 5 times a day, you're good, you will find sufficient food and water to sustain yourself. ( Survival 5 ess 2)


Incidentally, looking through the charms I found a survival charm that would be amazing for her in this setting
Life Sustaining Shelter Preparation:
Survival 5, Essence 5
10m, 1w
Indefinate
Among the other listed effects, those inside the shelter can respire essence even in locations that would otherwise prohibit doing so. Thus it would allow her to get the 8m/hour for sleep.
 
Silver sun 17 said:
the curse is tied to the exaltation shards.
Is there actually a way to mitigate, neutralize or remove it? I know there was a mention a while back that the redeemed Deathknights don't have the curse after becoming Solars again. I was just wondering if normal Solars have ways to limit/avoid the effects of the Great Curse or if they are all doomed to eventually go mad.
 
jwolfe said:
Is there actually a way to mitigate, neutralize or remove it? I know there was a mention a while back that the redeemed Deathknights don't have the curse after becoming Solars again. I was just wondering if normal Solars have ways to limit/avoid the effects of the Great Curse or if they are all doomed to eventually go mad.
doomed.
 
Carrnage said:
not just that but the limit break slowly creeps into their natural state.
Or in other words when the Primordials give a F**k you Curse its a nasty one and they make it stick.

Also was I right about the redeemed Deathknights not having the curse or do their doom or whatever transmute into the Great Curse?
 
Carrnage said:
An elder solar circle could probably figure something out, Sol or Autochthon could definitely do something about it.

The main problem is that nearly no-one outside the neverborn know about it, and only one of the incarnae know.
Wait a sec. Which one of the incarnae know and why haven't they told everyone about it?
 
Zefferen said:
Wait a sec. Which one of the incarnae know and why haven't they told everyone about it?
Jupiter, Maiden of Secrets, because she's the Maiden of Secrets.

Lytek, the Right Hand of Power, also knows, but he's not telling because revealing his mess-up on the issue is going to get him audited and then demoted at best.
 
jwolfe said:
So the longer a Solar lives and the stronger he gets the easier it is to undergo limit break and randomly killing people and breaking stuff?
No. Also yes.

The curse is linked to virtues, the more virtuous you are the more it has to work with and the more common limit break is.

Exalts, particularly solars can get a lot of power from virtues, and there are charms to redefine them and they tend to put you in to situations where you need to go against a virtue and rack up some limit.

There are also essence cap breaking charms. They tend to come with smaller limit track, and they look real attractive if you have all the essence five charms you want, and the op elder powers start at essence six.

But age doesn't tie to the mechanics of the curse at all.
 
I seem to recall there's a charm which makes it completely obvious to any external observer when the Exalt is under unnatural mental influence, and the rules for the charm specifically included the Great curse in that.

Found it. Truth Shines Through.
 
Uh, the great curse is really one of the only weaknesses Solars have going for them. Without the Great Curse this becomes less a story and more a roflstomp.
 
Selonianth said:
I feel like we, or just the author, should BS a way to break the curse for Taylor. Maybe she's out of range of it/the dimensional hop broke it off? Her shard is one that used to be Abyssal, went through redemption, and thus has no curse.

Note, I'm just spewing ideas. I don't know if any are valid...
The first idea wouldn't work, since the Great Curse is innate to all of the Exalted, Infernals, Abyssals and Alchemicals excepted. It's as much a part of the Shard as the superpowers and epicness.

The second... could work, I guess, but it reeks of speshulness.

Eh. Chances are she'll figure something out eventually. Or live with it.
 
Golden Lark said:
As a Twilight, Occult is automatically favored. Unlike most other favored (and even unfavored) abilities, Taylor has virtually no natural, conscious reason to stretch her power or understanding in that direction. She'll gain her first dot of occult by plot, and shift her perspectives to match once she realizes what it is.

In the meantime, she can apply generic Solar-ness to most problems so long as she has juice. Her favored abilities will allow for rapid growth in their mundane skill levels. Her unfavored ones, still rapid for humans, but will require time and effort.

Once she tweaks to the idea of 'occult' at all, and realizes it's one of her 'Uber' skills (pun intended and eventually canonical), she'll be focusing on it solidly. When she does, the game changes.
Makes me curious which spells she's gonna learn. Probably utility ones, since combat-spells tend to be less efficient than Charms.
 
Kelenas said:
Makes me curious which spells she's gonna learn. Probably utility ones, since combat-spells tend to be less efficient than Charms.
Well fluff-wise, sorcery spells are the kind of thing you use to kill armies, and considering this is a story it won't be relying on mechanics. So... Yeah, she probably won't get sorcery spells, but only because it would be overkill.
 
Golden Lark said:
Uh, the great curse is really one of the only weaknesses Solars have going for them. Without the Great Curse this becomes less a story and more a roflstomp.
Moteless makes up for it, Truth Shines Through gives an Solar a Target once they know their being effected by an outside source they can make a Charm to counter it. Like a Perfect Defense there maybe times it doesn't work and they flip out, but the curse can and should be countered, not cured but countered.
 
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