Mother of Demons (Exalted vs A Song of Ice and Fire)

In the interest of further discussion, here is my proposal for the next turn and probably the turn after. We should go for this combo.

Crown of Kings (snip)

This is probably the best.

Crown of Flames spying function seems interesting. Being able to spy on the plots of her enemies if they merely mention her name. But I don't know if there would be any way to know which conversations are essential, and which aren't.

Standard Charms
Lanka: Viridian Legend Armor (••) Adds the highest of her Strength, Stamina, or Charisma to her soak rolls for the rest of the scene, but raises the difficulty of all Stealth attempts by +1.
Hell of Burrowing Maggots: Verdant Emptiness Endowment (•••••) Can grant wishes and demand service of those who accept the boon; the recipient does not have mean the wish seriously merely say it where the infernal is aware of it
Kakuri: Naked Wicked Souls (•) Find out what deed the target is most ashamed of with more being revealed depending on degrees of success – 3pt
Hell of Boiling Oil: Charred Sinner Renewal (•) Can regain essence at an accelerated peace or heal bashing and lethal damage unnaturally quickly so long as one is immersed in lethal liquid -3 points
No Category: Key to the Kingdom: (Key Abilities) (•) Excellency use your skills to supernatural levels – 3pt

Seems decent. Will have to read through the charms.

Demonic Guide (•) (Demonic Aspect: Demon Melee Weapons) – 1 pt

I feel that Flight might be preferable. Being able to move in three dimensions is always handy, in both battle and every day actions. Also rather impressive to most people, and fitting with the whole dragon theme her bloodline has going on.

Nightmare + 1 pt
Permanent Caste Mark + 2 pt
Vengeful (Usurpers) + 2 pt
Enemy (+1 Points) [Baratheon]
Enemy (+1 Points) [Lannister]

Not sure how I feel about the Nightmare flaw. If we are low on willpower, it can become quite annoying.

Rest seem ok enough.
 
Max 10 willpower ensures we roll well. Caste mark does not give any -ve social. I checked.
Nightmare is bad as you should roll willpower against the DC. Successes means you fixate on whatever and have nightmares, not allow you to ignore an Entire Flaw.

And no has a caste mark, to anybody worth socializing, is the same as saying ignore social, roll join battle you cannot be trusted.
 
This is not exalted proper but game of thrones. People are expecting her to be obvious and magical. There is no Immaculate religion saying Infernzls are bad.

Nightmares do not work like that. It is roll and ignore if pass or gain no Willpower if fail on the difficulty 7. With 10 dice we will be hitting that.
 
We have Melee so we need a weapon to use it. Even otherwise we can go By Rage recast for Flight. The sword also allows us to skip combat charms for some time.

There is also another problem with the sword.

The pdf says: Select one demonic Aspect other than Hardened Devil Body (ideally one that will go on to form part of your Shintai) as a permanent feature.

Doesn't that mean that the sword would be a part of our body basically, and not something we could just leave behind. Which is a major issue for a social build, given that bringing weapons to lots of places is rather frowned on.


Nightmare is a bad trait that should never be taken. Permanent Caste mark is just throwing away having a social build.

Permanent Caste Mark is probably less bad in a crossover, where no one knows what it means.

Yes, eventually people would, but by then we would likely be famous enough that everyone would know we were an exalt anyway.
 
Nightmares do not work like that. It is roll and ignore if pass or gain no Willpower if fail on the difficulty 7. With 10 dice we will be hitting that.
Then it is not a Flaw and you should not get points for it.

Nightmare should function as inverse to willpower someone with willpower 1 basic does not suffer negative effects, and someone with willpower 10 almost always does.
 
In my opinion, drop the Permanent Caste Mark and Nightmares. It isn't a big deal to let one of the 1 dot Charms go along with it. Also, I agree just to be safe rather than sorry and not take the Demon Weapons. Instead, take Transcendent Anathema. That way if you're meaningfully planning on killing someone, you can be sure they'll be killed. Aggravated damage will do that, after all.
 
We took a social build, We should fight by dog piling people with Mortals that where Chirality prohibition index that throw 10 dice + VEE merits boosters at problems we want to go away.
 
Here is how it works.

Nightmares
Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare.


Daemon Weapon
  • Does STR +2 Lethal Damage
  • Drawing the blade as part of and attack is done as if the infernal has the weapon to hand at all times
  • Cannot cut, burn or otherwise harm you allowing for stunts that cannot be done with common weapons
  • As it is a portion of your soul and exaltation attempts to break or sunder it are practically impossible and attempts to disarm you of limited use as you can dismiss and redraw the weapon with an action.
  • If the weapon is ever outside the range of where your anima would burn it is automatically returned to the depths of your soul in three rounds
Pg 208
Aspects are special features to enhance a Shintai form. They should be interpreted broadly; "demon weapons" might be claws or fangs, certainly, but they could also represent the Infernal manifesting a mystic sword burning with Essence.

Permanent Caste Mark (2pt. Flaw)
The character's Caste Mark is permanently stamped upon her brow for all to see, although it only glows when she wishes it to or when her anima flares.
 
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Still think not having the Caste Mark around is for the best. And I agree that mixing Nightmares with WP 10 is a clear cheat and would be disqualified for that reason.
 
Still think not having the Caste Mark around is for the best. And I agree that mixing Nightmares with WP 10 is a clear cheat and would be disqualified for that reason.
Rules as written and it is also a 1 pt flaw. Not sure what you expected from that since there are 5 point flaws which are actually dangerous to take. It is also not free as we need to spend 5 bp in maxing Willpower, which is a lot.

1 point flaws were always more flavor then actually things to be afraid off. That is why flaws are capped at a total of 7 points. It is in the Dev notes.

Though if it troubles you that much, I'll propose an alternate one.

Flaw:
Vengeful (Usurpers) + 2 pt
Enemy (+2 Points) [Baratheon]
Enemy (+2 Points) [Lannister]
Touch of Frost (1pt. Flaw)

Touch of Frost
Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you were made of ice.
Once again, it is a 1 pt flaw so do not expect much. I also dropped Caste mark for more enmity but honestly? Not worth it. Best go nightmare instead as it is thematic and Danny did go through some trama, it was why I picked Nightmare over Touch of Frost and other 1 pt flaws.
 
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Daemon Weapon
  • Does STR +2 Lethal Damage
  • Drawing the blade as part of and attack is done as if the infernal has the weapon to hand at all times
  • Cannot cut, burn or otherwise harm you allowing for stunts that cannot be done with common weapons
  • As it is a portion of your soul and exaltation attempts to break or sunder it are practically impossible and attempts to disarm you of limited use as you can dismiss and redraw the weapon with an action.
  • If the weapon is ever outside the range of where your anima would burn it is automatically returned to the depths of your soul in three rounds

Out of curiosity, where is this from?
 
Once again, it is a 1 pt flaw so do not expect much. I also dropped Caste mark for more enmity but honestly? Not worth it. Best go nightmare instead as it is thematic and Danny did go through some trama, it was why I picked Nightmare over Touch of Frost and other 1 pt flaws.

It's up to Lord Ultimus on Nightmares, I suppose.
 
Introduction/Character Creation - Part 3
How long have you existed in here?

A day?

A month?

An eternity?

You can only ride the waves of dreaming and memory, experiencing each moment as if it were your first, as if born anew.

One moment you walk through a hallway to discover you're in a forest. The next you're sitting on the Iron Throne having a banquet with the dead.

But things begin to reoccur. You leading armies, slashing down countless foes with your sword. Addressing thousands, all of them enraptured by your words. Maneuvering around vile and conniving politicians that keep you from your birthright.

Until, at last, all fades to darkness. Then, multiple lights, each their own sinister color, break through the darkness, each promising tantalizing powers to aid you.

Which do you choose?


[] The Crown of Eyes
While intensely studying an object, situation, or individual that is within her line of sight, the Infernal may spend 1 Essence and ask one question about it, which the Storyteller must answer honestly. The Infernal can only ever use this power a single time on any object, situation, or individual. When the character's anima is flaring, great staring eyes open within its emerald flames, and the Infernal becomes impossible to ambush or strike with an unexpected attack, even if her foe is invisible.

[] The Crown of Flames
The Infernal becomes aware whenever someone speaks her name, and may reflexively spend 1 Essence to, within a frozen moment that does not distract her in any way from what's going on around her, scry on the situation in which her name has been invoked. She can see and hear the speaker and his surroundings for the next (Essence) minutes. If she desires, she may spend 1 additional Essence to punish the one who took her name in vain by causing him to burst into emerald flames as though engulfed in a bonfire (two levels of lethal damage per turn of exposure, difficulty 6 to soak). While her anima is flaring, both scrying and immolation do not cost Essence; in either case, she can only set someone on fire a single time as punishment, at least until he is so unwise as to speak her name again.

[] The Crown of Glory
The Infernal may touch a wicked spirit that has submitted itself utterly to her authority, spend 1 Essence, and transform it into a suit of ghastly armor that looks like it was made by butchering the spirit and using its hide and bones as construction materials, giving her +2 soak dice. She also manifests a melee or ranged weapon befitting the spirit's nature, such as a scythe studded with fangs or a pistol that fires flesh-devouring insects instead of bullets (this weapon has normal traits for a weapon of its type, save that its damage is aggravated). The armor and weapon reconstitute themselves back into the spirit at the end of the scene (or sooner if the Infernal wills it so), but the spirit is ever-after tied to the Infernal from that point onwards until it is destroyed or she willingly releases it from its compact. When she spends 1 Essence, or at no cost while her anima is flaring, she may reflexively summon the spirit to her side from wherever it may be in the cosmos and instantly transform it into her panoply once more.

[] The Crown of Kings
The Infernal may spend 1 Essence to sanctify any oath she has personally witnessed, scribing the words of the pact on the air with Essence. Any who should break this oath begins to radiate corrupt Essence that draws in great swarms of powerful, wicked spirits that desire nothing more than to feast on the oathbreaker and everything she spends a great deal of time in contact with. Additionally, if the Infernal approaches any of the night folk on legitimate business and they offer her or her companions unprovoked violence, then any roll made by the offending supernatural during the course of that violence which produces even a single 1 becomes an automatic botch.

[] The Crown of Night
The first 2 Essence the Infernal spends in a scene don't count toward flaring her anima. Additionally, when her anima does flare, she may shroud herself in it like an obscuring cloak, making her impossible to recognize. Anyone in the scene that has already recognized her must roll Willpower against difficulty 8 or be struck blind, deaf, and mute for an hour each time they attempt to reveal her identity to anyone else during the next (Essence rating) days.

[] The Crown of Worlds
By spending 2 Essence, the Infernal may discorporate herself into the ley lines of the world, reforming some hours later at a place of spiritual desolation, suffering, or terrible sin. The spot where she discorporated is left badly burnt and corroded in her wake, and if not subjected to mystical cleansing of some sort, will slowly fester into a site of spiritual corruption over the next several months. When her anima flares, the Infernal may, at will and as she desires, raise or lower the local veil rating by +2/–2, as well as, if she desires, tainting the veil such that anything passing through it or using a power across its boundary while her anima flares is burned by her hideous radiance and must soak two levels of lethal damage.

[] The Crown of Wrath
Once per scene, the Infernal can re-roll an attack, damage, defense, or soak roll and keep the preferred result. When the character's anima is flaring, 10s count as two successes on damage and soak rolls.
 
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