#Exalted
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Oh hey, I was wrong. There is a perfect defence in alchs. It's just turbo limited.
i sure hope so
Only works against ranged attacks and Only if they can't ignore full cover.
it still drives me up the wall heavenly guardian defense has no reset condition
I will admit that I'm fine with Solars being badly designed because I just kinda don't engage with Solars
if you went through Solars and nerfed... maybe a dozen charms total, then buffed another half dozen they would be like 50% less annoying to play
HGD is the thing that annoys me most in Solar Melee
4 motes to never get decisived
lotta archery trees start out with 'attack through full cover anyway' im afraid
though if i remember the charm you are talking about correctly it specifies it still ignores full cover ignorers that seek out gaps
I keep saying "I don't feel that I've played enough Solars to write Misc's One Page Solar Patch" but maybe I should just do it anyway and duct tape it up in my campaign server
Nah, different one.
This one's in dexterity, that one was in stamina
Golden Calibration is a great unjankifying rework but didn't dip its toes into nerfing anything, really
yea which is a shame
I still think the funniest thing is that they let Ankylosaurus do Heaven Thunder Hammer without any addendment that it can't teleport behind you and DBZ spike you into the ground
was looking through deeb archery to see if they have cover ignorers and discovered this wonderful little artillertree charm. how quaint
I love the unusually flexible tree
sweet
the wording is a little odd here because Full Cover makes ranged attacks impossible but presumably only adds the usual +2 def to melee
but full cover in the core book has no bonus listed so maybe you just get the [essence] Parry instead of heavy cover +2?
i was about to point out cover works against against melee attacks too yea
so it doesn't work just against archery and thrown
yeah, I'm just not sure what exactly it does do to melee because very few melee attacks have anti-cover modifiers
and the wording of full cover doesn't really indicate
literally the only melee charm i can think of that interacts with cover is sidereal brawl
Sidreal melee also has one
It does imply that melee is affected by cover with that 'crossing blades' bit
I'm going to assume that Repulsor Field gives you the +essence parry against melee attacks rather than making you immune, but I could be completely wrong
Cost: 5m; Mins: Brawl 4, Essence 1
Type: Simple
Keywords: Uniform, Versatile
Duration: Instant
Prerequisite Charms: Tolerant Strife
The Sidereal writes her blow into forthcoming fate, as-
suring its inevitability.
The Sidereal makes an unblockable withering or deci-
sive attack that ignores cover. She can attack through
full cover even if there’s no opening for her to strike
through, though her target receives +3 Defense.``` @bleak hazel this one's also weird cause it implies full cover would stop a melee attack even though book says it only prevents ranged attacks
I would assume "Full cover against melee attacks" means "The attack is imposssible unless you Demolition through it"
light and heavy cover provide general defence bonuses for ranged or melee, full cover just deactivates ranged attacks
yet another thing I would put in the FAQ/Errata
I do love how beamclaives are great at acts of demolition.
2 autosuccesses and you can always do it in a single moment
Instead of any of the 'you can do X slowly' things
I love that Sidreals have a cartoon physics demolition Charm
where if you touch something you can break it
I want that so bad
even if it doesn't fit my character
i don't get the cartoon physics part
"Now just as long as nothing happens to my giant fabrige egg, everything will be fine!"
"Oh, it's real fabrige?"
poke
beat
shatters into dust
Belated, but I find infernals are neat, but I was never really exposed to the old ones. I also think the yozi going " haha, we will exalt generically rebellious people and this will screw over creation" and then that having a good chance of backfiring on them is funny
i mostly picked up hungry touch on my sid cause 1) endings caste, im there already 2) can destroy things without making a big ruckus
gotta break in? no windows that open? you will not regret aging the glass to dust instantly
it's still funny how combat sids want to go 5 dots in brawl because their perfect defence is "oh your wife died, such a shame" and is in its own little subtree that you can pick up and use with any other ability
smiling nefariously when the exalt im fighting has a loving mortal family
Assassinating a Solar's wife by challenging them to a duel outside their castle, surrendering after the fight, then running away as fast as physically possible.
'Can Solar melee bring back your kids? It can? Seriously, I'm calling bullshit.'
To finish the roundup on Solar Combat, I have no idea how Solar Thrown works because I have never seen a Solar Thrown character, I think it's big on alpha strikes
and Solar Archery is a generally really scary DAMAGEDAMAGEDAMAGE tree in the vein of brawl, but less cracked at E1 so it doesn't come up as often as an actual game problem
it does have the absurd combo that lets you fire an endless series of Withering shots until you either miss or crash the target, then reflexively decisive them
solar thrown iirc has two branches, one of which is dice trick gambling, the other is sneak attack
It focuses a lot on inflicting wound penalties IIRC
The idea seems to alpha strike multiple enemies with a decisive and get some wounds going
hey, I just realised that World-Shaping Artistic Vision + Ways of Exaltation lets an Essence 3 sid get literally free combat excellencies if they copy a Full Moon lunar or Moonsilver/Starmetal alchemical, power up to bonfire and fight under their specialty (which can be something like "at night" or "against enemies of fate" so it's not too hard to set up)
something kind of nice about Sidereals weaving their juice-efficiency theme into their power-under-specific-conditions theme and jumping through enough hoops to fight at Full Power no matter what
Solar throwing out 11 motes to full excellency+Excellent Strike their attacks clashes with a Sidereal, gleaming silver, who barely seems to be breathing hard
hot damn, autocthonia has the good sorcerous initiation rituals
very easy to get 20 motes out of this, or way more if you're a Solar/Abyssal, and it has the best sorcery merit for crafters too
absolutely hitting this with the Neverborn flavouring for Craftgar the Abyssal, or the Sun Boy flavouring for his solar analogue
OK, did the maths, a Craft solar that takes this is shoving 40 sorcerous motes into this thing, 45 if they take an extra charm for it
given your average shaping ritual gives you around three, this may be a little cracked
:/
craft-spec Alchemical is reliably throwing 21 motes, which is still enough to cast literally anything in the celestial circle in one round with a full Sorcery excellency
23 motes if you break the focus, which you should because making more focuses gets you more craft XP
one round Travel Without Distance, simply leave the encounter along with the entire party
Cripes and I'd thought my nerd ritual looked pretty decent.
this one is hilariously overpowered by shaping ritual standards and I suspect will not make it to release in this slightly typo-ridden state
...huh, Personality Override Spike is vastly different to the 2e version, to the degree I'm not sure the name works any more.
Like to be fair: The old version would likely have not have worked at all with the changes to social stuff.
As it was pretty much a definitive 'I am putting Attack in Social Attack'
whazzit do
2e version i mean
i never gotinto 2e alchemicals cause somehing about their rules and vibe made me feel bored
It allowed you to add or remove intimacies/virtues/willpower with grapple actions instead of social actions
...
snrrrrrk
But yeah 2e social stuff was much more like mind control
Both mechanically and diegetically
And well, Personality Overide Spike in 2e was likely the Mind Controlliest of them as it was literally 'Yeah, I'm just gunna reprogram your mind to be more like how I'd like it to be'.
this did not help the traditional Exalted player reflex of "he asked me to dinner! kill him now!", which is still kind of funny
if im talking with an exalt in 2e and they start glowing i have viable reason to open fire
if im talking with an exalt in 3e and they start glowing our debate is just really really good
I much prefer 3e's approach of "social stuff is absolutely not mind control"
I think Personality Overide Spike's purpose was actually to handle the 'open fire' bit. As it let them do Social Charm Bullshit...during combat.
in 3e there's actually a Sid charm that lets you turn away, cough, swallow and go back to Dim because you just swallowed all your anima
So MDV: Fist didn't work
now you can just... do social stuff during combat
Weird 😛
to be fair to 2e, a 3e Zenith is still perfectly capable of putting on the Kilgrave act if they want to, albeit with nicer fluff text
But yeah. I 100% think Personality Override Spike is a better charm now, I'm just not quite sure it's a charm that works with the name any more.
If that remotely makes sense?
I tend use Ex3e's social stuff as an example of a good approach to social mechanics, even if one can quibble with the mechanical particulars, because diplomacy in TTRPGs really does feel like mind control a lot of the time
I like that most of the Sidereal mental manipulation charms are explicitly in the "all love is one-sided and totally transactional" tree with associated constellation theming
the nice Sids are using Integrity and hating their lives
...oh hey, Alchemicals have some still 'this is very definitively mind control' social charms. XD
(the Solars don't get a Tree For Bastards so the nice happy sun theming on their actual mind control charms caused a few forum discussion bans)
It's just, you know, spelled out as such
Mind-Destroying Pattern Generator is full on sci-fi memetic attack
It causes you do to Lethal Damage with Social Stuff.
Yeah and I think that's fine
yeah, Sids have a martial arts move that shatters the opponents' memories, which is explicitly super effective on Getimians because they don't have Real Memories
It's fine to have mind-control charms, it's just not how All Social Mechanics should work
If the Alchemical succeeds, her victim is infected with a mind-destroying fractal image, precision-tuned to his neural pathways. It has the following effects:
• His perception and motor control occasionally flicker in and out, and his eyes twitch as they attempt to focus and refocus on invisible images. He suffers a −3 penalty on all rolls he makes. This penalty subtracts successes on vision-bases Awareness rolls.
• He must make a difficulty 3 (Wits + Integrity) or (Stamina + Resistance) roll on each of his turns, requiring him to flurry if he wants to take any other actions. If he fails this roll, the destructive image continues to cascade through his mind. He suffers (Alchemical’s Essence) dice of lethal damage, which ignore Hardness, and loses Willpower equal to the levels of damage he takes.
• If he falls to zero Willpower while infected with this Psyche effect or is incapacitated by the damage from it, he falls comatose. Characters with Exalted healing can awaken from this coma, freed from the deadly image, once they’ve healed all damage in their health track and reached 5+ temporary Willpower. Those without such supernatural resilience remain permanently comatose, barring potent supernatural intervention, like magically enhanced surgery capable of repairing his damaged brain or Charms that can purge the fractal from his mind.
A character can spend five Willpower to resist this Psyche effect — but if this reduces him to zero Willpower, he still falls comatose. This cost is reduced by one Willpower each time the victim succeeds on a roll, to a minimum of (Alchemical’s Essence/2, rounded up)
Manipulation 7, Essence 4. XD
It's the capstone of manipulation
Submodules
Fatal Signal Broadcast (3xp): The Alchemical can broadcast an auditory analogue to this Charm’s deadly fractal images, a high-pitched signal that destroys the nervous system. She can use this to affect characters who can hear her even if they can’t see her.
Psyche-Annihilating Basilisk Image (6xp, Manipulation 8, Essence 5) (+5m, 1wp): The Alchemical may pay a five-mote, one-Willpower surcharge to release the safety limiters that calibrate the killing fractals to a specific target’s nervous system. Instead, she displays a mind-destroying image that affects anyone who can see her, friend or foe. She doesn’t suffer multiple target penalties on her influence roll. If the Alchemical uses this submodule together with Fatal Signal Broadcast, it can’t affect characters beyond medium range.
With an essence 5 submodule that makes it apply to Everyone Who Can See You.
Which seems terrifying when you're dealing with a Colossi or Metropolis.
It seems like Appearance and Charisma got the message that social isn't supposed to be mind control.
But Manipulation went 'that's stupid, I'm the mind control charms tree'
But with like...intentionality.
As well as some 'Oh, you're just a complete psycho' ones.
Like one of the basic manipulation ones allows them to negate the penalty clarity has on social actions! But being really good at pretending to have empathy.
hang on I think we have the ultimate form of the Sid/Robo buddy cop combo here
let me find the right Sid move, might take me a minute
While you're using Robo Simulation instead of Actual Empathy to ignore the penalties of clarity? You can't lose clarity.
Because it doesn't matter how much you're interacting with people.
You're not making genuine connections with them
Alexa, play Purge Protocol
(there's another page to this charm, but this is the relevant part)
ooof
if he hits zero, this happens
I am still not sure, RAW, whether Heavenly Guardian Defence can block this
I am pretty sure the core devs had the classic 2e attitude of "does it do anything that might possibly be negative? perfect defence" because it's mentioned that a sorcerous curse can be blocked by it, but at no point does it actually do any damage
(It works based on successes on the damage roll and HGD removes successes from the damage roll, so probably)
Ah yep. Manipulation also has Compliance Assurance Drone. Where you stick a guy with a small drone under his skin that pokes the pain receptors of his brain whenever he'd disobey your instructions.
oh yeah, it removes successes not levels
never mind then, new bullshit required
luckily that bullshit is available in that same Sidereal tree
The stylist rolls her Initiative at a difficulty equal to the highest number of undamaged health levels possessed by any enemy. If she succeeds, combat ends.....
Sidereal/Alchemical does feel like an oddly appropriate pairing ...
"this is not an attack, I just selected the future where I won"
Like kinda for the same reason Solar/Lunar does
If he takes an action that’s counterproductive to completing the task that the Alchemical has assigned to him, the drone stimulates the pain center of his brain with an electric pulse, increasing his wound penalty by one for the rest of the scene. It also alerts the Alchemical to the subject’s noncompliance. This isn’t limited to direct disobedience, as this typically isn’t possible on a successful persuade roll. Instead, the most common triggers are prioritizing another task or goal over the Alchemical’s commands, or taking a course of action that’s detrimental to his overall goal without intending to disobey.
Aggressive Correction Loadout (3xp; Manipulation 5, Essence 3): The Alchemical’s victim suffers one die of lethal damage each time he triggers the drone’s corrective shock. This ignores Hardness.
Manipulation Alchs might be The Worst Alchs.
yeah, they fit very well together
both thematically and statistically
Sids can always use a giant pile of raw magical/technological might to smash problems for them, and Attribute Exalts appreciate having the weirdos around to go the orthogonal ways
the annoying thing about Heavenly Guardian Defence is that unlike every other Perfect you can't just slap 1/scene on it because the literal capstone of Solar Melee is a thing that makes it even more hyperperfect but only when you use it a bunch of times in a row
Are beings Outside of Fate still immune to the Sid Forgetfulness?
only powerful ones
nods
So the average fey is plenty mind-wipable.
...interesting. I know in 2e Alchs would have been considered 'outside of fate' (As they are primordial created beings who come from an entirely different dimension) but enemies of fate is a bit more specific.
so generally "outside of Fate" is a more relaxed category, Sids have a charm to go into it for a bit and in general the book basically says "look, fate is basically Magic Physical Law, the fact that essence users make it go a bit bendy does not mean you're immune to everything Sids do because you can fuck with the Loom a bit"
there's a distinction made between "immune to fate" which basically nobody is unless someone is using one of a very few fate-breaking moves on you constantly, and "destiny planning/the loom cannot easily see this" which is far easier to do
it's easier to remove yourself from the minutes of the meeting than remove yourself from the room
ah here we are
there's also a Sidereal charm that lets you write basically anything into Fate, including Abyssals or Raksha
Damn your efficiency and futureproofing Primus! 😛
he was good at his job
man the more of the Alch book I read the more I want to play the Sid/Alch campaign
I didn't really like Alchs before but this charmset has really endeared them to me
...It wouldn't make them immune but it does seem like Eidetic Processing Core would be important for an alch that wants to remember Sids exist/work with them. XD
As it improves their odds to keep remembering.
Gives them bonuses against Mind-Altering Shaping Effects that target memories XD
luckily for the alchemical/sid buddy cop chronicle there's a built in tool already
also that, yeah
but I like the idea of that being made in-universe by just embedding a Memory Stone inside the body of Alchemical Robocop
you just tap him on the shoulder and he goes "oh yeah" and remembers
Diff 7 on Arcane Fate is actually very hefty and basically isolates "people who could possibly remember you" to "Exalts and powerful spirits only", anything else you get is gratis
funnily enough from my reading of this the circlemates are immune to all arcane fate rather than just the arcane fate of the sid in the circle
...you know, without context, a medical alch is going to start freaking the fuck out in creation.
that is the RAW reading yeah, but I think that's less fun
Psyche-Probing Scan (3xp; Infected Pattern Scan): The Alchemical can use Infected Pattern Scan to detect Derangements, Psyche effects, Shaping effects, and sorcerous curses. The difficulty is the Essence of the character who used the effect.
"WHY DOES EVERYONE HAVE MENTAL SHAPING EFFECTS?!"
agreed
'Because a sid walked past 3 days ago'
tbh there's only 100 sids i don't think it's gonna be that widespread
hold my mask
fun fact the first Sidereal stealth charm is "hey, you want more Arcane.... yeah that"
i've strongly considered getting it cause it's very on-point for my character to do so but at the same time it's not something i wanna blow 8 xp on. there's more exciting toys around
diff 7 with +TN is sufficiently brutal that a Wits 5 Integrity 5 Solar sticking a full excellency into it isn't anywhere near guaranteed to get it
deebs hate life when that one's around
but yeah it's a little lackluster compared to the rest of Sidereal sneaky stuff which has The Juice
'why yes, i'd love to be even more married to the job'
although I think their single best Stealth charm is in Bureaucracy
Underling Invisibility Practice
luckily for them Creation is very short on CCTV
i'd much rather have the crimes orb, the orb in which i can commit big crimes in broad daylight and people say 'must've been the wind'
It's still not good odds but a Nerd Alch might actually be able to pass it.
I do like the extreme reinforcement of the fact that a Sid can just walk up to you on the street, pop any of their fifteen different Domain Expansion: Crimes Area abilities and then kill you
Ontological Anchor Assembly can give 3 Non-Charm Automatic Successes to resist a Shaping Effect.
it's in the job description
They've still got to climb the rest of the way up themselves
But that's a Good Start
4 more successes on tn 8
for your exit you have your choice of "nobody will perceive anything you ever do as a crime even if you're covered in blood, they will ignore the blood and treat the murder as slightly rude" or "turn yourself in to a handily placed Skyrim guard, loadwarp to prison 5 miles away and then walk out"
Inexplicable Arcane Fate Immunity is both very understandable mechanically and very funny to me from an in-setting view
my circlemates just so happen to keep acing their wits + integrity checks every single time i leave
even the one whose pool is only 4 dice is just rolling back to back tens
we had a wonderful scene in Sidgame with the one solar who used to be part of it, where Vigil and his Sid partner sat him down, carefully walked him through what a Sid was an what they were and then right at the end he panicked, ran off to his newly discovered Lunar mate and started blathering about the men in black right as his memory went
a ten minute standoff between two warform lunars and two sids was resolved after Vigil finished going "oh for the love of all that's holy, we come in peace and we did give advance warning"
then that Solar left the game and we had to retcon all of that, which I suppose is fitting for sids but was a bit of a shame
sad
Sids: "We have adjusted the canon. Pray we do not adjust it further."
tbf arcane fate doesn't erase general knowledge of sidereals, just specific ones
the best part is the player wasn't entirely sure how Arcane Fate worked and kept trying to do things that seemed plausible but didn't actually work
like "write down their names under sketches of their caste marks"
lmao
It's not lunar good but man, Alchs can heal fast if you let them have Naptime.
self repair modules moment
I much appreciate all the Alch stuff for being (mostly) clearly worded
with the one exception of that full cover charm
Look, if it's not machine readable how would you expect the alchs to get it? 😛
i get it
Hah!
for contrast, here's the solar shaping defence
or one of two, both equally incoherent
big block of text
what abilities does this turn off? presumably not all of them or it would delete literally any currently active charm, but it basically does not say because "twisting" is not a keyword
they don't pay you enough kickstarter money over there for a couple of linebreaks? eyyy im readin heah
...and now I'm imagining an Alch using their 'Analyse Charms' technique and bitching about how badly made this is.
they didn't define shaping as a keyword in core cause they're silly
"LEARN TO SEPERATE YOUR COMMENTS FROM YOUR CODE PEOPLE!"
Yeah the corebook was a mess like that
yeah, this should be a "no wyld, no shaping, no psyche" button
Among their many, many, many flaws (don't get me fucking started), Holden and Hatewheel had a hardon for natural language mechanics.
which is funny cause like. 2e had keywords for that. 2e had too many keywords but you could've kept a couple
It also does...something to Fair Folk?
i miss the straightforward clarity of Obvious keyword
Like it force transforms them too?
They were responsible for the... three? Earliest books.
"GM, write this ability for us, we can't be bothered"
Since then it's been the new devs, who are much bloody better.
many such cases in core
i assume htat's core, solar expansion and arms of the chosen
Literally.
Like there's a sidebar about it and everything.
I have a few bitches about arms of the chosen.
Arms of the Solars, more like
(also why oh why do they keep giving artifacts passives that completely break the combat system, they clearly know how to write minor ribbons)
...dare I ask? My primary bitch is how like all of them are 'upgrade this solar charm'.
THAT BURNING QUESTION
Q: What happens if you combine Essence-Laden Missive
and Voice-Caging Calligraphy?
A: You tell me.
fuck you, holden
Because they were bad at their fucking jobs, bluntly
Holden was mostly decent on a technical writing skill, although an asshole in person. Hatewheel was hopeless.
there's one pair of gloves that upgrades the clash bonus for dual wielding from 2 non-charm dice (strong, worth building around) to Essence non-charm dice (so insane that if you put it on an artifact N/A I would go "yeah fair enough)
those gloves are a 3-dot artifact
us trying to bash out a decent artifact passive when the examples I had were, well, the book ones were very funny
that bonus is the passive you get for putting them on without investing a single point of XP
the way the game's dice system is basically balanced is that every exalt type has their dice limit, which defines how strong they are at peak and how broadly applicable that peak power is, and then there are two kinds of bonuses
non-charm dice add to your peak power and have to be incredibly carefully handled, especially on stuff that can go to any kind of exalt, whereas charm dice fit neatly within the limit and are generally really cheap, because handing them out basically improves the efficiency of the excellencies Exalts already have
the normal dice limit of a Solar is 21 (attribute 5, ability 5, attribute+ability excellency 10, specialty 1) with weapons adding anywhere from 1 to 5 to that
those gloves singlehandedly increase your raw power level by 25% as long as you Keep On Clashing
Rules: This weapon lacks Concealable, unlike most Beam weapons. However, it is a Wrackstaff even when Essence Core Ignition has not been activated. When Essence Core Ignition is used, the user can choose to immediately transform it into a Beam Grimscythe for the duration of the charm.
...is this one okay? It's the bonus that my GM and I worked out for an artifact but we're both new to 3e.
yeah totally fine, especially for a 5-dot
doesn't even give you any dice, just lets you pick your poison
I would even say something like "you can transform this from scythe to staff reflexively at the start of your turn" would probably be fine if you wanted to mix it up
im working on a "reflexive weapon profile swap" artifact right now
anyway, you can give the Heaven and Earth Gauntlets to a Sidereal, who are defined by having a very low dice cap and the ability to make all their dice way better by reducing the number you need to roll
they even have magic to make their Essence go higher
Gee, I wonder what happens if you combine 'extra dice' and 'each die is better'
at that point the three-dot artifact adds 7 non-charm dice and all of a sudden your Siddy is rolling 24 dice on clashes and succeeding on 5s
4s if you're feeling spicy
Brawlsid can now take the Bull of the North outside for a nice talk and beat him into the goddamn pavement after taking one little sippy of essence juice
also they have a a Withering reflexive clash so you can clash more, no big deal
You can basically divide the publication history of 3e up into,
Core, Tomb of Dreams, Miracles: Holden & Hatewheel show, sometimes okay, sometimes garbage we all have to live with, sometimes deeply uncomfortable.
Arms of the Chosen, What Fire Has Wrought, The Realm, Fangs at the Gate: Transitional period where the new devs had to hit the ground running, which meant taking hacksaws to the existing plans to try and salvage them. Mostly good, but there are some issues if you dig into them that people like Mara will talk about if you chat with her.
Heirs to the Shogunate onwards: New team doing their own thing, not perfect work but nothing is, and assuredly their work.
I have been very impressed with WFHW as someone just spooling up a Deeb campaign
this is a very clean book considering
Yeah they did a very good salvage job
But from what I've heard, it was pretty blood-and-guts surgery.
there is actually one artifact weapon in the other books that does the +non-charm passives thing but luckily it is pretty strictly NPC equipment
you also need six arms to use it, which rules out (most) Sidereals
(the original draft for nellens, for instance, was apparently dripping with mandatory incest material for reasons of H&H being Like That.)
Lunars and Alchs: "Yesss."
it's Lunar gear
nothing is stopping your sidereal from having six arms but your own cowardice
Just go for a swim in the wyld but remember to use fate bullshit to savescum bad mutations
No seriously
Just be a spider beastfolk or whatever
'Human' is a very broad descriptor in Exalted!
I do like that the justification for why alchs can buy mutations is 'Look, sometimes they're just Built Like That.'
I can think of at least three ways to use these things properly as a Sid, but if you deliberately build a Sid with a Bound In Ivy Fetters transformation that lets you go full Jagganoth, hunt down Eska the largely blameless Lunar and kill her for the knives that were her gift from her mentor just to use them you're a horrible person and also you deserve it
Sublime Danger will now show up and attempt to kick your arse, and the battle will be Good
I think there's literally no mechanical reason you can't take mutations as merits
Starting out
oh no you totally can
there are just many other buttons that Sids can press to get more arms
fairly sure that if sublime danger shows up to kick your arse, the battle will often be good in the, 'smoking a cigarette, asking if it was good for you' sense.
It's why I made King Hu 8-9 feet tall
Before his exaltation
He was just built different
Spider Beastfolk Sid likely comes across to a lot of people in Yu Shan as 'A little on the nose'
being one of Aum's spider people, wyld exposure, sticking a demon inside yourself to get a warform, learning Thousand Blades Style (bonus points for learning it from Sublime Danger)
that one eclipse charm that gives you a lunar transformation, stored in the hearthstone that learns eclipse charms that you can socket in the daggers
friendly pattern spider
Cyborg
friendly Sidereal pretending to be a pattern spider and hitting you with the duck punch
You need the important spec of 'Debate Metaphysics' to be a proper pattern spider.
probably not if you killed her student, but under normal circumstances, yes
I have this Abyssal craft character with White Veil Style lined up and I really want to designate him as Sublime Danger's solar mate just so he can keep giving her mildly sarcastic gifts of more swords
You might be surprised
totally doesn't try whenever she challenges him to a fight but humours her with the evil lich version of "oh, if you insist, dear"
(summon hungry ghost soulhorde)
necromancy in general is such a great pile of Cultivation Novel Bullshit, I really like it
for reference of a printed artifact btw
this is an entirely valid ruling
God Stormcaller is so fucking cool
hmm?
5 dot artifact that has a Third Circle demon called Akavandra sealed inside it
It's got a white jade sheathe so heavy with the demon's malice that you can use it as a bludgeon and no one but whoever's attuned can even LIFT IT
It's heavier than a Yeddim
If you unsheathe the blade it instantly begins storming
A remastered version of my remix is here! Thank you to @JaidenSparda for making this for me, it was phenomenally kind of them to do it, and I'd appreciate sending all the love you can to them and their channel. They deserve it for this fantastic remaster.
They gave me the video to host on my channel out of the kindness of their heart, and I app...
this instantly begins playing
Hahahahah, fun
It comes built with a nuke and a judgement cut end
I made it a staple of my dragon blooded, a Fire Blooded son of Berit
Lord of the Raincoat Dragons, Korit lost his Hearth in a disastrous expedition to gain Stormcaller, where he also lost his eye and arm. He serves in the Legions still and the fact no Sidreal has been able to steal the sword back is a major cause of concern.
I had a Stormcaller Solar in a short-lived game I was in
Love that sword
tbh I find it hard not to grab some sort of fancy artifact
Having a panoply is cool
But yeah her deal was that that she was part of a shrine-keeper family that had been watching over Stormcaller for generations
Didn't really fit in with the family but eventually ended up trying to wield the sword out of desperation and exalted at that exact moment
It occurs to me that this would be a really good excuse to have an active cult on a character who wasn't a schmuck
Alchemical names are difficult
fun Siddy fact of the day: Implicit Construction Methodology does not require you to actually have any dots in Craft (Artifacts) or Craft (Geomancy)
admittedly getting the white XP to use it is a bit difficult without at least one of those two but it's very possible for a man who only makes swords to use this charm, go on sabbatical for a year and a bit and come back to find a beautiful Greater Manse has finished itself for him
the more I look at Sid Craft the more I like it
I've generally heard it said that the thing to do with white XP is set the entire concept on fire
3E crafting is generally disliked but also hard to fix because charms are hooked into it
you can just about make 3e crafting work, but it takes a bit of bodging
Solar crafting is the real outlier, the others are just about serviceable
Sid and Alchemical Craft are both downright good trees
I sat down to make the highest power frontline combat Sidereal possible and I've realised that in order to make this work, you need to spend at least three rounds, 40 motes and six willpower on a dragonball Z transformation sequence that turns you into a 40k Obliterator
a hulking black iron monstrosity with a vicious hooked blade on each arm, surrounded by an anima banner of endlessly nested burning reflections
if you're willing to spend literally every mote you've got and go down to 3/10 willpower you can upgrade that to a size 4 battlegroup of those things and fight an entire essence 5 battle with raw stats
which is extremely out of theme for a Sidereal but kind of cool
32 soak, 10 hardness, free attack excellencies
Does it beat Ays Ryn
probably not, because she can go through her menu of literally every sidereal martial arts move in the game and pick something that perfectly counters you
but anything that doesn't have the ability to put you down hard is going to be there fighting for an age, and once you've hit that point you basically don't get tired
Anys Syn, actually, has 86 motes instead of 74, because she's an Essence 7 sidereal
she could do this whole combo and not even be reliant on regular juice regeneration, she'd still be at 12 motes out of 27 max
Lmao
CK is Essence 10, he wouldn't even be winded
"I beg your pardon, you seem to have expected Exalted today, but I brought several hundred black iron monstrosities with giant metal claws, this is actually Warhammer 40k"
Corvus Korax
Every single.member of the battlegroup using jumping spider strike on you
CK would still have 30 motes out of 45, which is plenty to fight an entire battle with when you have the kind of regen this setup gives you
How dangerous are battlegroups in 3e?
this battlegroup, the battlegroup composed entirely of reflection-clones of a high essence Sidereal?
quite dangerous, I'd say
under normal circumstances, cheap battlegroups soak up hits for more important units without allowing their enemies to gain tempo, because you can't get more than 1 initiatve/swing when Withering them
good battlegroups with a decent to great officer throwing command actions at them to really boost their dice are lethal, because they can put huge AOE hits out and just burn through initiative and then health
nods
Trying to work out how much is a 'good battlegroup' in this context/how well Alchs can do that (As I kinda set my character up for it but I've no clue how good it actually is). XD
if an Exalt or multiple Exalts just get to lay into unsupported battlegroups, the battlegroups will melt fairly quickly
if literally anything is in the way or posing a more pressing problem, like an enemy exalt, a solid BG can be a real issue
the basic zombies you can summon with first circle necromancy are decidedly in the "fodder" category
they're pretty good at being fodder, though
the soulghosts you can get at second circle are an elite guard that should respond really well to command actions because they have pretty good dice already, although I haven't got to test it much yet
if you want to use war more conventionally, getting a small to medium sized squad of the best archers/crossbowmen/general ranged troopers you can get hold of can be invaluable, because you can keep them safe behind the herobots and stack war buffs on their already solid dice pools
By the time I can cast that they'll be...Size 1-4 (Depending on how hurt I am), Might 3 (2 base +1 from my charms) with +2 Dice on Rout tests. Which is likely Pretty Decent.
wait, you have +might in the alch tree?
Yep!
Homeguard Reinforcement Clarion
Cost: 5m, 1wp; Mins: Charisma 7, Essence 3
Type: Reflexive
Keywords: Stackable
Duration: One scene
Prerequisite Charms: Unyielding Militia Protocol
An orichalcum circlet runs across the Champion’s brow, glowing with Essence as it stirs feelings of loyalty and uplifted morale in troops fighting for their home.
The Alchemical grants the following benefits to an allied battle group fighting in defense of a community that its members belong to:
• It gains +1 Might.
• Its Drill counts as one step higher. If it already has elite Drill, it increases two bonus dice on rout checks.
• It adds (Alchemical’s Essence/2, rounded up) levels to its Magnitude track.
• It gains +1 Resolve against fear-based influence and influence opposed by positive Ties to the battle group’s community.
The Alchemical can stack multiple uses of this Charm to benefit multiple battle groups. She waives this Charm’s Willpower cost for each battle group past the first.
Submodules
Legion-Forging Champion (3xp): The Alchemical can use this Charm while leading battle groups that are primarily made up of members of a community that she has a positive Major or Defining Tie toward.
Tireless Army of Order (Charisma 6, Essence 3): The Alchemical can use this Charm while fighting against gremlins, fae, or the undead.
hot damn, that genuinely is an unconditional +1 might, that's wild
every other might buff I can think of caps at 2
or is conditional
you can make these ghosts fight like they were a squad of deebs
And she's got a positive major tie to Ghosts, which means she can use Legion-Forging Champion to use it outside of home defence.
yeah, that's really scary
not Dawn Caste scary but certainly scary for a character that presumably does quite a lot of stuff that isn't fighting
'Oh no, the Cultivation mook ghosts have been given names'
Alchs also have this for 'I have planned this battle out a million times already'
Strategos-Commander Synergy Circuits
Cost: 5m; Mins: Intelligence 3, Essence 1
Type: Reflexive
Keywords: Augmented
Duration: One scene
Prerequisite Charms: Tactical Omnibus Implant, Wargame Simulation Matrix
Metallic circuitry interlaced with crystalline nodules along the back of the Alchemical’s neck accelerate her tactical planning, giving her time to refine her strategy to perfection.
To use this Charm, the Alchemical must be fighting under a stratagem that she’s successfully enacted. She adds (Intelligence/2, rounded up) dice on order actions with any Attribute. Allied battle groups acting under an order action add an additional three dice on the roll.
Submodules
Ally-Integrating Alchemy (3xp): The Alchemical can use this Charm while fighting under another allied commander’s stratagem.
so these ghost boys are swinging with 13 dice and have evasion 8
then you stick an issue order action into that and all of a sudden they're clawing everyone they can get in contact with an exalted-full-excellency withering attack
they'll do fine
you may want some troops who aren't ghosts summoned with your own blood, just on general principle
but the might 3 ghost honour guard is pretty solid
Oh, 100%. I've got backing, which should let me go 'Hey, humans, follow me!' if we're near our city.
hilariously the Home Guard Ghosts are stronger than the ones my Abyssal can put out
I choose to believe they're ghostly versions of the cast of Dad's Army
I also made my GM's brain fail by saying the words 'My Alch is stutterstepping their ghosts'.
Alchs also have a Specificially For Ambushing War Charm. Which looks interesting.
Maximized Ambush Processor
Cost: 5m, 1wp; Mins: Appearance 4, Essence 2
Type: Simple
Keywords: Internal, Uniform
Duration: Instant
Prerequisite Charms: Blazing Vanguard Beacon
Tactical processors linked to the Alchemical’s hindbrain formulate covert strategies and deceptive maneuvers.
The Alchemical rolls a Strategic Maneuver with (Appearance + [Stealth or War]) and double 9s to enact an ambush stratagem, leading her troops in covert operations. If successful, the stratagem also adds (higher of Essence or 3) dice on Join Battle and Stealth rolls for her and allied battle groups, and an automatic success on their unexpected attack rolls.
Ambush (threshold: 3): The victorious general tricks his enemy into a trap, joining battle when it is least expected! All attacks launched by his forces during the first round of combat are considered ambush attacks. All attacks launched by his forces in the following 3 rounds are considered surprise attacks.
This seems like it's really mean.
I haven't done any strategic combat myself, so this is strictly second-hand, but people with a bit more expertise tell me that it's the strat to go for
which makes sense, all things considered
there are a few war charms that can pick a strat and say "enemy can't do that", and those are apparently almost exclusively used as "oh thank fuck they can't ambush us"
luckily you are unlikely to meet many Solar generals
Yeah, it's exclusively other Alchs, Spirits, Ghosts and the rare Dragonblooded unless something goes real weird.
You know, I bet you could make a very good Anacharis Scoria with this.
...do you think it would be reasonable to awaken evocations for a Resplendent Satchel of Healing artifact?
It is a 3 dot artifact
(One of the other players in the Alch game is worrying about their idea of an Alch doctor because there's only 4 Alch medical charms, even if I'm telling them that there's like 3 charms worth of submodule effects for one of those charms)
Can Battlegroups Stunt?
unfortunately the character sheet is not allowing me to auto-build alchs, but
Still thinking about this and how the idea of a solar not being worshipped for being a solar but for being the bearer of a sacred relic is very fun
@bleak hazel I have a challenge for you
Lunars also have a charm where they can count as a battle group
who wins the 1v1 War
How are the Dragonblooded Martial arts? (Fire Dragon etc). Obviously, not great for non-dragonblooded due to the 'when in X aura' conditions but they seem cool.
I do not know the Lunar charmset well enough to answer that, unfortunately, but I know the Lunar battlegroup charm is infinitesimally worse but also a little cheaper
I would imagine the Lunars win because they are very good at raw stats fights and shouldn't have to commit as many motes to scenelong buffs to get up to stupid soak/hardness values
Sids have the fancy footwork and the stamina with Soulfire Form but man can Lunars throw a lot of dice on a lot of attacks
Also to be fair I think the Lunars can also turn into an army of T.Rexes
From what I remember really good
I also don't think non-DB CAN learn them
can't go battlegroup when in Legendary Size, so you end up with a genuine hulkbuster fight I think
They're pretty much the inverse of regular martial arts, where some of those are weaker for DBs
big lizard boy vs Sidereal black iron robot
Nah, non-DB can learn them looking at this.
yeah they can
The Immaculate styles are intensely demanding. While anyone can learn the fundamentals of the styles, their Charms can only be learned by the Dragon-Blooded and by other martial artists that aren’t restricted by the Terrestrial keyword, such as Solars and Sidereals.
They are weaker for everyone else and specifically very strong for DBs
It's illegal for solars not to be able to do a thing
they're usually not quite up to snuff for non-Deebs, because they lack all the Mastery stuff and rely on Deeb kit
there is one exception
which is that a Sidereal cosplaying a Deeb can use Elemental Aura
Fair, looking over them as the other alch in the game is looking for martial arts that allow armour and they're in that list.
I think also there's some stuff about DBs being able to cut costs for them in ways that make them much better?
And well...Alchs can't get Mastery as it is.
But yeah Lunars can be absolutely dominant doing certain things (like grappling) and tend to be pretty damn good at everything else
Earth Dragon is solid if you want to wear a solid slab of jade but the two Autocthonian styles that also allow full armour are probably stronger for autobots
grapple lunar is very mean, there is a Sid button to really make that tricky but they have to have that button
...Wood Dragon's Form seems...bad, unless I'm very much mistaken (Which I could be!)
The other thing is it's hard to truly catch a lunar out with something they are totally unprepared for
(the correct play here is to repeatedly bash the Sidereal over the head with Smashing attacks to force relatively nonthreatening prones and then grapple once you break the guard)
Solars tend to be absolutely unrivaled in one area of expertise and very strong in some other areas of lesser expertise
Man, that just absolutely bodies a chunk of Alch Strength. XD
Lunars tend to be very strong in some broad things and pretty strong in most other things
As it loves slamming people about
the big advantage that Sids have is that they have a lot of highly esoteric bullshit that enable you to do some kind of tenth dimensional sucker punch in a way that neither Solars or Lunars are really equipped to counter
Is that true for alchs, too?
Which is pretty fitting, imo
Solar shaping defences are well established for "don't duckify me" but less clear for "I adopt three martial arts at once, counterspell your moves several times and then grab hold of the future where I win and refuse to let go"
personally I like the Sid/Lunar teamup a great deal
they cover each other well
Solars don't really do teamwork
"Punch you into a duck" is in fact one of the least of the sid tricks, which is a deeply scary sequence of words
the old 2e concept that people generally grouped the Duck Punch into is "bad touch" - effects that if they land basically end the fight, but are very hard to land
But there were lots of those
Duck Punch is actually one of the least effective 3e Sid bad touches
and yeah, in 2e "grapple" was also one of those
2e lethality meant the issue was never "can I kill in one hit"
whereas now it's very possible to fight from grapple
or take a hit or two and come back
It was "I need to get rid of their motes to get one hit"
does anyone know what the Sid combo was that let them kill every being in creation with a kick
or something
Grandmother Spider Mastery + jumping spider kick + pattern spider touch + whatever charm or artifact you could get to give you as much vision as humanly possible, IIRC
basically "I hit everything I see, I kill everything I hit, I see everything" in that order, with Mastery to enable you to put all those in a combo
2e was a funny game but in many respects an extremely bad one
Creation-Slaying Oblivion Kick
yeah, 3e combat is so much better
3e mostly actually feels like Exalted
great system for duels by the way
half the reason I'm making so many stupid sidereals is because it's really fun to get hold of a certain 1v1 optimisation goal and worry at it for a while even if it doesn't translate well to actual games
the bigger the fights get the less it works, because it really is a lot of stuff to keep in your head
That said: Creation-Slaying Oblivion Kick was kinda in that Pun-Pun area of 'hey, the rules don't say I can't do this'
It makes some Pretty Big Assumptions to get it working.
this was in the same edition as Zeal, which is "I perfect attack twice as good to get around your perfect defence which beats my perfect attack which ignores any actual number in the system"
It required your ST to let you use Scroll of the Monk at all when it was kind of...
Clearly not functional on a basic level?
Oh yeah I think part of it waas that like
there were like four or five totally unusable supplements
an assumption that because Creation is flat there's no actual horizon
Fucking Zeal
So if you go to the top of the Imperial Mountain you should logically be able to see everything
It also assumes that nobody is ever Inside A Building.
I think the in-universe patch for CSOK in the dying days of 2e was "pattern spider draw distance" which is very funny
As sids don't actually have a way in 2e to see through walls
you can tell because it's a basic extrapolation of a skill rather than esoteric bullshit 😛
I was actually sitting outside a meeting with my disguised Sid the other day thinking "man, I wish I had a basic essence 1 Awareness charm to skip rolling to eavesdrop on this"
this was five minutes after a Sid Awareness/Sid Awareness mutual collision resulted in recursive precognitive warnings, an Avoidance Kata and two memory wipes before literally anyone could roll any dice to actually listen to anything
(I made my eavesdrop roll, no issue)
"only be learned by dragon-blooded and other martial artists not restricted by the Terrestrial keyword" just means everyone but Liminals and Exigents that have been afflicted by the Terrestrial keyword right
Lunars I think
lunars aren't bound by Terrestrial keyword
...kinda funny that lunars invented white reaper but can't use all of it
As it's got Mastery
one of the interesting things about building Sids is that eventually they become compatible with so many goddamn martial arts that they can just start taking like two or three dots in a single style for one move
especially if they go Prismatic because then you can get artifact punches and go wild with every single martial art that works with unarmed strikes
this is typically wildly inefficient, but something like Revolving Crescent Defence from White Reaper might well be worth it
So actually Misc
question
by your read, can you use the threads from Charcol Spider Style as melee attacks?
they are Martial Arts weapons, so yes, you can use them as melee weapons out to medium range as far as I can tell
I was tempted to use this clause to wrap a thread of fate around my artifact sword and fly it around like a wire-fu movie
I'm not an expert on Sidereal martial arts bullshit but CMOS looks like a great one to dip to me - there's great stuff everywhere from 1 to 4-dot investment
taking Rain of Unseen Threads/Nest of Living Strands/Many-Step Stride/Hungry Spider is just this huge grab-bag, even if it is really intensive on the willpower to use them all
Is that not exactly what this means
"You can telekinetically attack with your weapons"
pretty much, yeah
it's really cute that Sidereal wire-fu is actual wire-fu
just stand on the web of fate
Nest of Living Strands is also really solid, because cover applies in melee, so if the fight goes at all long you just start building up big non-charm bonuses to parry
big consistency booster
I need to flavor my Sid a bit more
I did not realize Journeys had gold Anima Banners
which I think is really funny because it's like "No Immaculates I'm not a Solar, I have a liscense."
base parry 7 + Nest of Living Strands heavy cover + Mark of Exaltation means that you're just rolling around with 11 parry before mote investment, which is huge
2 motes to nudge it gently up to 12, which is your E3 max
and also conveniently high enough for full excellency Solars/Lunars to start missing you a non-trivial percentage of the time without buffing their stuff up
It's ALSO the closest thing I can find to a Domain Expansion
i should think more about my sid's banner as well
i kind of know what her previous incarnation's banner was like
my Sidereal currently has illusory John Woo birds, but I'm not sure about the core of it
I know that if he reaches Essence 5 and starts popping Snake Form as well as his other Forms they'll shift to winged serpents
Yongzheng's banner is rain falling against the direction of gravity, the weight and pull of an undersea vent-plume
those kinds of vibes
I'm considering taking some inspiration from Dongbaek in Limbus
I'm almost thinking that dipping and dodging through the Sid Martial Arts might be the best play for Vigil
15 1 WP motes Soulfire Form + 5 1 WP motes Ways of Exaltation + 5 motes for threads is plenty to commit for E4 without going all the way to triple form shenanigans
...you know, considering the various vibes of martial arts, I'm kinda surprised there isn't actually martial arts that go 'This martial art treats unarmed attacks as Heavy Weapons' or such. It would be rather fitting for some of the Brawls or martial arts like First Pulse, where it's just unrelenting brutality rather than finesse.
continuing my read of the alch book
hey when my capital city starts talking like the primordial force of change through conflict is that good
Estasians, for when you want some Autobots with Jackboots
Like, they are just Outright Fascists.
The Estasian government is authoritarian and oppressive to an extent unique in the Octet. Domestically deployed Militat squadrons serve alongside regulators, policing behavior to perpetuate conformism, seed fear, and weed out dissidents. They habitually abuse their power, jackboots on the throat of the people, seldom punished for abuses of power. Even other Tripartite watch themselves, aware their status offers little true protection. The greatest check on them is the intervention of Champions — something best done carefully to not cause more problems. But many Estasian Alchemicals are wholehearted supporters of the Militat, some even seeking membership in its ranks.
The changes of the approaching convergence and suspicion of other nations have turned Estasia into a powder keg primed to explode into violence. Suspected dissidents and troublemakers vanish with increasing frequency. Populat workgroups quietly build mutual aid networks to share rations and defend themselves against Militate, dreaming of fighting back. Patriotic societies dream of establishing a true military dictatorship headed by the Exceptor Prime, while idealistic Tripartite and Militate push for moderation.
The Half-Souled are also horrifying.
just got to that part
so thats part of why they put FFVII in the inspiration section
“The fist is stronger than the fingers, and what would break one cannot break five. And through training, the fist breaks all.”
Lux, planning on naming his philosophy something about how a bundle of something together is strong.
I do love how Utterly Unsubtle they are in 'Lux is a fascist'
i think we gotta kill this guy
Lux is inefficient in his splendor, but the patropolis is a hypocritical display tolerated in a nation that prides itself on austerity.
yearp
...god fucking dammit.
People and cargo are gently propelled through the air at specifically marked transport ports.
He made the trains run on time
They are really not being suble and I appreciate it
i think they're like the House of Journeys/Serenity/etc charms
The evocat are the best of the best, the legendary shock troops of Estasia. Recognizable by their stark white uniforms and fine armaments, each labors full time to maintain their skills and is expected to fully embody and uphold the Unity. literally has stormtroopers
I think we found the guys the average 'We like mortals' Alchs are supposed to punch.
That said; God damn their armies are scary for mortals.
Mortals being able to get Might +1 is...not really a normal thing.
That's First Circle Demon Forces.
The Half-Souled are horrifying but they're beefy
most exalts can just throw some level of might on their dudes
Oh yeah but +1 might before the exalt helps is still pretty damn good
Tiger Warriors, Sid fate buffs, whatever logic the horrifying Abyssal grey goo war charms work on
Abyssal war is wild, so much power for your basic chump zombies in there
and you can rez 99% of your slain enemies as more zombies, with the remainder as War Ghost officers
I should look at Abyssal War. It sounds fun (And likely good inspiration for that Necromantic Scythe I have. Obviously can't just Flat Steal Celestial Charms but it might inspire some charm ideas as it draws from the same thematic wellspring)
they won't really injure an Exalt at all, but you can still get them to sit on top of you and Defend Other to slow them down, and they'll munch on mortal armies extremely effectively because they have perfect morale
the first two countries really are 'Capitalism Country' and 'Fascism country'
One that's Invented Money and it immediately became corrupt.
And one that's stomping about in jackboots disappearing undesirables
which also, notably, did not actually work
See, Zeal's mechanical effect was, "Whenever she channels WIllpower through a Virtue to perform any action, that action succeeds perfectly, completely negating the possibility of effective opposition - including perfect defenses. She achieves a threshold success equal to her Integrity, regardless of circumstance."
But 'perfect defense' wasn't a system term. It was a piece of informal community lingo.
So, "that action succeeds perfectly, completely negating the possibility of effective opposition" ran into the actual mechanical effect of perfect defenses, which was just, "This Charm perfectly defends against any attack, even if it is unblockable."
The two conflict.
And Exalted 2e had a corebook rule about resolving charm conflicts.
this was also in the era of "I have two or three layers of perfect defence that I carefully filter attacks through to achieve the highest mote efficiency possible, because 90% of combat charms are literally irrelevant and I care only about bad touch (grapple, duckification, poison) vs normal attacks that will still instakill me but I can take on the slightly cheaper Perfect Soak"
got to love paranoia combat
you do not in fact got to love paranoia combat. even the guy who coined the term hated it.
But I had some fun with that on SpaceBattles, pointing out that if we were going to run with all their dumb power tiering and supremacy of feats then Exalted's perfect defenses beat everything because they'd beaten the real-world authors.
that was decidedly sarcastic, yes
Sorry, I was trying to play into it.
I do find Paranoia Combat kind of... technically interesting, as a game object
it's utterly miserable to actually play, but it's fun to take a ten minute skim through all the strats and see how people boiled this thing down to bare deterministic essentials
luckily 3e is much better and I can make a Sid build designed to wear out and rope-a-dope my opponents without literally comparing the length of our respective mote bars and then the loser instantly detonating
Yeah 3e's combat system has problems, but they're problems about how it's very focused on cinematic duels and works progressively less well the more you step outside of that (it gets a bit weird with FFA fights, getting ganged up on is a big deal, it's cumbersome with more than a limited number of actors, etc), these are basically problems that any decent system faces, and it is actually good at what it wants to do.
honestly I love a good duel engine, not many games do what EX3 does in the sheer variety of ways to approach a 1v1 or 2v2 fight
I need to make some Full Moon lunars to see if I'm right in my estimate that Sids want to put rather more of their mote pool into scenelong Stuff in general, so as to spend a bit of their mote efficiency patching their general lack of raw power
my E4 Sid is committing about half his juice, one way or another, whereas my Solar basically doesn't know what a scenelong is but also spends two or even three times as much on a full excellency for similar levels of stabby
oh hey they got Numidium out in the far reaches
How's Righteous Restoration of Industry seem for an Alch name?
I wanted something that isn't overtly 'You're a necromancer' but you can see how it's there if you already know she's one. XD
sounds good
sounds good to me also
steadily coming up with more adds to this Sidereal battle strategy and it seems to be morphing into incredibly overcomplicated boxing quite quickly
"so you need three or four charms from Sid Brawl, four charms from Snake Style, a third form of your choice, half a dozen picks from Sid Melee, one random Craft charm and then the full Prismatic Arrangement of Creation Style"
"what do you do with all this"
"well, keep your chin tucked in and wait for them to get tired"
need to go through the list of all extant martial arts forms and find one that reduces damage you take through soak somehow
Toad Style
when used properly, its almost invincible, or so they say
toad style is in many faced strangers iirc
I really like the mental image of this Elder Sidereal who conducts themselves as this graceful white-bearded Old Master in full wuxia fashion going through many beautiful forms and anima banners and general light shows in exhibition matches
and then someone tries to jump him for real and it turns out that when he's trying it's just bare-knuckle boxing
this martial arts duel is now a Rocky movie
oh my god it actually is just a giant Five Deadly Venoms reference, I love it
this is what got me to suggest you should watch five deadly venoms
this build is already getting heavy use from Snake Style
which has a form that gives you 12 soak in this config
ahaha
might be hard to get the Stamina and Resistance this build needs to use Toad Style properly but I think this actually works
5+12+5+5 = 27 soak, 4 hardness, without actually spending the juice on Secrets of the Immortal Toad because it's just a tiny bit expensive after already investing 44 motes in three martial arts forms + artifact gear + Full Moon Lunar cosplay
Do you think the Elder Sidereal knows enough about game mechanics to make sure they are alone so no one else can be used to build initiative >.>
(I think that is the weirdest part of 3E's combat system for group combat)
the benefit of Sid Melee in this situation is that you can use it to clash attacks made against your comrades
bit expensive though
Clashes ignore... soak? Or is it just defence
Do they also have some way to take hits for others?
clashes ignore defence, you oppose the attack rolls, but the winner of the clash makes their attack into soak/hardness as normal
taking hits for others is not in their arsenal, it's the Obi-Wan Kenobi melee style
Taking knockback is in their arsenal
oh yeah, that is available
Does this mean that they can die to become more powerful than you could ever imagine?
that's the Abyssal Integrity Capstone, unfortunately
but they can simply tell reality that they're dead and skip the actual dying process
It is otherwise not very thematic for sidereals
Hopefully you have a relatively fast funeral ritual if you have to do it every day
it's a Simple charm, so it takes... about fifteen seconds-ish, although combat rounds are deliberately not timed in this system
Is an "endings charm" just any charm that is for an endings caste ability?
Actually wait yeah so like
which charms are the Maiden charms
I cannot actually tell
yes, any caste ability
The flavor text makes me imagine that the people in charge of updating and auditing the records of is who died get really annoyed at Sidereals who frequently use this charm
but they're specifically not that
oh wait
that was to Meat
pardon
the Maiden charms are in little sections at the start of each House
discrete from any actual ability
and when their prereqs say "Any [Caste] Charm/Ability" it refers to the five ability trees that are in that House
ok thats what i thought too
hmm
Hungry Ghost Form adds slightly more soak
but doesn't let me poison people
or make Five Deadly Venoms the actual theme of my build
that is an important design benefit of toad style
we've got snake, toad, centipede printed so far i think right
monkey kind of does lizard's job and there isnt really a throwing style for scorpion
reducing penalties on poison by 6 is also pretty handy because it basically makes you immune to all the bad touch instant-disable poisons
thanks toad form
nearly invincible...
that literally lets you drink yozi venom, which is hysterical
it will still hurt but it won't actually degrade your performance any
actually it only does one level of lethal damage per minute, it's mostly a penalty adder
delicious demon poison
I'm pretty sure Centipede Style is a grappling style but I will check
Falcon styyle is a grappling style I know that
I love that sidereals and alchemicals are the two most discussed exalted types right now. Because it is really funny how completely opposite they are on the "being earnest" scale
iconic anima having the sky unfurl like a scroll amid fluttering deep green moths so dense they look like billowing smoke I think is what I want my secrets sidereal's anima effect to look like
unrelatedly
Solars and Infernals are the ones that used to get all the discussion on the forums, from what I remember, but I think at least some of that was 2e Sids and Lunars being basically unplayable and Deebs being total fodder
now all the actually cool exalts get to take their turn under discussion
Sidreals suffer that they have so fucking many funny little tricks you want to dip away from making any remotely viable combat skill to instead make Cultivation Bugs Bunny
sids have so much bullshit in their pockets i love them
oh hey, Centipede Style is compatible with Snake Style without any Sidereal bullshit at all
they both use hook-swords
balances out at 50 legs
Five Deadly Venoms master is a viable archetype for any exalt, then
well, they all use unarmed, but sometimes you want a weapon
How many non-solars exalts get charms to turn their hands into artifact equivalent weapons?
Sidereals, Getimians (if they learn Prismatic Arrangement), Abyssals (Brawl Only)
Lunars also, with Claws of the Silver Moon
but obviously the Lunar definition of an "unarmed attack" is often a little bit looser than that of the rest of them
🤔 I'd be surprised if Alchemicals can't. But maybe that's because they stuff actual artifact weapons in their bodies
ah, Abyssals also get artifact punches with their Essence 5 brawl capstone
but they can't combo that with martial arts
Alchemicals have no access to artifact unarmed as far as I can tell
they just summon artifact weapons in a number of different ways, rather than using their actual hands
Their hands are technically not artifacts because mortals make them
makes me wonder what the Alchemical reaction to Four Magical Materials Form would be
or Demense-And-Manse Form
which turn the Sid into an actual living artifact
...ah, so a character with good parry but poor attack is very vulnerable to clashes?
yes, but to clash you need to swing at each other on the same tick, your opponent can't force you into a clash if you don't actually take a swing at them
Got it, I just need to play the 'I'm not touching you' game.
(or at one of their friends, with Sid Melee in particular)
Clash also requires one of three things:
- your initiative is naturally the same, so you act at the same time
- one side went first and paid 2 initiative to delay their turn, allowing them to go on your turn and clash an attempt to swing at them
- the defender has a Clash charm to reflexively clash something regardless of their place in the turn order
most reflexive Clash charms are Decisive-Only, which makes it a bit of a commitment
I like clash builds, they're very efficient if properly constructed, but it's not a game plan you can usually hide
You also don't get accuracy on decisive attacks, so decisive only is extra dangerous
Sidereals have a fun trick there because they have a charm to reflexively aim, so if they line up the turns they can watch you coming at them, pop Inner Eye Strike and then go into the clash with +3 Non-Charm dice
you also still get the +2 non-charm dice from dual wielding two identical weapons or using a two-handed weapon, if I understand the rules correctly
(basically, single one handed sword gets to be sad, screw you Green Destiny)
I didn't realize two handed weapons get the bonus
technically they don't, but the Two-Handed keyword provides an identical one
the primary downside to doing it that way is that if you get grappled you're in a tight spot
Oh. That's probably why I forgot it
I wish shields were a bit better (though I do find it funny given how good they would have been historically)
dual-wielding light or medium one-handed weapons is very effective for clash setups, especially the former if you're doing Withering clashes
Yeah
this is why Fire Dragon Style users seem to spend half of any given fight pacing in dramatic circles monologuing, they're trying to bait clashes with their dual shortswords
Social influence actions to bait opponents into clashing you
I know it's been like that since earlier editions but Wood Dragon being compatible with Bows but only if you're beating a guy in the head with it is eternally amusing.
'We have taught the dragonblooded graceful, advanced martial arts with a bow' beating things with a stick noises
(That said: I don't think I entirely get Wood Dragon in 3e. It seems a bit all over the place/that heal looks super slow/that form looks really minor)
Wait, none of the charms work with ranged attacks? lol
Nope!
Wood Dragon stylists train in wielding the long bow as a close-range weapon, using the traits of a staff. Wood Dragon style can’t be used through ranged attacks made with a bow, but the Immaculate doesn’t need a ready weapon action to change between using a bow as a ranged weapon and wielding it as a staff.
Wood Dragon is kind of the odd duck, yeah
I feel like that sort of thing is less useful in 3E versus a game where you don't specialize so hard into a particular combat style
Air Dragon has excellent keepaway and air game (unsurprisingly), Earth Dragon is a superb beatstick style, Fire Dragon makes for a solid duelist and Water Dragon has the one true Deeb perfect defence, among a grab bag of other mean moves
Drowning-In-Blood Technique is a deeb classic
assuming the campaign ever gets to that much essence, I am planning to be very devious and combine perfect defense with a gun
Wood Dragon has...a simple action, unreliable heal, unless I'm missing something that makes Mind-Over-Body Meditation great.
Mind-Over-Body Meditation
Cost: 5m, 1wp; Mins: Martial Arts 3, Essence 2
Type: Simple
Keywords: Perilous, Wood
Duration: Instant
Prerequisite Charms: Wood Dragon Vitality
The Immaculate is keenly aware of the rhythm and circulation of her body’s vital forces, sensing bruises and cuts as disturbances in its course. Closing her eyes in a moment of intense focus, she rights the flow of her living Essence and seals her wounds. She rolls (higher of Essence or 3) dice, unmodified by other effects, and heals a level of non-aggravated damage for each success, minimum one. This Charm can only be used once per scene, and only while in combat.
Bottomless Depths Defence is only E3 and you start at E2, definitely not impossible
Mind Over Body only working in combat is mean, yeah
...soul marking style feels like it's perfectly designed for bows.
Which is a pity because you can't shoot with the style
I suppose aiming helps melee too but 'you can just perma-aim against a guy' feels a bit mean in a style that says 'you can use bows but you can't shoot with them'. XD
yeah
really you take a couple of archery charms with this, fight in melee and shoot them in the back if they try to run
or if you need a ranged option
That does seem pretty bad. 1.5-2.5 healing for a simple action with WP and during combat? Oof. Do DB not get good healing charms in general?
How is soul-marking style worded? I wonder if it technically lets you use it while shooting lol
Wood Dragon Form isn't terrible, but it does have the rather glaring downside of not actually preventing you from dying if the scene ends and you're too low
there's a bunch of stuff in here that would be really good if it lasted longer
Spirit Rending Technique seems kinda cool-ish but really limited in Who You Can Use It On and the fact that the refund isn't actually going to cover the cost unless you knock the UCS himself the hell out.
wait what the fuck, Soul Mastery
hot damn
immaculate grandmasters got the instagib attack
fuck your 34 soak 10+ hardness Lunar bullshit
OK, I'm sorry I misjudged you Wood Dragon, please don't hit me with that
Hahahah
So it's got a great capstone and a mix of 'solid' and 'kinda weird/not that great' things getting there. XD
I can see why you want one of each dragon form in your super sentai wyld hunt team, put it that way
this is a good style to have in the squad and a less good style for getting stuff done yourself
being a decent archer allows Wood Deeb to stand in the back with Wind and fill the target full of arrows while Earth, Water and Fire take the frontline
And then occasionally RIP YOUR SOUL OUT
yeah
secondary role of combat medic because if you're in the back spamming Withering arrows you can probably get a good chunk of initiative without taking too much damage, then slam whatever frontliner goes down with Wood Dragon Succor
(try not to die in the process)
I got pondering the elemental styles due to one of the players in the Alchemical game going 'I like my gyroscopic chakram, I wonder if I can learn air dragon anywhere here?' and the GM going 'Sure but it won't be called that. The Autocthunian Element is Steam, not Air'.
...how is Golden Jannisary, with the assumption 'You're beating the shit out of a Creature of Darkness'?
As it seems monofocused on them but it also used to be a Terrestial Martial Art, so I've no clue if they gave it Cool Juice.
Also: I found a way for Alchs to become immune to Sid Forgetfulness. With the provision 'The GM won't likely let you stay a player character'. 😛
Apostates are both Creatures of Darkness and Enemies of Fate
slapping my hand on your alchemical's shoulder and telling em they're gonna have to die
'I'm sorry, you developed a bad case of nihilism, you're officially an enemy of heaven'
nihilism (positive) is the domain of the endings caste. cease and desist
Contemplating the wisdom of giving people introduction to a couple folks I know who are really up on their 3e optimisation questions. On the one hand, they could almost certainly field any questions you have, on the other hand, they're the sort of people who evoke comments from the devs like "I'm afraid of what you're going to do with this book"
Sad Alch: "Yes but I just don't care about anything." immediately gets set on fire by holy light.
If you want Dragon! Sorry for my Endless Barrage of Questions here. XD
It's fun getting to see peeks like this
snrk
Tbh I haven't had a chance to play Exalted in too long a time, and my mechanical knowledge is rusty as hell.
unfortunately I'm something of a Lunar purist.
my 3e charop knowledge is fairly rudimentary beyond having read a lot of the stuff and built a lot of Sidereals, I am interested to see what the 3e Invincible Sword Princesses are out and about doing
Fistbumps in Attribute-Spec
hehe
Although a lot of that is I remain a bit of a 2e grognard who's still a bit in love with TAW.
I'm looking forward for essence 2 for my 'Army Command + Sorcery' alch to be able to do Both At Once.
Sorceror on the hill isn't quite strategist on the hill, but it has a lot in common!
the current guy I'm rotating is an E1 Sid Ghost Detective, although he hasn't got as much Investigation as I'd like because I put a decent whack into combat, awarenes and Occult
I'm interested to see what the charop for release Sids is, because I've seen barely any talk for non-Solar splats and Solars are honestly sufficiently boring to me that I don't really mind what the best Solar murder builds are
This is also a very funny sidebar:
Doing Science
While players are encouraged to use Distillation of Artificial Forms in interesting and evocative ways, science in the world of Exalted is subject to the logic of myths, not reality. The Storyteller can veto overly technical uses of this spell based on modern chemistry and physics if they’re disruptive to the story’s genre, mood, or tone.
"Stop it, you're being a pain."
is that the one that breaks things down to their base ingredients?
the "no trying to make antimatter explosions" sidebar
Yep
'I break this wall down, splitting the atom and nuking the area'
'Piss off, why are you like this?'
Centipede style combos with... Well, just about any other Martial Art
...I am shocked there is no charm for an Alchemical to turn into a vehicle.
Even outside 'Hahahah, Autobots' jokes, it seems like it would be a natural extrapolation for 'Long distance travel' charms.
Why do you need a charm, just hook yourself up to a cart
Ezpz lemon squeezy
...also kinda surprised that there's no rules for Essence Cannons for Alchs. There is a Special Charm-Created Version but not for like just 'You have an artifact one'. Though I suppose it's easy enough to make with the rules for making weapons.
Sidreal's iconic anima is turning the world around him into a sea of yellow flowers below a starry, ever-shifting sky
Starmetal-based metropoli seem surprisingly common in Autocthonia
They do be in space
Autocthonn is full of all magical metals. Entertainingly I think this means they have Ethical Soulsteel
What do you guys reckon the games of divinity are
Yeah, but I would still expect the others ones to show up more evenly
Gacha. Hence the addiction.
The maidens are pulling strings to get good 10 pulls
technically, autochthonia had soulsteel deposits before soulsteel was invented
i don't think that's new
2e had a whole thing about how soulsteels are the secret police, and their cities are panopticons orwell could only dream of
Oh no, I mean the Soulsteel is made FROM fascists
Surprisingly: Not dead
Living Soulsteel fascists
Estacia developed a process to turn the lower soul of a person into Soulsteel without touching the upper soul
So their super elite guys got their emotions and empathy forged into Soulsteel
While still being alive
Makes them blood ape tier combatants
Because they're partially magical metal
wait, the soulsteel is still inside them?
Yep!
Estacia is super fucking fascist
And I suppose it's not fair to call all Half-Forged fascists.
A lot of them are political dissidents snatched up off the street or taken from the Ghoulag.
Nah that's not from them. But I couldn't resist.
They ARE grabbing people off the street, from prisons or outright lying to them to get more of them
One of the things the book tells you they ply people with?
Promises of favourable reincarnation.
For getting forged into Soulsteel
Can you find the flaw?
does the upper soul still reincarnate though?
I don't know how the upper/lower soul split is supposed to work there. Exalted can generally reincarnate fine in Creation while their hungry ghosts still are around (though that cycle isn't the same)
But there is a "crisis of souls" thing going on where a bunch of soulgems result in unreadable engrams. And both that and "soul flaying" are considered potential problems
i'm pretty sure the upper soul is the part that reincarnates and the lower soul is the part that makes hungry ghosts
then again, the whole cycle is weird in autocthonia because of the whole "no access to lethe" thing
🤔 they can read the history of souls by some method, so you'd think they'd be able to empirically test the "do the half-souled reincarnate" part
Capitalism City is having problems there because their leadership are undead hanging on beyond the time it should have been handed off to younger people.
But they have no damn clue about how necromancy works
Only some of them are undead. Though I have no idea how you keep that a secret lol
So they just shoved the entire soul back into the corpse
And are wondering why some of their leaders occasionally eat someone's face
Going Hungry Ghost for a while
I think my Sids exaltation has the in built desire to fix Lethe
In retrospect there's a lot of Autobot City things a necromancer can interact with.
i mean, lethe isn't really broken, per se. it's the path to lethe that's fucked.
I remember when I was reading the core book and there was a plot hook about a woman who’s lower soul/hungry ghost wandered off despite her still being alive
This just reminded me of that
sounds unpleasent
...is it weird to have an Exalt who's terrified of something that's just absolutely not on her level?
I'm thinking of having one of my Necromancer Alch's negative intimacies be that she's terrified if the Half Forged.
And her ability to feel out souls likely gave her an inexplicable 'This isn't right' encountering them
And that's fair
Things she could absolutely beat: A half forged.
Thing she absolutely would be terrified to be threatened by: A half forged
It's kind of weird that conurbation (the Sovan tech that lets settlements to be protected and powered by nearby metropoli) is stated to have been ruinously expensive
Sidreal with the phobia of
Said Sidereal is a master of the Charcoal March of Spiders, because they decided to learn from the thing that terrified them the most
"Their katas, their fighting spirit, none can match it..."
Non-stop screaming as they are covered in spiders
...I do really appreciate that 3e doesn't make the Fascist City Cool.
There's a tendency in fiction to write 'they're fascists but they get the coolest dudes and the best toys and their Horrible But Efficient'
Estasia seems to suck more and have less redeeming qualities than the other nations I've read through
But the Estasian Government? It's a shitshow. In order to keep up in Fancy Uniforms and New Weapons, they're neck deep in Austerity so bad it's Considered Impressive in Autochonia, a land where 'A room to yourself' is considered unimaginable luxury.
Though they are all kind of authoritarian, dystopic nightmares
They've got very little cultural spread and basicly everyone who's not part of their military caste is stuck between 'too terrified to resist' and 'too desperate to not fight back' at all times.
None of them are perfect but I think like there's a distinction between like 'Paralyzed with Indecision, which might cost them dearly soon' and 'Actively Enshittening The World Around Them'.
100%
Luckily there is the most important of things to deal with in Autobot City: Leftist Infighting, as the One Tier Movement is gaining support, even among some Autobots. XD
Its League
In Estasia rather than 'A historical truama' or 'resource issues' or 'political infighting' the cause of the bullshit has a name and it's Lux, the Capital City.
'Sorry mate but your city is a wanker'
Why couldn't Lux be one of the founding cities that got hit by an unfortunate accident
someone told me recently that my seccomm commissar nhp would be an easy port to an estasian soulsteel, and I was like impressively, that makes them even more fascist
"we're reaching levels of fash not even before possible"
Lux Teaches Diplomacy
I'm now wondering if Charcol Spider style lets one "Pull a Jolyne"
oh?
Wrap someone in string
continously pull them towards you as you simultaniously punch them away
You CAN do it at LEAST once
Oh fuck I forgot
About Silver-Voiced Nighting Gale
and how they make your voicee count as thrown weapons
Quickly, where is a charm where I can snatch thrown weapons from the air so I can steal someone's voice? 😛
Hilariously this means you can knock someone out with a rhyme that you said an hour ago as they try to ambush youu
HILARIOUSLY this also allows Extreme Range attacks via yelling
...man, Golden Jannisary Form gives a lot of defence vs creatures of darkness.
Which I suppose it is the 'Anti-Creature of Darkness' martial art
OH
I had FORGOTTEN about Golden Jannissary style!
ehehehehehehehehehe
HEHEHEHEHEHEHEHEHEHEHEHE
I take it this is beefy?
can you use Throwing charms with Nightingale though?
I would have assumed that still falls under not combining MA and regular charms
This would let you deal an agg attack of threads to every enemy in Extreme Range
that doesn't split your initative, just halves it
...oh boy.
Kiai also count as Thrown weapons
...you know, I've got a bit of a minor grumble about Alch charms.
I feel like Archery gets more support in them than Thrown.
As Archery gets a Really Cool Special Weapon Generation Charm
And the 'make your own weapons' charm doesn't work on thrown weapons.
And I'm not sure why. They're attribute exalts, they don't have charm trees that are super distinct for types of ranged attack in most places
oh they are attribute based?
interesting
I've not read anything about new Alchemicals yet
Yeah. So they've got a charm in Dexterity that makes their Cool Special Gun.
I think my favorite thrown charm of all time is "Boulders-as-pebbles-attitude" for Lunars
that one is very good yeah
Which turns "anything you pick up" into a thrown weapon
But I can't really see why it's 'Use Archery and Only Archery for this' when 'Using this really cool big gun' is two entire pages (Including submodules).
It's a big cornerstone of Range Alch Charms
King Hu had that specifically for the "Nonconsenting Fastball Special" I was going to use on our Dawn Caste
In other news: God Essence Pulse Cannon is so cool. Pity it can't be used with any martial arts.
oh because it's not actually an archery weapon?
they should have at least let you use it with Righteous Devil Style
Rightous Devil sadly only works with 'Flame-Discharge Weapons'.
yeah I know
but come on, it would be sick to do it with your arm cannon
even if you had to reload it
I think it's both not a specific weapon a MA refers to, and maybe because it is also a charm (I forget if attribute charms ignore the MA combo rule or not)
They do!
But the lack of Mastery means that Alchs are not that great martial artists.
I mean that is "Sidreals and Solars"
I mean, 'Solaroids and Sids' is like 'Half the splats', so I think it's fair to call them 'not great' XD
Solar, Solar(Goth), Solar(Green) etc
Important Question: Can I use Righteous Devil if I throw a red barrel at people, it's full of firedust and will discharge much flame 😛
no, but if you use a slingshot to launch the red barrel,
Loony Tunes-ass Alch trying to work out how to count 'Eternal Flame Barrel' as a form weapon.
Who's the best general out of the exalts, I wonder
I sadly don't really know the other splats well enough to comment on it but people did seem shocked that Alchs have an uncapped +1 might bonus (Instead of being limited to +2) charm.
Solar generals are terrifying because they have so many war charms that the system kind of rolls over and dies if you use them all, apparently
Personally I've got to give it to the Abyssals because of the "everything your army kills becomes zombie" charm
probably very easy to stay zombie neutral against most opposition
Does it have to be your army or just armies in the same battle as you?
Mostly pondering how scary some exalts could get working together.
As a lot of the Alch War Charms don't need you to be leading the troops.
Just be there and buffing them
Alch + Abyssal for 'Hey, so those Infinite Zombies are Elite Drill and +1 Might over what the Abyssal can make them'
"battle groups led by the Abyssal" so everyone if they're in your strat maneuver roll I think
Sids also have a war tree designed to let you be the consigliere to a different Exalt so they combo well
Seems like Alch is likely a fantastic secondary leader for other exalts. As so many of their buffs are 'Pick a Battle Group, Give Them A Power Up' or 'You can't do anything action-wise but all battlegroups on your side have a +1 Non-Charm Automatic Success' bullshit going on. XD
Unfortunately the Might thing doesn't combo particularly well on the zambies but it's not bad if you happen to be fighting other undead
Legion of Life’s End: For three experience points, the Abyssal grants a battle group +1 Might when facing opposition from mortals or battle groups made up of the living. If it has Might 0,the bonus increases to +2.
Oooh, fun.
I know why this clause on the Sidereal self-battlegroup charm exists but I do kind of want to see what happens if you take it off
Misc did you see my combo that let's a sid kill an entire army of undead in one attack
She can’t benefit from command actions or Charms that specifically enhance battle groups.
Hahahah
I did, I have steadily become happier with stuff focused on particular enemy types lately
I feel I should specialise my Sid detective in "only enemies of fate" or "only other Exalts"
the latter makes sense because he's bros with Lytek
How's this seem for an Alch's Intimacies?
Defining: The Dead Are Part Of Our Community (Principle), Autochthon (Faithful Hope)
Major: Vos-Ulos (Positive Tie, Protective Love), Divine Ministers (Positive Tie, Awed Respect), Divine Minister Ku (Negative Tie, Exasperation), I Am Not A Monster (Principle), Spellcraft (Positive Tie, Joy)
Minor: Half-Forged (Negative Tie, Horror), Food (Positive Tie, Comfort), Tunnel People (Positive Tie, Sympathy)
I am making my Sid an anti undead killer I think
Vos-Ulos is the city we're going to be in, it's the GM's creation.
Mostly because Journeys are weirdly specialized in that already but also because being undead is sorta anti thetical to "going with the flow"
Do abyssals count as undead?
I'm 99% sure they do, which is why some stuff says 'Non-Exalted Undead'
Only when it benefits them, which is a really funny perk
Ah, cool!
Bastards...
Luckily Enemies of Fate/Creatures of Darkness both do include Abyssals because they're more general anti-doomoid
Oh well, they're still...yes, that.
So Golden Jannisary is still 'STACKS ON THE ABYSSAL'
Ik have you seen thunderbolt fantasy
A chunk of the first season, not all of it.
My favourite scene from Thunderbolt Fantasy: Bewitching Melody of the West.
Duet version of "Crescent Cutlass" by Takanori Nishikawa ft. Hiroyuki Sawano.
It and Fog Hill of Five Elements are the quintessential exalted not exalted media to me
This has also reminded me that 100% if it looks like two dragonblooded are about to get into a rock off you better fucking run
...and now I'm imagining an Alch entering Nightingale Form by unveiling an Amp in their body.
Fuck yes
But yeah, been ages since I Exalted. Do these seem okay for Intimacies?
Divine Minister and that one guy in particular being back to back is very funny
Looks good!
Idk how many you're supposed to have
generally labelling them as positive or negative is slightly redundant but this works, yes
number varies wildly
Love that clip every time
I like how Sids are some of the best combat medics in the game if not the best, but only if the guy they're healing was stabbed by someone doom-affiliated
In her defence: He's the guy who said 'HEY, WHAT IF WE PUT THAT NORMALLY APOSTATE ONLY NECROMANCY CHARM IN THIS ONE. I'LL BE AN INTERESTING EXPERIMENT ABOUT IF IT CAN BE USED IN A HEALTHY WAY'