The Demented One
2009-11-01, 06:16 PM
With the last Vote Up A Charm completed, we now have its winner: Haunting the Hen House (http://wiki.white-wolf.com/exalted/index.php?title=Charms:Haunting_the_Hen_House)! Given how well the first one went, let's have us another.
Rules of Voting and Submission (Read before Posting!)
1. Only a single vote per person per aspect is allowed. Multiple voting will not be counted.
2. Post all votes in this thread.
3. Please do not criticize or disparage the votes of other forum members. Let the votes fall where they may. Just be patient, and allow other voters to voice their own opinions.
4. Changing of votes is not permitted. Just because something has a lot of votes at some point, doesn't mean you have to hop on the bandwagon.
6. If your vote cannot be tallied due to violation of any of these rules, I will post to inform you of that before voting ends. I will also ask you to modify your vote, so that it may be changed.
7. Unless otherwise stated, each poll's result will be winner-takes-all.
8.Upon commencing each vote I will announce the deadline by which time votes must be in. Voting rounds will last about a week, submission rounds will last until I get a goodly number of submissions. All times are by the Central Time Zone.
Past Rounds
Round 1: Charm Type
For starters, let's figure out what type of Charm we should be making. Since last contest's winner was a Lunar charm, they're out. Your choices are:
• Solar
• Dragon-Blood
• Abyssal
• Infernal
• Other (Spirit, Ghost, Fair Folk, Alchemicals, and so on).
Voting ends on Wednesday. Ready? Go!
{table=head;sort=2d]Charm|Votes
Solar|5
Dragon-Blood|1
Abyssal|7
Infernal|0
Other|0
[/table]
Round 2: Ability Voting
It's an Abyssal! Now, vote for what Ability the Charm should fall under. Since there are so many, each person can cast three votes for three different Abilities. Your choices are:
• Archery
• Athletics
• Awareness
• Bureaucracy
• Craft
• Dodge
• Integrity
• Investigation
• Larceny
• Linguistics
• Lore
• Martial Arts
• Medicine
• Melee
• Occult
• Performance
• Presence
• Resistance
• Ride
• Sail
• Socialize
• Stealth
• Survival
• Thrown
• War
{table=head;sort=2d]Ability|Votes
Archery|2
Athletics|1
Awareness|1
Bureaucracy|3
Craft|2
Dodge|2
Integrity|4
Investigation|0
Larceny|0
Linguistics|3
Lore|3
Martial Arts|2
Medicine|8
Melee|1
Occult|1
Performance|2
Presence|2
Resistance|1
Ride|0
Sail|0
Socialize|0
Stealth|2
Survival|0
Thrown|1
War|4
[/table]
Round 3: Essence
So, we're making an Medicine charm! For this round, vote on what Essence level should be required for the Charm.
• Essence 1: Minor tricks, difficult to distinguish from ordinary competence or luck. Abyssal Charms let you be a supernaturally skilled doctor, diagnose injuries, and perform similar feats at this level.
• Essence 2: Heroic, nigh-superhuman feats. Abyssal Charms let you drain disease out of a victim, heal the undead, and perform similar feats at this level.
• Essence 3: Powers that are almost unquestionably magical, beyond all mortal human reach. Abyssal Charms let you spread disease with a touch, create zombies from corpses, and perform similar feats at this level.
• Essence 4: World-destroying powers of true Exalted might. Abyssal Charms might let you spread plague with your very presence, render an ally temporarily invincible by annihilating their own weaknesses, and perform similar feats at this level.
• Essence 5: The power of a Lord of Death. Abyssal Charms might let you spread supernatural diseases as plagues, create horrific undead abominations and perform similar feats at this level.
• Essence 6+: Beyond all power imaginable to the Exalted of this Age. Abyssal Charms might let you age someone to death with a touch, perform grotesque medical experiments on souls, and assume unholy power through modifications to your own body.
{table=head;sort=2d]Essence|Votes
Essence 1|1
Essence 2|0
Essence 3|4
Essence 4|3
Essence 5|7
Essence 6|1
[/table]
Round 4: Submit Ideas
So you've picked Essence 5–power to shake the world's foundations, and bring tears to the Maiden's eyes. Now, we're in the penultimate phase: voting up a concept for the charm to be!
PM me your submission, which can be any of the following
• Just mechanics of a charm, and I'll make the fluff.
• Just fluff of a charm, and I'll make the mechanics
• Just a cool name, and I'll do the rest.
• A complete, fluff-and-mechanics charm, and I'll sit around lazily.
Ready? Go!
Round 5
We've got the charm concepts–now vote on your favorite!
Becoming the Taint: Carry plague wherever you go!
Black-Veined Convalescence Surgery: Drain the very blood from your victim's veins!
Bloody Cannibal Maw: Devour the still-living bodies of your victims to take on their strength!
Dance of Stitching Shadow-Maggots: Conjure up hideous spectral worms to heal the worst of wounds or devour your enemies from within!
Neverborn Essence Heart: Rip out a mortal's heart, leaving behind a shadowland that poisons their flesh and soul!
Spiteful Savior Betrayal: Work medical wonders...and undo them with a mere thought!
Stitched-Flesh Panoply: You can rebuild mere mortal flesh...you have the necrotechnology!
Void-Defying Youth Treatment: Draw the corrosive force of age and entropy from your patients...and then turn it on your foes!
{table=head;sort=2d]Charm|Votes
Becoming the Taint|1
Black-Veined Convalescence Surgery|0
Bloody Cannibal Maw|0
Dance of Stitching Shadow-Maggots|2
Neverborn Essence Heart|3
Spiteful Savior Betrayal|1
Stitched-Flesh Panoply|7
Void-Defying Youth Treatment|2
[/table]
Rules of Voting and Submission (Read before Posting!)
1. Only a single vote per person per aspect is allowed. Multiple voting will not be counted.
2. Post all votes in this thread.
3. Please do not criticize or disparage the votes of other forum members. Let the votes fall where they may. Just be patient, and allow other voters to voice their own opinions.
4. Changing of votes is not permitted. Just because something has a lot of votes at some point, doesn't mean you have to hop on the bandwagon.
6. If your vote cannot be tallied due to violation of any of these rules, I will post to inform you of that before voting ends. I will also ask you to modify your vote, so that it may be changed.
7. Unless otherwise stated, each poll's result will be winner-takes-all.
8.Upon commencing each vote I will announce the deadline by which time votes must be in. Voting rounds will last about a week, submission rounds will last until I get a goodly number of submissions. All times are by the Central Time Zone.
Past Rounds
Round 1: Charm Type
For starters, let's figure out what type of Charm we should be making. Since last contest's winner was a Lunar charm, they're out. Your choices are:
• Solar
• Dragon-Blood
• Abyssal
• Infernal
• Other (Spirit, Ghost, Fair Folk, Alchemicals, and so on).
Voting ends on Wednesday. Ready? Go!
{table=head;sort=2d]Charm|Votes
Solar|5
Dragon-Blood|1
Abyssal|7
Infernal|0
Other|0
[/table]
Round 2: Ability Voting
It's an Abyssal! Now, vote for what Ability the Charm should fall under. Since there are so many, each person can cast three votes for three different Abilities. Your choices are:
• Archery
• Athletics
• Awareness
• Bureaucracy
• Craft
• Dodge
• Integrity
• Investigation
• Larceny
• Linguistics
• Lore
• Martial Arts
• Medicine
• Melee
• Occult
• Performance
• Presence
• Resistance
• Ride
• Sail
• Socialize
• Stealth
• Survival
• Thrown
• War
{table=head;sort=2d]Ability|Votes
Archery|2
Athletics|1
Awareness|1
Bureaucracy|3
Craft|2
Dodge|2
Integrity|4
Investigation|0
Larceny|0
Linguistics|3
Lore|3
Martial Arts|2
Medicine|8
Melee|1
Occult|1
Performance|2
Presence|2
Resistance|1
Ride|0
Sail|0
Socialize|0
Stealth|2
Survival|0
Thrown|1
War|4
[/table]
Round 3: Essence
So, we're making an Medicine charm! For this round, vote on what Essence level should be required for the Charm.
• Essence 1: Minor tricks, difficult to distinguish from ordinary competence or luck. Abyssal Charms let you be a supernaturally skilled doctor, diagnose injuries, and perform similar feats at this level.
• Essence 2: Heroic, nigh-superhuman feats. Abyssal Charms let you drain disease out of a victim, heal the undead, and perform similar feats at this level.
• Essence 3: Powers that are almost unquestionably magical, beyond all mortal human reach. Abyssal Charms let you spread disease with a touch, create zombies from corpses, and perform similar feats at this level.
• Essence 4: World-destroying powers of true Exalted might. Abyssal Charms might let you spread plague with your very presence, render an ally temporarily invincible by annihilating their own weaknesses, and perform similar feats at this level.
• Essence 5: The power of a Lord of Death. Abyssal Charms might let you spread supernatural diseases as plagues, create horrific undead abominations and perform similar feats at this level.
• Essence 6+: Beyond all power imaginable to the Exalted of this Age. Abyssal Charms might let you age someone to death with a touch, perform grotesque medical experiments on souls, and assume unholy power through modifications to your own body.
{table=head;sort=2d]Essence|Votes
Essence 1|1
Essence 2|0
Essence 3|4
Essence 4|3
Essence 5|7
Essence 6|1
[/table]
Round 4: Submit Ideas
So you've picked Essence 5–power to shake the world's foundations, and bring tears to the Maiden's eyes. Now, we're in the penultimate phase: voting up a concept for the charm to be!
PM me your submission, which can be any of the following
• Just mechanics of a charm, and I'll make the fluff.
• Just fluff of a charm, and I'll make the mechanics
• Just a cool name, and I'll do the rest.
• A complete, fluff-and-mechanics charm, and I'll sit around lazily.
Ready? Go!
Round 5
We've got the charm concepts–now vote on your favorite!
Becoming the Taint: Carry plague wherever you go!
Black-Veined Convalescence Surgery: Drain the very blood from your victim's veins!
Bloody Cannibal Maw: Devour the still-living bodies of your victims to take on their strength!
Dance of Stitching Shadow-Maggots: Conjure up hideous spectral worms to heal the worst of wounds or devour your enemies from within!
Neverborn Essence Heart: Rip out a mortal's heart, leaving behind a shadowland that poisons their flesh and soul!
Spiteful Savior Betrayal: Work medical wonders...and undo them with a mere thought!
Stitched-Flesh Panoply: You can rebuild mere mortal flesh...you have the necrotechnology!
Void-Defying Youth Treatment: Draw the corrosive force of age and entropy from your patients...and then turn it on your foes!
{table=head;sort=2d]Charm|Votes
Becoming the Taint|1
Black-Veined Convalescence Surgery|0
Bloody Cannibal Maw|0
Dance of Stitching Shadow-Maggots|2
Neverborn Essence Heart|3
Spiteful Savior Betrayal|1
Stitched-Flesh Panoply|7
Void-Defying Youth Treatment|2
[/table]