#Exalted
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you can use excellent quality equipment on that heal roll, so an int 5 craft 5 sid with the exqual tools they should already have for Crafting averages ten health levels restored
That's just how Sid charms are
Sid Craft is a really good tree but sadly they aren't actually great at making artifacts
they can make 3-dots consistently and 4-dots a bit over half the time, which is miserable by celestial standards until they hit E5, at which point they can literally set up an artifact 3d printer
Meanwhile Sidereal Medicine is mostly about mercy killing IIRC
...I have a very silly pondering.
the 1 month 5-dot is nuts, nobody else can do that
So Alchs lack Mastery.
but below E5 they're barely better crafters than deebs are
Which means Silver Voiced Nightingale is stuck at 'mundane weapon, not artifact'
they just have giant piles of grab-bag crafting effects that make it a considerably better tree to use
'Deploy The Amplifier'
'My mundane weapon produced: Voice'
'Material Synthesis (Sound)wave Emitter'
I feel the mundane version of that is one of those high-pitched whining devices to deter loitering teenagers
I'm not 100% sure it works Rules As Intended but I also think 'You can mimic this one specific mastery for 2 motes per turn with an extra charm and 2 submodules' is likely not going to break the game.
Vibrational Crystal Array
Cost: 3m; Mins: Strength 2, Essence 1
Type: Supplemental
Keywords: Augmented, Dual
Duration: Instant
Prerequisite Charms: None
Adamant resonators implanted over the Alchemical’s hands and wrists cause her weapon to vibrate at so extreme a frequency that it cuts through steel like air.
The Alchemical’s attack ignores (Strength/2, rounded up) points of soak and Hardness.
Submodules
Piercing Frequency (3xp; Strength 3): The Alchemical waives the Initiative cost and Defense penalty for making a piercing attack (Exalted, p. 586).
Sonic Drill Pulse (3xp; Strength 3): If the Alchemical negates all of an enemy’s soak or Hardness, any excess points of reduction are converted to damage dice, maximum (higher of Essence or 3).
Resonant Frequency Modulation (3xp; Strength 4, Essence 2): The Alchemical ignores an additional point of soak or Hardness for each attack roll extra successes, maximum (Strength/2, rounded up).
Matter-Tunneling Frequency Shift (6xp; Strength 5, Essence 3, Resonant Frequency Modulation) (+1wp): Against a lower-Initiative enemy, the Alchemical can pay a one-Willpower surcharge to remove Sonic Drill Pulse’s limit on extra successes.
'I have made the sounds soundier'
that both sounds like something an Exalt should be able to do and like a Silver Age comic book character
ah, I see the craft tree also includes the Make Bad Decisions charm
I'm so good at fateweaving guys, I just had to let Ligier take a week off
'Look, he said he had to attend a wedding'
that's fine. I'm sure that carries no consequences
Also: God Dammit. One of the other players showed off the armour they worked out with the GM.
Preventing a Thousand Workplace Deaths (Silk Armor, Artifact **** (Requires Autochthonian Artifice))
A point of civic pride for Vos-Ulos, Preventing A Thousand Workplace Deaths was the first true, Autochthonian artifact produced by the city-state, a combined effort of multiple God-Blooded, elemental mutants, and a dragonblooded. It is a latex bodysuit into which wirewool has been woven alongside strands of black, blue, and green jade; alongside an adamant mask with an elongated lower half under carefully crafted lens. The mask can be removed, but contained within the cone of it are advanced filtration systems, and the lenses are carefully enscribed with sigils of Osha, the subminister of workplace safety and child of Runel.
Tags: Silent, Special
Special: As a reflexive action, an attuned wearer may examine an area of work or study for hazards in violation of established workplace safety rules; she automatically determines the area for the hazard, what type of hazard, and how it can be most efficiently fixed. This provides a non-charm success to resist Enviromental Hazards for the wearer and a non-Charm die for the same to their allies.
They made the OH&S armour.
(since when did Silken Armour need First Age?)
I think it's in this case it's stuff like 'advanced filtration systems' and 'heads up display lenses'
More than the armour itself
You'll want some intimacies towards your circlemates
Well, the GM has intended for the first session for us to be Meeting Each Other but fair!
chejop falls squarely in the category of awful, sad old man that i tend to make so despite the bullshit around him having had stats in 2e, i do like him being the physical embodiment of the establishment maintaining the status quo for the sake of the status quo
I do think that like
solidly casting the Sidreals and DBs as the actual protagonists during the Usurpation does a lot for his character
weirdly enough
Instead of 'Everything was wonderful UNTIL THE FIRE DBS ATTACKED' solar focus?
yeah
like
Even the Unconquered Sun went "nah they deserved it"
I feel like that's literally as an objective view on morality as you get
I really gotta find a good name for this Sid
I rotate him enough but he doesn't have a good name yet
I'll be honest I really love all the elder sids this edition apart from Rakan
Chejop has a bit more going on and is also not seriously expected to be deployed, so his sideline in being an utterly terrifying god of martial arts can be a cute lore thing while the role of Sidereal Heavy Mob is filled by Anys Syn
He gets to sit in the corner and look over all his mistakes
That's a full time job
yep
although the factional conflict is less sharp in 3e so he does have meetings with and give advice to the Golds as well as young Bronzes
very possible for any Sid to have received martial arts training from The Big Man before his impending untimely demise
I'm running some mock battles to test the system out before I GM it and it's kind of fun to play Exalted Thunderdome
especially at lower levels, one Deeb Vs three murder emus was quite entertaining
Murder Emus?
The serious name is "death moa" but it's an emu
Well, they are machine gun resistant.
How well do low level exalts do against non-exalted foes in 3e? Seems like you can go further with like 'I have an excellency and a dream' than you could in 2e (Where you'd go nowhere and die fast).
I haven't done many high level mock fights yet but I am told that the best way to handle a combat optimised Dawn is literally to throw two entire parties of deebs at him in close succession because four or five deebs will die to his opening super mega combo but will force him to actually use the mega combo
Low level non-exalts vs weaker Exalts is very fun
So a group of Immaculates, backed up by a couple of Heptagram guys and a small horde of blood apes can worry a dawn?
90% of dawns are going to be totally shredded if they run at that alone, it's only the 10% that are optimised enough to literally kill everything within arms' reach that can sweep it
you kind of get the plot of the film Hero
A solar that either can't spin attack every Deeb in close range to death or has already done that and burned all their motes will be very slowly worn down by 3-4 Deebs beating on them
...now I'm imagining a dawn burning his 'murder everything to death' combo on a sorcery-crafted illusion and realizing how screwed he is.
(or, if they're not in the super charop leagues, just get kicked to death by two, being outnumbered sucks when everyone's tapped and they're regenning 10-15 motes to your 5)
As for the low level stuff, most of the fighty first circle demons and undead have enough buttons to press to be interesting
normal human soldiers who have nothing but stock attack aren't particularly fun opponents by themselves but that's why they're in battlegroups with officers putting big withering on all the PCs
Nods
So if the Twilight gets a Blood Ape running at him, it's a genuine 'this could be a problem'
well, they'd have to be a pretty wimpy Twilight
a non-combat starting Deeb though, he's in a real tight spot
Yeah, I was thinking like 'I have some skill ranks and an excellency' in this context.
Someone who's not combat specced by any metric
Solar low level combat charms are sufficiently nuts that low level opposition is quite easy to trivialise with maybe four or five charms and reasonable stats
even two charms would probably do easy for the blood ape, since Solars can just dice pool their way through the problem
I do recall in 2e that Blood Apes were actually pretty bad despite fluffwise being 'The combat first circle' becuase they made the mistake of having high strength and medicore dex. That was always sad.
not so for deebs and the squishier Sids (and Lunars, theoretically, but "I am a bear now" covers for low stats pretty well)
The big thing low level Solars get is a dirt cheap universal Onslaught negator so they can't be beaten into the ground by a few chumps stacking it
They're still going to die, but they're Quick Characters now so they just have preset dice pools and can actually swing
Principle of Motion flurried punches are pretty mean for anyone without said universal Onslaught negator and a high base defence
Also, got a very good demonstration of why officers are terrifying from this fight of MHS vs 5 starting Solars, where Suchi commanded his beastmen, got 15 successes and did this:
The Bear Guard fire arrows with Willpower (3). 11+3 dice gets 5 successes +1+3+15= 24 successes. All the Solars are hit. (10+Threshold Successes-Soak) dice +18 successes in Initiative damage.
ooof
Five crashed Solars, including one pretty optimised dawn
The Alch 'do more onslaught' charm is interesting. Against onslaught negators it won't do much I suppose but it's kinda cute in how it works.
Five of said dawn probably wins but honestly at that point fair enough
"bring literally a sixth of all existing dawns, all heavily optimised" is allowed to solve that one
Yeah, you h ave made 'murderhobo brigade'
The Alch onslaught charm is fun, as it goes 'Oh yeah, onslaught now applies to attacks and soak. And it doesn't refresh turn to turn, it just keeps stacking up.'. (With the submodules)
A lot of penalty negators work on a wider category of stuff and are "pay one mote per point of penalty" rather than Dipping Swallow "1 mote to remove the lot"
so you're good against most targets
and I can see the constant burn there being really obnoxious
...yess, I found the Rocket Punch charm.
Subluminous Onslaught Missile
Cost: 2m; Mins: Dexterity 2, Essence 1
Type: Supplemental
Keywords: Dual
Duration: Instant
Prerequisite Charms: None
High-pressure steam lines and bulbous Essence capacitators in the Alchemical’s forearms accelerate projectiles to incredible speeds as she fires across long distances.
The Alchemical extends a ranged attack’s range by one band, maximum long. If the attack benefits from aiming, its range is increased by two range bands instead.
With Dexterity 5, Essence 3, the Alchemical may pay a one-Willpower surcharge to remove the limit on an attack’s maximum range.
Submodules
Kinetic Launch Catapult (3xp): The Alchemical can use this Charm with close-range weapons, letting her launch them out to short range. This uses the normal combat Ability for that weapon. This includes narmed attacks: the Alchemical can launch her limbs using multi-directional rockets, retractable metal cables, or similar mechanisms. It’s also compatible with weapons deployed using Integrated Arsenal System (p. XX).
2m for +1 rangeband (2 if you're aiming) and the submodule makes it work with melee weapons
Huh, the alch one is of the Dipping Swallow sort.
2 motes instead of 1 but still, complete negation.
They have Solar level multiattack too, they're mean
Interesting change from 2e where Alchs were...not great. They had a couple of things they could do but they suffered from 'You're not a Solaroid'
the main thing i remember from 2e alchs was that they had too many weird little tidbit mechanics that made them just kinda annoying
The big issue i had in 2e was that 'swapping out charms' wasn't really a super feasible thing.
Like you could in-theory do it.
But they did more with 'extra charm' and less with 'submodule'
And you needed a full setup to swap out any charms
So the Exalt Gimmick didn't really...work
In 3e they give a hefy discount on charms and let the swapping out take 'a couple of hours' if you're just doing a couple.
With you able to even swap them out without a lab if you've got a Really Good Engineer who Cares About You.
So it's clearly designed to make 'Hey, got a problem here...I'm gunna quickly head back to the airship and get some adjustments made to help solve this' viable
LIke they had 'power level wasn't great' issues too in 2e but the big thing was that the Mechanical Area They Had That Was Unique didn't work, which is a much greater crime imo
untimely? man's almost at The Limit
he knows full well his death is anything but untimely
Reeds Rush Ever Outward
River Breaks Dam
Brook Rests Upon The Bank
Drifts In Gossamer
Which of these sound good
I like Brook Rests Upon The Bank
Drifts, Drifts in Gossamer, thats good
I need to make Sid Whiplash, the Sidereal brawl Live Wire facetank enjoyer, but I'm not sure if you can use Brawl defensive charms if both your hands are occupied by whips
all the charms I want take place on the damage roll rather than the attack roll, but I'm not sure how this works
Just block with your feet
wait no they're all Versatile, so they all work with Martial Arts
legs is unarmed
never mind, Sid Boxing is a go
the whips are just for the stat bonuses, he's wrapping those around his hands and beating the hell out of people
Hostility Acceptance Technique in heavy armour is one of the charms of all time
no idea if it's good but if they don't have big overwhelming I can see it making it really hard to chip you down
stack a few bonuses to mote efficiency so you can afford to keep your chin tucked in
"I thought you people were meant to be sneaky"
"nope, I saw this thing about a knight once"
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oh no, "weapon compatible with that ability"
gah, this will be tricky to finagle
The ultimate version - contains the whole fight from the very beginning with a seamless splice at 1:47 so that the songs ends at the end of the clip.
Inspired by @yu6btemz https://www.youtube.com/watch?v=5mJj16dE07s
and @lunarlexomancer4906 https://www.youtube.com/watch?v=3fZvdmseHdk
actually there's very little in the way of Mastery stuff on this martial art
I could do this with a Lunar
it would be more flexible and taps into all the amazing grapple stuff Lunars have but it wouldn't have such wonderful Rocky energy because you don't have the "fuck you I don't take withering damage" charm
also not sure what you'd shapeshift into to make this better
Deadly Beastman war-form, probably
Kaiju-sized Deadly Beastman?
How would you run Sans as a Deathlord
...hey, am I right in this interaction of charms?
Additionally, while in this form, the Righteous Devil can use firewands effectively in close combat, using the butt or handle of a flame weapon to effectively bludgeon enemies. When used in this way, they are treated as medium weapon with the bashing, martial arts, and shield tags. Firewands with an affixed bayonet instead have the lethal tag. While this use is not compatible with effects that specifically modify ranged attacks, such as the range extension of Blossom of Inevitable Demise, it can still benefit from other Charms of this or other staff or spear compatible styles.
Righteous Devil Form would allow you to use Wood Dragon charms with Firewands.
As it's able to benefit from charms of 'other staff or spear compatable styles'
I was 100% imagining point-blank shot that kills the other guy's soul, rather than Real Ranged.
(And honestly, likely not worth it with just how much Righteous Devil is full of Terrestial on its charms so it's likely not a good one for Dragonbloods)
Yeah the core book hates DB
this is why i don't very much care for the terrestrial keyword
Oh no, Holden snuck in the back and put terrestial on all the immaculate martial arts when nobody was looking!
😛
some of them do exist for good reason
I asked Misc if my fancy artifact gun could let me ignore soak with the righteous devil thing as if terrestrial didn't exist there and he went no
only after reading the rules more did I come to Understand
Also: I think I've realized an area where Alchs are actually better than Solars. It's also an area Lunars are better than Solars.
Using Siege Weapons.
An artillerist rolls ([Intelligence or Perception] + War) to attack with siege weapons. Strength isn’t added to their withering damage. The artillerist can only enhance this attack with offensive Charms that either:
• Enhance War rolls;
• Add dice to firing rolls, such as Immortal Commander’s Presence (Exalted. p. 420); or
• Are compatible with ranged attacks made using any Ability.
Attribute-Based Exalts: "Compatible with ranged attacks made using any ability, you say?"
...what the hell happens if an Alch grabs the charm from an Artifact Siege Weapon with their 'I can learn an evocation for myself instead of the weapon'
Collapsing Point of Destruction
Cost: 15m, 1wp; Mins: Essence 1
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisites: None
After a turn spent aiming, an implosion bow’s master can use this Evocation to fire on a point out to long range. She rolls a single unblockable decisive attack roll against all characters within short range of the impact point, both allies and enemies. Battle groups and trivial characters are automatically hit, regardless of their Defense, on any result but a botch.
Each character hit suffers base decisive damage equal to the attack’s threshold successes. Divide the attacker’s Initiative evenly among them to determine the total damage, rounding up. An enemy that takes any damage is knocked prone and dragged one range band towards the center of the vortex. An enemy that dodges the attack by 3 successes or fewer suffers a tactical disadvantage even though they’re able to avoid the blast, suffering (Essence) dice of unsoakable withering damage. The artillerist gains all Initiative reaped by this attack. As long as one enemy is hit, the attacker is reset to base Initiative (plus any gained by making this attack).
The bodies of enemies incapacitated by an implosion bow’s blast are destroyed utterly, drawn into the collapsing vortex and disintegrating within, leaving behind only artifacts and other indestructible items. Scenery, mundane structures, and unattended objects within range are also drawn into the vortex, suffering uncountable damage (Exalted, p. 205), leaving behind difficult terrain.
This Evocation can only be used once per scene unless reset by remaining in place without taking any movement actions for three consecutive rounds as the implosion bow recharges. If the attuned character suffers Initiative Crash, any built-up power is lost, and she must spend another three rounds motionless to reset this Evocation.
Like this on 'Yeah, I don't need a siege weapon I have this charm personally' would be...weird.
Well what's the rule for the "you're the artifact" now?
Transcendent Multimodal Artifact Matrix
Cost: —; Mins: Wits 4, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Omnitool Implant
A complex assembly of alloyed magical materials is woven across and throughout the Alchemical’s body, transforming her into a living artifact.
When the Alchemical undergoes the Rite of Reconfiguration, she may “install” Evocations that she’s awoken from her attuned artifacts or hearthstones in her Charm slots. The installed Evocation takes on mechanical form similar to an Alchemical Charm. If it has prerequisite Evocations, she must install them first.
Installing Evocations grants the following benefits:
• The Alchemical can use the installed Evocations without needing to have the artifact or to attune it. A weapon’s Evocations can be used through any weapon, including unarmed attacks and mundane weaponry, while armor Evocations could be used in different armor or while unarmored. The Storyteller may rule out certain Evocations if using them with a given item wouldn’t make sense — some of an artifact bow’s Evocations may not be compatible with a daiklave, for instance.
• If the artifact has an innate power that’s necessary for its Evocations to function, she gains that benefit.
• If she chooses to wield the artifact, its attunement cost is reduced by one mote for each installed Evocation.
My reading is 'Yep, you can now Collapsing Point of Destruction with any weapon the GM doesn't expressly veto' (So you're likely limited to just ranged weapons).
Then yeah
I would actually rule that you can definitely use this with unarmed attacks
(but you're not immune to it)
Pictured
Then again, Collapsing Point of Destruction is also 15m +1 WP. So it's a lot but that's also a Metric Fucktonne of resources. So it's...likely not actually that insane?
Maybe? I don't know the system well enough to judge.
I would say it's more
one sec
I also love that since it becomes a physical charm, someone can see you have it by looking at you.
Someone can go 'This fucker has a black hole in a tube on his back, he's insane!'
What's the essence pool of an Alch?
Also actually
Whats the Anima Banner of an alch??
Personal motes (11 + [Essence x2])
Peripheral motes (27 + [Essence x6])
So yes this is most of your motes if you want to start with it
And as for anima effects:
Orichalcum Caste
Commanding Authority (5m; Supplemental; Instant): The Alchemical adds (higher of Essence or 3) non-Charm dice on a persuade roll that leverages a positive Tie to herself or a community she serves. Once per day, she can retry a failed persuade roll without resetting it.
Forged in Righteousness (Permanent): When the Alchemical gains Willpower from upholding a Major or Defining Principle, she may exchange it for (Intimacy + 5) motes. A sorcerer may gain sorcerous motes instead. This also raises her anima to bonfire.
Radiant Glory Nimbus (5m or 0m; Reflexive; Until next turn): Crackling with electric Essence, the Alchemical adds (higher of Essence or 3) to the raw damage and withering attacks and doubles up to (Essence) 10s on a decisive damage roll. This is free at bonfire.
Moonsilver Caste
Cognitive Overdrive (5m; Reflexive; Until next turn); Supplemental; Instant): The Alchemical can defend against attacks whose successes equal her Defense, and adds (Essence) non-Charm dice on Join Battle rolls and movement actions. She also gains this bonus on any roll involving reaction time or quick reflexes. This is free at bonfire.
Mercurial Facade (Permanent): While her anima is dim, the Alchemical inflicts a −2 penalty on rolls opposing her Guile, Stealth, or disguise.
Quicksilver Cunning (5m; Supplemental; Instant): The Alchemical adds (higher of Essence or 3) nonCharm dice on roll to instill a Principle of belief in a lie. Once per day, she can retry a failed instill roll without resetting it.
Jade Caste
Clay Becomes Stone (5m or 0m; Reflexive; Until next turn): The Alchemical adds (Stamina/2, rounded up) to her soak and gains Hardness (Stamina). Both calculations include bonus dots from Transpuissant Stamina Upgrade (p. XX). She also adds (higher of Essence or 3) non-Charm dice on Stamina rolls to resist environmental hazards. This is free at bonfire.
Hand of Friendship (5m; Supplemental; Instant): The Alchemical adds (higher of Essence or 3) nonCharm dice on a roll to instill positive Ties toward her or weaken negative ones. Once per day, she can retry a failed instill roll without resetting it.
Unbreakable Loyalty (Permanent): The Alchemical gains +2 non-Charm Resolve against influence that would cause her to intentionally harm someone she has a positive Tie toward. This increases to +3 for Major and Defining Ties.
Oh I mean more like what does it look like
...oh, whoops.
Nah that's my bad
Iconic Anima Effects vary by-caste, so just a moment.
Iconic Anima Effects:
Ori: An enormous spinning gear, crackling with lightning; a blast furnace lit with golden flame; blueprints and schematics for impossible machinery that gradually take on form; cathedrals of stained-glass machinery.
Moonsilver: Raining droplets of sizzling mercury; a whirlwind of razor-edged blades, polished to a mirror sheen; an ever-changing assembly of protean machinery; an intricate latticework of silver wires stalked by machine sentinels.
Jade: An abstract mesh of interlocking gears and churning machinery; an industrial crucible pouring out molten steel; a deafening assembly of steam-driven hammers; a blossoming tree of metal and polymer with an angular, geometric design.
Starmetal: A web-like tracery of prismatic light; a cascade of shimmering glyphs streaming downward; a clockwork orrery of the cosmos; a strobing varicolored light that trails afterimages after the Alchemical.
Soulsteel: A whirring dynamo that crackles with black and pale green lightning; an eerie procession of damned souls; coiling chains of barbed metal that twist and writhe like serpents; a larger-than-life silhouette of the Champion, cast by glaring white light.
Adamant: An endlessly unfolding fractal pattern; dozens of prismatic wings that seem to grow from the Alchemical; a swirling cloud of sparking diamond dust; a surge of kaleidoscopic light refracted through the Champion’s body.
I refer you in particular to this one from Starmetal: a cascade of shimmering glyphs streaming downward
"Hello Mr Anderson..."
But yeah, anima effects for Alchs are not really subtle (Though they also lack an Immaculate Order trying to kick their teeth in so staying hidden is often less of a worry).
Are you running the Locust Crusade?
One of their social charms get Even Less Subtle.
Luminous Tactical Overlay Beacons
Towering floodlights mounted on the Alchemical’s shoulders project her anima banner into tactical readouts, providing real-time combat guidance and coordination to her forces.
Nah, the game is basicly 'You're Alchs for a very small nation that's outside of the 8 main nations. You are also their First Alchs, as they've been saving for well over a generation to get enough magical materials for you guys. This means you have a lot of sway but also that there isn't really older alchs who can bail you out if something goes wrong'.
The alchs are a combination of 'newly made' and 'trouble foisted off to another nation' between them.
Gotcha gotcha
The only exalts we're likely to encounter as Other Alchs, Exigents and Dragonblooded.
And not many of the last category as there isn't really super known bloodlines in Autobot City (But they're not impossible to pop up)
I spent too long at work today pondering Fay.
And how if exalted ever had a 3e book for them like 2e, how they'd be interesting without being the 'fascinating to read but utter ratshit mechanically' of 2e.
With 3e Infernals getting a revision to be more just Green Solars from what we've heard, it would be interesting to see Fay steal some of their own mechanical juice.
The Fay Excellency isn't tied to 'Abilities' or 'Attributes', it's tied to themes.
If your Archetype is 'The Knight', you can spend excellency on 'Shit the knight should be good at', with it laying out a few sentences for various archetypes like it did for the Yozi themes.
The Knight is Protective and Loyal, solving things with Endurance and Honour. They deal Straightforwardly and Fairly, handing out Justice in an Even-handed way. The knight's strength to Fulfil Oaths comes from Faith and Iron Will.
Fey Noble Excellency
Fey Nobles can add dice to an (Attribute + Ability) roll for one mote per die using a Role's Excellency. She may also use Excellencies to raise her static values — Evasion, Parry, Resolve, and Guile — paying two motes per +1 bonus.
Normally, Fey Nobles can’t add more than (Attribute) dice to a roll or raise a static value by more than (Attribute/2, rounded down). Automatic successes count as two dice toward this limit. However, a Fey Noble can increase her dice cap with stunts, adding the rating of an Intimacy to the dice limit (+2 for a Trivial Intimacy, +3 for a Major Intimacy or +4 for a Defining Intimacy) as long as the stunt is described in a way that fits the Intimacy. For example, the Perfect Knight with Dexterity 5 standing in defence of her Sworn Lady may invoke her Defining Intimacy of 'My Lady's Blade' to increase her limit for the Excellency to 9 (5 Dexterity + 4 for a Defining Intimacy)
Fey Nobles may instead buy Automatic Successes for 1 mote per success. Automatic Successes can only be bought this way against Trivial Characters and Battlegroups with a Might lower than the Fey Noble's Essence.```
Weaker than the Lunar 'Stat + Stat' but capable of pushing Bad Dice Pools up remarkably well if it Really Matters To Your Themes.
(I should stop overthinking splats I doubt they'll ever actually make)
You know I still really wanna run a Realm Divide game
tbh the one thing i can't rag on 2e infernals for is just being green solars. they had very different identity and charms. like for the worse but lord it was different
now 2e abyssals...
Oh yeah, that was more '3e Infernals are looking to be more green solars, while 2e ones were quite distinct'
oh i see
you're green now. that's my attack
To be fair, that was like half the Malfeas charms 😛
Just, you know, the green was due to horrible rotting angry sun radiation
If I was designing Raksha I'd also give them Inverted Avoidance Kata in the charms.
Where rather than going 'I'm not here', you can just Decide You're Part Of A Scene being described.
'So we'll cut to the prison cell your friend is in'
'And me!'
'And...wait, what?'
Likely with a 'Sorta Scrying But Sorta Not' prereq that has the GM describe what's going on in another place between scenes (With scaling cost/difficulty for how out of the way or unrelated to the current situation it is). Exalts can't see it but the Raksha just peers down from the fourth wall listening to the story.
sid's Expected Pain about to acitvate and give them 4th wall awareness when they're being spied on
Raksha Peering Over The Top Of The Page
Sid: "THE FUCK ARE YOU LOOKING AT?"
gods you are incredibly enemy of fate. die
Avoidance Kata!
Raksha turns comic page to next scene
Avoidance Kata Again!
this goes on for a while, everyone else is incredibly confused
Best Enemy Dance
Cost: 3m per dot, 1wp; Mins: Appearance 5, Essence 1
Type: Simple
Keywords: Stackable, Mortal
Duration: Indefinite
Prerequisites: Look, I'm not doing a Full Charmset Right Now.
Everyone's got a role to play and you can't have a reflection without a mirror.
The Raksha weaves gossamer, turning pumpkins into carriages and farmboys into great heroes.The Raksha grants a character a number dots of Abilities and Attributes, paying three motes per dot. She can’t raise a character’s Ability or Attribute ratings above her own and she can only grant a number of dots equal to 1 + the rating of an Intimacy the target has that is either about the Raksha or was created by the Raksha this scene. These Intimacies need not be positive, as a sharp-toothed rival sharpens one's blade just as easily as one buoyed upon the song of a charming bard.
Granted Ability and Attributes dots work the same way as usual and don’t count as dice from Charms, although they can’t be used to meet Charms’ Ability minimums. Her target loses them if she ends this Charm, as the Gossamer-Weaved talent melts away.
The Raksha may use this Charm on multiple characters, paying the commitment cost separately for each.
Mortal: By the Raksha spending an additional willpower, a mortal affected by this Charm may by granted one of the dots permanently, even after the motes are uncommitted. A given mortal cannot gain more than one dot permanently per story.
With an Essence 3 repurchase, the Raksha can also grant the target any number of mundane items equal to the dots granted that have a resources cost no more the Raksha's essence. Weather led by chance to a much needed sword or wearing a gown spun from spidersilk, these items fade away much like the dots when this charm is ended.
Silly Pondering About Raksha Training Charm.
Literally just 'This has additional effects on mortals'
if the dot is granted permanently do the motes become uncommited
Yeah, the intent was such. Hence making it kinda Slow to boost a given mortal up/expensive in WP to boost multiple mortals
But it lets them Leave A Gift
just nap on it just take some naps just nap on your wp it's fine
Mortal was a tag that floated in my head as a bit of a callback to how in 2e raksha charms basicly all failed against exalts.
But that is also Not Fun
So I sorta inverted it into 'most of them have an Extra Effect on mortals'
my powerlevels
Like my pondering for another Raksha Charm was:
Hey Look, It's My Onslaught Negator!
Standard Onslaught Negator Stuff Here
Mortal: HEY, HAVE YOU HEARD THE GOOD WORD OF PERFECT DEFENCES?
So you get an old 2e-style perfect defence but it only works on mortals.
2e raksha really only could manage an invasion after 90% of the population turned into coughing baby
Which is funny when shit like Balor existed in fluff. The Exalt Evaporating, Death Gaze Fomorian who needed the Realm Defence Grid to halt.
i woulda handled it
Balor's Terrible Gaze would also make for a very fun E5 charm. Just a 'Hey, fuck everyone in this general area' AOE attack.
'im a bit of a balor myself'
'I'm not balor but I play one on TV'
But yeah, I really wanted 'Raksha Training' to work on people trying to stab you and people you like. As it felt very Raksha to go 'You're really not a notable enough character to make this part of the story interesting...lets fix that'
||Also it just fully lets you Cinderella Fairy Godmother someone.||
But I should stop this before I'm forced to become a System Expert so I can do up a full charmset.
me when i think about trying my own hand at solar rework (very bad no good)
I like Raksha, they're the sort of silly I really like and I really enjoyed one I played in 2e.
And a lot of my ideas are coming from how they're not going to be re-using the bits of Infernals I liked, so why shouldn't I make use of them...
i'll stick to making evocations
I have a "Solar Rework" that is really just "look, use Golden Calibration and these six charm nerfs"
but I do not want to test if it's good or not and would rather stick to my comfy deeb/sid/lunar games
now with alchs
also wait, Alchemicals have one more caste attribute than Lunars do, right?
I really liked how the Infernal excellency wasn't about stats or skills, it was about thematics. So my brain basicly went 'okay, what if I divided the raksha charmset into Roles and you get the excellency when Acting Within That Role.
The tricky thing there is 'I think I'd like to divide it up more than the Infernals having like 5-6 Yozi' but also 'One wants to keep it a functional charmset'. XD
they get three caste one favoured
They've got 6 yeah. Since there's no Exalt for Adamant but it's a Magical Material.
no, I mean in terms of caste/favoured charms
Oh wait, cast attribute
Whoops
They get 'the 3 from their caste, +1 of their choice'
OK, Lunars get two caste, two your choice
the reason I ask is that Sidereals have this
this means that if you're using this as a way to commit five motes and get a permanent 3-4 mote discount on a whole bunch of rolls, which you should because it's really good, the meta option is to copy an Alchemical Exalt
Yeah. The various Alch Castes are all 'One Physical, One Mental, One Social'
So if you copy any of them with dexterity you're good
Moonsilver is probably best for fightan, because that's Dex + Wits for Join Battle + attacks/parry/movement + Resolve
this requires a Sidereal to be familiar with Alchemicals, but I think that's probably less unreasonable than almost any other Creation exalt type
got the big heavenly libraries
Some of them do exist in creation, just very rarely.
So as long as you're willing to go looking for a Fallout Protagonist, you could find one
previously I was copying a Full Moon Lunar, but that didn't boost Join Battle (or Appearance, kind of pointless as that is)
I do really like how, mostly, the alchemical charms are kinda well spread between attributes.
Appearance, Intelligence and Charisma are all War Charm Stats
bonus points for this
my new speciality is "when pretending to be another kind of Exalt"
free excellencies as long as I do the robot with supreme flair
oh right it stops you from doing it with martial arts but you can just yoink a dexterity attribute instead
(that would be a silly speciality unless I was the Green Lady or something, but "against enemies of fate" is pretty broad)
I genuinely think it's the best charm in Prismatic
and that's saying something
Sids are already quite mote efficient so if you make their cheap excellency almost free with Artistic Vision + Exalt Ways you have a pretty superb level of baseline capability
parry 7 + 2 (WOE) +1 (Stunt) = you need to roll 20+ dice to land a glove on me, on average
2 motes to boost up to parry 11, which you probably should do
brb, picking the fateweaving spec of 'smugly'
with effortless, shattering power
"Do-ho-ho-ho-hoh!"
light artifact weapon, by the way
anyway, if you want your Infernal-style Vibes Excellencies in 3e, Sids are where it's at
they also have another craft charm that boosts them with one particular element, like the old 2e Craft (Fire, Water, etc.) stuff
That's cool
I've got Sids, 2e Infernals and Alchemicals all floating about my head.
(Sids for the charms being mostly Weird Effects over Numbers Stuff, Infernals for the theme-based charm lineup and Alchs for how limitation to charmsets can make the more fun)
the fun part of that combo is that it comes online at Essence 3, where your excellency is +3 dice for 1 mote each + -2 to TN for 1 mote each, so if you're at bonfire you actually waive both of those and get literally free Excellence
at E4 and E5 you do actually need to pay for the last couple of dice because your excellency gets better
the main downside is that if you're bonfire while disguised as an Alchemical you don't get the Sid Anima benefit of not producing a kilometres-high pillar of glowing silver light
setting my artistic vision to "for duty" so i can get my free shit forever
...I might be wrong but Supernal really rubs me the wrong way. Like it feels like a boring way to make a splat good at things.
although you don't have a caste mark as a fake Alch, so there is probably a level of "what the fuck is that thing"
i think it also leads players into overspecialjng on char gen and they won't have much of a time if they're outside their area
Alch-Sid: "Hahah, I am a genius!"
Alch-Sid Getting Beaten Up By The Wyld Hunt: "OH NO!"
"i put 12 of my starting charms into my melee supernal" ok get ready to be bored dingus
that is a very Sid way to get owned for your cool mote efficiency combo, admittedly
Yeah, it's on the brain because I was pondering doing up Raksha with their own version of it but in a very different way.
combat supernals are even bored in combat, they pop all their E4 combat charms and the enemy instantly melts, leaving them to go back to sitting on the substitute bench feeling unsatisfied
Basicly: You automatically start off with every single charm of your Primary Role...but you still need to meet prereqs to use them.
you don't need Supernal to make an incredibly broken combat solar but it does make it very easy to do by accident if people actually expect to be playing an E1 game rather than an E5 game with smaller mote pools
So you've just got 'Hey, I'll eventually unlock this without spending exp as I go along'
Rather than 'I have this forever and immediately'
that is cool but I think would require squidging their trees down a bit
"you get 1/9 of all charms in existence for free" is a lot when your average E3 exalt has like 25-30 charms
oh yeah that's cool then, "XP discount on Supernal" was one of the ways I'd considered reworking it
I don't really have a preferred Supernal rework - Essence +1 is neat but small, discounted Excellencies are irrelevant for most non-combat skills, cheaper charms warp the XP economy in a way I'm not sure I like, etc.
making it a keyword on lots of charms like Mastery is a billion years of work
So if you pick the Fomorian as your Primary you get a Scary Fucker charm and the Raksha equivelent of Solar Sabre at E1. Then you get 2 more at each of E2/E3, then 1 at each of E4/E5.
And that is your 'Supernal' equivelent.
A Good Number of Linked Themed Charms
But they're not A Full Charm Tree in size
my only slight bit of feedback there is that Glorious Solar Sabre/Claws of the Silver Moon/Auspicious Instrument for Strife/Material Synthesis Wave Emitter are all E2 charms/submodules with one prereq
so the place in the tree that that one takes is very well established
That's fair! I forgot since the Alch one is E1. XD
the submodule for the alch one that actually gives you artifact traits is E2
Essence Pulse Cannon is E1 and is an artifact from the start but it's Pay Per Attack.
But that's fair
Auspicious Instrument for Strife is the same - first purchase at E1 gives you buffed Improvised Weapons, second purchase at E2 gives said weapons Artifact traits
which I really like
death chopsticks
killed them with a pencil
they basically come with a decent damage charm attached too, the pencil is in many respects more impressive than a daiklaive
I think the Raksha one would be Manifesting Legends.
So you don't get the actual version of that artifact
I am not sure what tags you're allowed to say your Improvised Weapon has
But you grab hold of it's story and pull it out
piercing tag on the pencil
you can have an Improvised Club, so maybe it's just "stunt as any existing weapon type but you attach the improv tag to it?"
that would make sense
alternatively they're just all clubs or maces, which makes sense but is boring
Smashing tag pretty good though
or at least flurry getting up, yeah
yea like. the difficulty 2 isn't gonna be a big deal for any combat character even with lfurry penalty but the penalty on whatever else you do stings
bonus points if you put him on the ground with this
a style I never really have much interest in but does allow you to really annoy people
useless against Solaroids because they're damn near impossible to decisive without winning the fight first and don't care about Onslaught, great against big stompy monsters
Your ensouled story may be an existing artifact weapon, even ones which have not been lost to time. Nothing stops you bringing the story of the Roseblack's Thorn against her, save perhaps good taste.
raksha watches a sidereal use auspicious implement of strife once and decides chopsticks are legendary weapons
...actually...that would be fun for Raksha Crafting. Raksha Crafting has 2 variants:
- Making Temporary Things From Gossamer. They don't last but you spin them up in moments.
- Awakening the stories of existing objects. You get a bonus based on how famous the object is, even if it's not actually made of magical materials.
'This is the sword of the long-lost heir, it's mundane steel but it's got a story that outshines some objects of jade'
[nearby deeb decked out in jade artifacts] oh come on man
"Oh shut up, you're part of a Might +3 Battlegroup, you're barely a person."
oh iki i didn't know you wrote for 2e
let me get my new 2.9999e charm, Double Zeal
im tempted to wiggle my sid around for the craft dots to grab artistic vision but it really doesn't suit it and i don't have anything i wanna give up
my current Sid is in a similar position because we already have craft on the other Sid in the game
but if I was to make him again as a standalone character he would have a lot more Int stuff and move Presence to Craft favoured
I actually like the crafting so I will suck it up
solo Vigil has less combat stuff and more "every skill tree that hangs off Int"
the game already suckered me into presence dots for heroic essence replenishment
Craft 5, Occult 5, maybe some Lore
definitely Investigate
Lore tree doesn't really grab me for the actual charms but maybe I should put dots in it for big fact introducing even if I don't favour it
ooh
I am pretty sure that that doesn't stack with Soulfire Form or I'd keep on with it
then again, maybe it does, since this is a decidedly different way to gain motes
pretty sure it stacks
OK, Sid Efficiency Build has an extra component
just keep throwing full excellencies at everything and hang on in there
downside is that you don't really persuade or threaten
You know what charm I really want to like but can't? The one Solar occult charm that lets you get a spirit familiar who increases in power as you do
Because the charm is essentially impossible to use without homebrewing said spirit
I would really like Solar Survival if the default effect wasn't to produce a tyrant lizard capable of solo killing 90% of things
(or an emu, or anything really, it's just most obvious with big beefy boys)
Sids let you promote a familiar to minor godhood and then promote it again to the Celestial Bureaucracy, which feels mean
"hey, I got you a boring office job"
"boss, I was a normal cat six months ago and that was way less stressful, change me back"
'no'
Maybe it's one of those positions that doesn't have any actual duties anymore
Sounds pretty close. Though that "occasional" is pretty load bearing on that front lol
Can't hear you over my killer pet squirrel
...okay so I hate Zeal but it would be a pretty damn funny Mortal effect for a charm to go 'Hey, so when you and a mortal oppose each other in a roll, pay resources to get Them +1 Successes. Wouldn't work on non-mortals though'.
(Lets not talk about the 'Hey, so this beats perfect defences except for the fact perfect defences always win so this charm is stupid and should die')
Just a 'Anything you can do, I can do better' assholery vs a mortal
this is why mine is Double Zeal, it's Zeal but it actually works this time
and as such does literally nothing because there are no Virtues to channel any longer
I have been tempted to ask if I could use my new invincible hummingbird as a Thrown weapon
throwing dart
Possibly a homing one
'Brb, need to go refill the coffee maker'
turning into tyrant lizards is admittedly classic Lunar behaviour but setting the solar's pet Rexy on things with fifty active buffs is kind of hell to resolve in combat in comparison to the Lunar, who can usually look after their own character sheet
I wonder how juiced you can make a pattern spider
they're not animals, so a lot of the normal stuff doesn't quite work
The Alch ones are pretty lean but the baseline animals they get are a bit beter.
As they don't get animals.
They get constructs
Well, you can get a Rat or Cockroach if you want.
Here's an odd one: Are there any charms that specifically affect characters trying to beat each other in a non-combat sorta way?
I'm thinking like 'If people are competing but in a non-combat sorta way'. Trying to race towards something or Contests etc.
Or is that too specific/mostly just the realm of 'this boosts this specific skill, so you'll win with it more'. Pondering if there's any more weird/esoteric charms for that sorta thing.
Solar athletics has a bunch of "test of speed/test of strength" stuff based around races and similar, but most of the newer charmsets don't bother much
You took a perfectly good tortoise and gave it anxiety
not many people got use out of Solar Footracing
and then obviously there are many trees everywhere for social influence
fairly easy to conjure an opposed crafting contest by just going "we do artifact crafting but oppose the successes on the two extended rolls, go"
ive given my horse a senate job and now he has taken up the drink trying to understand yu shan politics
Fair. Pondering something for Raksha. Basicly a universal 'this boosts when I'm directly testing skill against someone in a non-combat/non-influence way'.
As a sorta 'Anything You Can Do, I Can Do Better' annoying asshole 😛
combat is just the thing the system has by far the most interest in so there are one billion charms for that
one charm for that sounds reasonable
the issue with Solar Athletics was that the rush charms also had a huge amount of text talking about "tests of speed", which was completely undefined so everyone just kind of assumed it meant "extended rolls to race someone"
which is probably the majority of contested running content
all those charms also had stuff that buffs rushes, but it does mean that half of the subtree is just pointless text
this one is kind of cute, though
Better Than You Meditation
Cost: 3 Motes
Type: Reflexive
Keywords: Mortal
Duration: Instant
When the Raksha make an Opposed Action (Pg 189, Core Rulebook), she can reroll (Essence) failed dice. This cannot be used in combat (Though it could be used in a sparring match that wouldn't go to true combat), to cause harm to a being (Except through hurt pride) or to Influence characters.
Mortal: If all characters being opposed are Mortals, the Raksha instead replaces their roll with a number of successes equal to the highest successes achieved by any opposed mortal +1.
you can just write "(Essence) failed dice", it helps considerably when reading longer charmsets
Fair!
The intent is it's 'I am really good at Competing With People' without making them a Combat Monster or something.
It's also intended to be a lot less 'super situational' than the Solar Race Good charms. XD
Like it's still situational
there's a sidereal charm that lets you cite someone's defeat (in any aspect , not just battle) at your hands as an intimacy for a specual social influence, intensity scaling with how impactful the defeat was
the Siddy "screw you, God-King's Shrike" button also allows you to destroy their attempt at matching you in Prophecy by defeating them in the marketplace of ideas
'I perform a hostile takeover (Financial) of the wizards tower'
convenient clause there allowing you to chop the thinky and outthink the choppy
I will admit, Dice Fuckery Charms kinda make my eyes glaze even if I know some of them are Really Good. XD
this is why I always struggle reading the Lunar charmset
the Solar one is just incoherent, but the Lunar one has a lot of "gain +X non-charm dice to blah de blah" arranged in subtrees that mean that six or so abilities in a row will be variations on a theme
then occasionally there's a real banger
I think if I plan to tinker with this hypothetical raksha thing I need to sit down and internalize them more though.
As right now I don't have a good personal valuation of various sorts of dice fuckery. XD
that's the bitch
...actually, lets play into the mechanical area I wanted to mess about with for Raksha more.
raksha version of this where you have to set the terms of a game in advance but you're allowed to be tricksy about the wording sounds funny
whenever someone tries to do a Weird Charmset I do end up thinking "this is Sidereal territory" more than I probably should
Nothing Ever Happens Assertion
the Sid role in the celestial trifecta of "less raw power, more Weird Stuff" does mean it steps on their deal a bit if other people also start doing that
maybe raksha should be a on terrestrial level 
it would be nice to have Weird Terrestrials
Better Than You Meditation
Cost: 3 Motes
Type: Reflexive
Keywords: Mortal
Duration: Instant
When the Raksha make an Opposed Action (Pg 189, Core Rulebook), she gains a number of Non-Charm dice equal to the value of the highest intimacy a character being has that connects to this Opposed Action (For example, if a competitor has a Defining Principle related to this area, or is taking part in order to aid a person they have a Major Tie to). This cannot be used in combat (Though it could be used in a sparring match that wouldn't go to true combat), to cause harm to a being (Except through hurt pride) or to Influence characters.
Mortal: If all characters being opposed are Mortals, the Raksha instead replaces their roll with a number of successes equal to the highest successes achieved by any opposed mortal +1.
Changed it from being about your essence to 'how much someone cares'. You get no bonus if Nobody Gives A Shit but a big bonus if someone's got something Defining on the line.
Huh, most of the exalted splats are Celestial aren't they?
only deebs, liminals and some exigents are terrestrial, yeah
and liminals aren't properly out for 3e
And even then...'eh, kinda, ish' with exigents as they're Barely A Splat. XD
They're a couple of hundred pages of 'What if you made homebrew'
If Dream Souled ever get a 3E write up, they might be pretty weird terrestrials
Or did Exigents cover them?
yea they're in exigents
I guess Deebs outnumber all the other exalted combined. Pretty funny that terrestrial tier was originally "sucks to suck dragonborn" lol
power gap is more workable in 3e
none of the 3 exigents book 'lil extra exalt guys' inspired anything in me tbh
I'll admit, working out where to put Raksha is weird as they fluffwise vary so widely from 'Mook for starting DBs' (2e mechanics) to 'This guy is a threat to all of creation and can wipe out entire swaths of exalts at once' (Balor in fluff).
I would like to see Terrestrial-Grade Raksha proper
its understandable why they dropped the back of exigents extra splats from plans
there are way less exigents than I expected so yeah
I'd likely need to make their excellency a fair bit worse to be terrestial-grade. XD
around 400 lunars, 150 solars, 100 abyssals, 50 infernals, 100 sids and then a few hundred assorted exigents
so ~20k Dragonbloods and then about a thousand of everyone else combined
I still think there should be twice as many Sids
Not that it is terribly relevant to creation. Do we have rough numbers for how many Alchemicals there are?
they would still be Very Understaffed but it would make more sense that they deploy parties of young sids when that's 5% of all Sidereals in existence
Right now it's worse than lunars but better than DBs.
Raksha Excellency
Raksha can add dice to an (Attribute + Ability) roll for one mote per die using a Role's Excellency. She may also use Excellencies to raise her static values — Evasion, Parry, Resolve, and Guile — paying two motes per +1 bonus.
Normally, Raksha can’t add more than (Attribute) dice to a roll or raise a static value by more than (Attribute/2, rounded down). Automatic successes count as two dice toward this limit. However, a Raksha can increase her dice cap with stunts, adding the rating of an Intimacy to the dice limit (+2 for a Trivial Intimacy, +3 for a Major Intimacy or +4 for a Defining Intimacy) as long as the stunt is described in a way that fits the Intimacy. For example, the Perfect Knight with Dexterity 5 standing in defence of her Sworn Lady may invoke her Defining Intimacy of 'My Lady's Blade' to increase her limit for the Excellency to 9 (5 Dexterity + 4 for a Defining Intimacy)
Raksha may instead buy Automatic Successes for 1 mote per success. Automatic Successes can only be bought this way against Trivial Characters and Battlegroups with a Might lower than the Raksha's Essence.
why
It's only 20 circles
the sid number is too low imo as, more sids means more office politics. at current its like, decently sized marching band. got to have that sweet spot where everyone knows everyone but not really
i think office politics still works cause it's not just sids in the bureau
There's a lot of Pissy Gods
they are also said to be doing a lot of stuff just kind of on the side, and when you add up all the guys supposedly teaching at the realm academies, hanging out in the imperial palace and infilitrating various places you start running out of sids
Clearly none of them are actually doing their office job
Also, creation is huge so all these numbers are very tiny
i think that's by design. like normally destiny threatening that requires sid interference barely happens but the age of tumult is seeing a sharp uptick and they actually can't handle it
(I should also ponder if my thoughts on making them All About Intimacies is a good thing for Rakshas. It felt very 'Playing into the story', as it's more about Themes than Personal Capabilities)
it also helps that they have access to heaven shortcut discount fast travel
normally they have an absurdly massive workload, now it's just genuinely absurd
I think this dynamic would be preserved were there twice as many
I think intimacies are a good proxy for that
(that's why they shouldn't have added getimians)
does mean you'd need to stop using Fivefold Fellowship and Fivescore Fellowship interchangeably and settle on the former, but that's fine
You could have a special category of intimacies for just story related ones if this is for PCs maybe?
I have seen someone do Intimacy Exalt before (exigent of the god of painting) and I will say again what I said to her, which is that this is going to get very fiddly
normally I just go "right, fighting, this is a big roll, I put [my normal number of dice] motes into it"
whereas here you have power that is basically capped by the amount you are willing to continuously update your character sheet to keep all your intimacies strong and relevant
there's no rules for how often you can do that for obvious reasons, so this is just asking for a two mile long intimacy sheet
Maybe! The special category they have was going to be Roles, for their excellencies. So rather than having an excellency for an Attribute or Ability, they have it for a Role and can boost roles that are Related To That Role.
The Knight is Protective and Loyal, solving things with Endurance and Honour. They deal Straightforwardly and Fairly, handing out Justice in an Even-handed way. The knight's strength to Fulfil Oaths comes from Faith and Iron Will.
Aka: I'm reviving 2e Infernal Excellencies but with a bit of my own spin on it. XD
yeah my other concern is accidentally running out of sids to introduce
that's also true, yeah
since theres also a small number of non-bureau sids at any one time
we know the bureau has at most 19 endings sids because rakan is out and about
not for long if i got something to say about it
I think intimacies are extremely workable for NPCs because you avoid all the problems Misc mentioned and it's close enough and basically hits all the mechanical properties you want to hit
People make a group of 5 sids and each take a Sid ally. By accident they have all picked the same type for themselves and their ally. 50% of sids of that sort are now defined 😛
there are so few sids that it starts getting difficult to justify doing classic Sid stuff, like "teaching at the magic academy for years to get myself a giant network of deebs who like me and send them on interesting field trips"
these guys should be bouncing from trouble spot to trouble spot to crisis every week because there are like twenty Social Sids and they have shit to do
Also some of them will be dead at any given time
That's fair. My pondering was it was going to be Rather Like The Lunar one, at least for Excellencies, where the GM is generally assumed to go 'Sure, that seems plausible enough' without requiring a full justification every time.
'Hey, I know you've used Mighty Thews to swing a sword 5 times already but justify if again'
attributes are a lot more generic than intimacies
I think intimacy based stuff in general is cool though!
I would recommend doing Role Stuff and calculating the dice cap in a different way
putting intimacy stuff in individual charms is just a lot less finnicky
...I could set roles up as a type of Raksha only intimacy. So your Defining Role can add up to 4 extra dice, a Major Role can add up to +3 and a Minor Role can add up to +2 more.
that works rather better, I think
I think that would make sense
going through the other exalt types, none of them quite have the same problems Sids do with manpower
Also makes raksha very vulnerable to people going 'Hey, why don't you Act In Character?'
And then going '...fuck, it's What My Character Would Do...'
Sids are also the only ones who have a hard number right?
there are a bazillion deebs, the Lunars are quite numerous enough to do their "sitting on our arses making beast kingdoms" stuff and adventuring, Solaroids tend to be isolated monads anyway
the other exalt types i dont need to worry about running out of characters to establish
yeah, although it's pretty ironclad for solars
and solar derivatives
I would also consider stealing mechanics from Chronicles of Darkness conditions where you get bennies for doing stuff related to your role even if it's a bad idea
Oh, fair
the bit that tends to get blurry for those is "how many weren't stuck in the Jade Prison"
Yeah
to be fair, "get the maidens to create a hundred more sids" sounds like the climax of a suitably awesome heavenly politics sid campaign
since that's a fairly notable sacrifice even for the Incarna
starting a new faction just for that
What metal name will you give it
Silver was the name for the tiny rump faction that focused on the Lunars
Brass isn't very catchy
Raksha have unique intimacies called Roles. These roles form the substance the person the Raksha is pretending to be, shaping both body and mind.
Roles cannot be affected by any effect that does not expressly mention roles and non-Raksha cannot have a role unless forced into one by the Gossamer Actor Entangling charm.
At character creation, each Raksha must have one role of each level (Defining, Major, Minor).
How about this?
I assume I can't just take every single one at Defining by writing them down like normal intimacies
and you stick to your three
Yeah the intent is you're capped at 3, one of each level.
I would add a bit about how some types of magic outside of that can affect them. But that's very nitpicky
They're basically your Favored Stats.
(for backwards compatibility reasons)
But being intimacies you can leverage them (Or have them leveraged).
Yeah, I like that tech. It makes a lot of sense for them
That's fair. Just didn't want solars Turning Off Your Excellency by fucking with your intimacies
Haha
Yeah, I think it'd have to be very special magic and not just normal social stuff
hmm
to create more Sids, get every existing Sid to agree to petition the maidens
that means (probably) killing Rakan, bringing the other rogues on board, aligning CK before he dies of old age, etc.
sounds like a fun campaign
going into the underworld to find the Green Lady and figure out what memories she has today so you can get her on side too
You can add fun stuff like you can't use decision points against role intimacies (unless it is a stronger one). And using them for the decision point waves the WP cost
alternate alternate possibility: you do it far more slowly by finding Getimians, convincing them to work for the Bureau and writing them into fate with a special Maidenly writ that organises them into this plane of existence as a Sidereal
but maybe that's too much fucking with exaltations
which is classically not allowed
Getting 100 people to all agree on something does sound like a mythic feat 😛
Fair! I guess in my mind, being very locked into a role seems like it would be why you would want to play them
So ideally whenever you are persuaded to do a thing you are like "yeah, duh, you didn't have to ask"
there being only about a dozen getimians at any one time because some of them are killed and an unknown number have been recruited to actually be Sidereals would be a fun way to make the number of existing sids "100 + Unknown", now I think about it
(giving bennies out also helps make this fun)
we have killed Rakan and then brought his stock of suitcase nukes on board
pretty sure their exaltation is actually meant to be a secret second thing that is not actually related to Sidereal exaltations in that way, but whatever, I'm just musing
Geitimians seem relatively easy to turn, or at least "defuse", once they have accepted their reality never existed?
What is Rakan's goal anyways?
...what is the number of charms per splat? Solars look to have Too Many and Alchs Not A Tonne (But have submodules)
gets were made by two primordials teaming up yea. no maiden involvement
Going by advanced character creation for Alchemicals, they spend about half their xp on charms. Other splats probably would spend more, so you'd want enough so that you have enough that characters would want to buy a bit more than 45 charms by essence 5 plus some essence 5 capstone charms?
Destroy the Loom I think
Plot-Body Technique
You're got too much story to die.
That seems really bad. I feel like you could convince a geitimian that is a real bad idea lol
Rakan is a radical free will proponent in my mind
One of the sample antagonists in the core book kind of has that. They never die if you can't confirm it (e.g. if they fall off a cliff). It's great
man is shooting slightly under jagganoth in goals but has the demeanor of a older, kind, if somewhat bumbling, college english professor. he also parried saturn.
(they are of course either a fae or somehow wyld touched)
That's fun
unfortunately like a lot of the core book bad guys he has stats so low that you can kick his ass with a mild application of excellencies and not a lot else going on
they were really calibrating for "yeah, most characters are going to have like 3 dex 3 melee" despite giving tons of bonus points out and locking most of every tree behind Ability 5
notes down a wound penalty reducer that can turn off incapacitated or dead for one round to get in some dying words
you could maybe steal a fun homebrew Sid charm I saw once
The Ability 5 requirements is in particular a Solar charmset tic right?
the attribute charmsets are quite generous, the Sid and Deeb ones are less so
you still need Ability 5 for most E2+ charms in a thing when you're a Siddy
for Raksha this would presumably be themed as more "assassins creed target kill conversation"
the big stage spotlight goes on the two of you and you get to have a Last Talk
100%
I mean... by 2e mechanics a Raksha was definitely not a mook for starting DB's
They were wildly overpowered, in large part because they got the kind of mechanical depth usually given to PC's when they just bluntly aren't - and I say that as someone who loves fairy mythology and got into Exalted via Raksha.
A raksha PC could hang with and challenge Solars. Generally not win, unless the Solar had fucked up their build some, but force them to expend meaningful effort.
Electrum could work, Copper is a bit eh, Steel could also work but (waves hand vaguely)
Electrum sounds like the Gold/Silver Alliance name
iridium because it comes from space
Copper Spiders is sadly the designator for Twilight Caste solars or I'd use that
Yeah, that's why I didn't just put it down as the one recommendation since it has Connotations, but it works in the sense of "Solars, Lunars, Third Thing (Sids)"
I liked Steel because it had implied newness and fresh strength
modernity for a fraught new era
Zinc has a high coefficient of linear expansion and is a metal that fits the setting probably?
Copper, though not nearly as extreme, would have also worked there
brass would be the infernals faction
Iron is relatively common right? That would work in a nontypical metaphorical sense
actually, why does a faction that isn't about who gets to rule creation need a metal name anyway
I mean fair, but something something faux pas something
wouldn't it be more of a faux-pas to use a metal name given that connotation? people might get the wrong idea
This is why the sidereal increasing faction never got off the ground. Still arguing about that to this day
also iron faction sounds like abyssals to me
'cause like, iron circle necromancy and whatnot
ooh, how about the crucible faction? 'cause you smelt metals in one and everyone knows the sids love manipulating shit
Iron circle is not actually a circle any longer
Ivory, Shadow, Void, in order of juice
Huh...been ages but I'd sworn they were weaker than that. I remember a whole heap of their charms just outright failing vs spent essence and channelled virtues, while others like shaping combat just outright didn't work inside creation/vs people with shaping defences.
Raksha should be weaker than that.
But their stuff was janky and broken.
The errata/rewrite helped some, but also made them more broken in some ways.
Primarily it's that that they could pump their dicepools up to 20 before charms and gear with Attribute 7 + 1 (Glorious Hero Form) + Ability 7 + Specialty 3 + 2 (Surpassing Excellence).
A Solar's dicepool maxes out at 23 with a full excellency spend.
Then the Raksha gets, for the sake of argument, Assumption of Air Shape (Permanent), Sovereign Element Shape and Mercurial Element Shape, and rolls 25 dice + Equipment bonuses for everything they can stunt airbending as helping with.
There's various other bonuses you can tack on. Shaping Actions are severely limited against Creationborn, but you can still make one per scene for effectively 1 autosux, Graces make for highly effective, explicitly magical gear that can apply to anything, like a ring of trapped winds that adds an equipment bonus of (Essence) dice to your Dodge pool.
It's legal, but broken as all get out. The whole reason Dodge DV is Dexterity + Dodge + Essence because it's not supposed to have equipment bonuses like Parry DV gets, but Fair Folk RAW doesn't care.
I encountered basically zero raksha in my brief 2e career but it sounds like they have the Deathlord Problem
raw stat too big
Basically.
I actually really like FAFL's statblock this edition, I want to see what that fight's like
It's an artifact of 1e - in 1e you had to actively roll defenses, and split your dicepool between parrying multiple incoming attacks, so Raksha could throw some high-pool defences but only against so many attacks, or at the cost of not attacking themselves, or they just had 0 defence and died.
Whoever ported them kept the high dicepools, but ignored that the system had changed in ways that drastically altered the balance.
There's some genuinely fun stuff and gameable stuff they can do when you get past this, like the ease with which they can whip up minions and minibosses - Transient Works of Flesh and Bone means you can spend 5m to instantly throw 75-150 extras at whatever the current problem, and honestly, immediately vomiting a horde of expendable minions at any and all problems is just good clean fun.
oh yeah, 3e necromancy lets you hit the same stuff and I love it
But the sheer size of the passive dicepools a raksha noble can throw around was absurdly broken.
abyssals, whenever slightly threatened:
I could not find a version of this on youtube that I was happy with the quality so I decided to upload one.
with Shape Sorcery not costing your own motes it doesn't even impede your mote regen any, as long as you've got the willpower
Got it, convinced that Raksha should be solar tier in honour of their history (Kidding, Kidding)
Transient Works of Flesh and Bone
Cost: 10m, 1 WP; Mins: Charisma 4, Essence 1
Type: Simple
Keywords: None
Duration: One scene
The Raksha rolls (Charisma + [Performance, Craft or War]) against difficulty 1. Success conjures a Size 1 battle group of Battle-Ready Troops with Average Drill and Might 0. The Raksha may spend additional successes for the following bonuses:
2 Successes: Increase the Size by 1, to a maximum of (essence) Size
3 Successes: Increase Traits to Elite Troops.
3 Successes: Increase Drill to Elite.
3 Successes: Increase Might by +1, to a maximum of +2
Calling The Dance Of Blades
Mins: Charisma 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Raksha gains a number of non-charm successes on Transient Works of Flesh and Bone equal to 1+ the highest Might among battle groups opposing them in this scene. The cost of increasing Traits, Drill and Might with Transient Works of Flesh and Bone are reduced by 1 Success.
I was planning on basicly using a reflavouring of Battle-Ready Troop. So you get Basic Dudes.
There, spelled out they're Literally Just Battle-Ready Troops (Though with your own flavour applied to them).
Less might but better drill to start.
BRTs are also rather better than zombies
the benefit of the zambies here is that they stick around
While these are 10 motes every time you want them to Come Out Of The Pokeball
I like that yours don't have Perfect Morale and can't gain it
"it would be narratively appropriate for them to run now.... ah fuck where are you going?"
I mean, it's not in character for them to just keep marching in 😛
That's fair. Especially since they do have Calling as a pretty decent upgrade.
Which was designed to be 'it's a decent upgrade but it really shines when you are facing Other Cool Armies'
Not when just fighting peasent militias
I have really been enjoying the non-combat exalted stuff lately
War + Necromancy + Craft is a great combo
my response to a combat scene can just be "go my scarabs" and throwing a mega-buffed unit of Hungry Ghosts at someone
Nice. The Alch I'm playing is going with a similar combo (Though she lacks the Craft/Is only Essence 1 so far)
I was invited to a "nation-building" game at E3
so Craftgar the abyssal is starting off with the good stuff
if I rebuilt the Sid I'm currently playing he'd probably have the E1 variant of that without the War honestly
because there are really good necromantic and sorcerous initiations for crafters
you can fill your spare minutes whittling yourself Dishonored bone charms to cash in for sorcery later
ooh nation building
flashbacks to the nationstate forum RP era
Those are still a thing.
Flashback to Supreme Death Hell
Sif was a staunch loyalist to the Bronze Faction, a dedicated follower of Yu Shan, a martial artist and sorcerer with little peer. He was dedicated, dutiful, and beloved.
So imagine the Beauru's surprise when he died of Old Age, and his Exaltation could not be found.
It wasn't as if he had been trapped, or waylaid, or ensorceled. The Stars clearly writ that his Exaltation was to be born over a dozen occassions, yet they never seemed to fruit. It was only when Drifts, a nomad upon the Blessed Isle of no name or worth (so he claims), was born, and the Beauru dedicated several agents both Sidreal and mortal to watch his growth to ensure no false alarm.
After he indeed took his Second Breath, and his colleagues in the Fivescore Fellowship weclomed back their old comrade, they were aghast at the differences. Where Sif was the epitome of a statesman, Drifts in Gossammer was as flighty as a beaurucrat could get. He missed appointments, skipped training, and constantly wandered into Yu Shan to experience the never-ending novelty. Many who came to know him would joke that the errancy in his incarnation was simply Drifts being late to his own Exaltation.
Nevertheless, such a Journey Caste as he finds his use. He possesses a startling humility, and a intuition of the "Flow of the Loom" that has seen him spur Heaven's mandate with superlative ease.
And though there's no one alive to know, save perhaps for the Traitor of Heaven, *this* was the true Sif. Unburdened of the trauma of the Three Great Catasotrophes, he relishes in the Age of Sorrows, seeing the manifold turning points of history as another long play, to which he is honored to play his part.```
I love him
excellent Siddy
I always like seeing Journeys show up, they don't get too much screen time
comes with the territory of being the Miscellaneous Caste
nah, all two of my Sidereals are Endings so far
with one Battles and one Secrets in the draft pile
(but I should make a Journeys guy)
I've only played a Sid once and they were Endings. I should try sids again some time, in 2e they were really tricky to build and I kept running into 'I have no clue which charmset I need for the capabilities I want'. XD
But it seems like 3e helped there a lot
they still bounce around a bit, but there's a sidebar telling you what trees do what at the start of character creation
i've played exactly one game of exalted and it wasn't as a sid, but i've been floating a serenity around for ages
I'd find it hard to resist, if I played a serenity, going basicly 'My character spends time making her headcanon relationships correct' 😛
Every single one appealed to me
but teleporting and being Instinctively Flighty sinched it
fun trick you might want to pick up at some point - once you hit Essence 3, taking three dots in Prismatic Arrangement gets you Ways of Exaltation, which is good for fighting and sneaking but also has the amazing little rider of letting you steal other Sid anima powers
5 motes 1 wp extra is probably worth paying for a big Secrets or Serenities greater sign at the right moment
of course it's slightly better for non-Journeys because the number one thing it's amazing for is allowing every Sidereal to hit the fast travel up to heaven
2 WP and 25 motes, but that's fine, just spend the weekend on paperwork and then get back out there
Are there any martial arts in 3e that provide notable non-combat effects? I know 2e had a few but 3e seems to have tried to Focus Them more directly on well...combat. XD
Black Claw, Laughing Monster, Dreaming Pearl Courtesan, Silver-Voiced Nightingale and the capstones of Crane Style and Righteous Devil Style all do some level of social stuff
but it's not a ton
they are mostly ways to kill people with the occasional social action or social rewards for beating people normally
social stealth for your combat, but yeah, that one is the one big outlier
if you want really esoteric martial arts you need to look to the Sidereals, where you have one that makes you an amazing doctor as well as doing martial arts and one that has a whole bunch of generic utility in Prismatic
Throne Shadow and Emerald Gyre of Aeons also both come with training charms
Makes sense, as SMA are functionally more 'Extensions of the Sid charmset' than 'normal martial arts' in how they're treated
(Just ones that some people can sometimes get)
White Veil? No clue what that is.
the big downside of Sidereal Martial Arts is that you lose the ability to wear non-Silken armour and that sucks, because Heavy Artifact Armour is insanely good
as is just having tons of soak in general
an E5 sid can use Prismatic to stick a couple of soakmonster forms to their SMAs and go up to like 30 soak anyway, but E3 and E4 can be a bit touch-and-go
I'm still trying to find efficient ways to get more
a Sid with maybe 20 soak, Ways of Exaltation and a few Sid Brawl picks can be incredibly hard to wither down but the hard part is getting that soak
...it does a feel a bit like there's no real distinction between 'no armour' and light armour' due to silk.
yeah, there's no "medium armour, counts as light" without a very expensive hearthstone
still, wish I could figure out how to get more soak on this idiot
all these mote efficiency charms don't do much if I lose 8 initiative whenever someone lands a glove on me
Which is that hearthstone? I've missed that one.
Also: Man, nearly every single White Veil charm has Mastery. XD
I swear it existed but I cannot for the life of me find it right now
while looking I found a rock for more soak, so I guess my Sid needs that, Silken Armour, Stam 5 and then something else nice
second rock gets me three more and some Hardness that doesn't do anything, up to 15 if I spend 8 entire motes
argh
Violet Bier of Sorrows looks fun. Looks very 'Ah fuck it, finishing off the wounded'
it's a good one
just, again, watch the Soak
although Alchs might be able to do something about that
their attribute-based brethren certainly can
Yeah, Alchs have a lot of 'get soak' charms.
Currently in that 'Hey, I should pick up X' state. Where I know I'm starting with Golden Jannisary
And then just sorta bouncing about other Staff-Acceptable Martial Arts trying to work out the next one after that gets finished/After I'm waiting for the essence increases to pick up the last parts of it.
I am doing some incredibly stupid charop right now
my Sidereal needs soak
Lunars get soak from shapeshifting
therefore, use Eclipse charms to learn how to shapeshift, turn into a hippo and use this to do martial arts while transformed
I am not sure if this works but I really hope it does
Wood Dragon is off the list due to 'not a Dragonblooded' and 'If I want self-healing, I'll use nanomachines, not martial arts' despite being a Staff Style.
...I do not think martial arts work while I am a hippo
ah well, it was worth a shot
oh hey, the Sids also get an anthem
everyone gets to play theirs in turn at the Exalted Games
I keep forgetting there's the "mental birth control" merit
whenever I read the merit list I find it slightly funny that Cyberpunk RED of all games nickel-and-dimes the PCs way less for birth control than Exalted does
makes sense given the tech level, but still
that is the "game will beat you up and steal your money" RPG
always fun
some kind of pair of gloves that interact with the Charcoal Spider Style
Vigil's two-handed jian is a custom one
I think I've also decided I'm giving him Resources 0-1
because the person on payroll physically cannot find him to pay him
Not this character but Alchemical with Throne Shadow could be very funny some time.
Where you give them 'I know kung fu' injection via alch charms
And then they're instantly a skilled finger
I believe I mentioned the Throne Shadow Metropolis idea before, yeah
"ATTENTION CITIZENS. WE ARE BEING ATTACKED BY A HORDE OF GREMLINS. THE PERFECTED MARTIAL MICRONEEDLE INSTRUCTION DRONES HAVE BEEN DEPLOYED. YOU WILL KNOW KUNG FU. MAY THE GREAT MAKER HAVE MERCY ON THEIR BLIGHTED SOULS, FOR THE POPULAT OF RIFIPE WILL NOT."
wondering what good sources of hardness there are laying around that arent armor for like, deebs, or sids
Silken Armour provides 4, which is enough to handle anima flux and not a lot else
there's a Hearthstone that you sink 8 XP and 3 motes into and it give you 3 soak/3 hardness, disabling when you take Decisive damage
where is that?
Also: Do styles that work with Spears also work if I throw the spear?
Pondering for Alchemical Railgun Weapon-Making Arm purposes.
the big Sid one is Marked For The Gallows, but that's Essence 4 despite being very strong indeed (+5 soak, 10-ish hardness)
Also: One of the players in the Alch game had the funniest idea for a tie if you're playing an Alch in creation.
Negative Tie, <Exalt Name Here>, Tried To Attune Me.
oh yeah, soak is easy
a Sid Melee enjoyer using one of those is a bit charm-expensive
everyone loves toad style
but a brief pit stop for Snake Form wouldn't be an awful idea
i was thinking of how to get hardness on the toad style deeb my secrets sid has around
the only real issue there is that Serpentine Evasion is a wasted charm, Striking Cobra is pretty situational
Snake Form itself is a banger though
4 charms and E2 to get it + its direct upgrade
9 motes, 1 WP for 7 Soak, a -1 to -3 penalty against all enemy attacks and +2 to Withering damage
more soak as you level
you can then pick up Snake Strikes The Heel which is a wonderful withering clash
a fifth charm purchase gets you the ability to use dual hook-swords with both melee and martial arts so they mesh perfectly
I feel that 5 charms in Snake Style + a clean run through Sid Melee to hit Enlightenment ASAP is a reasonable if slightly heavy start-of-E3 combat suite
honestly on mori if i expand her build beyond chargen i may want brawl in addition to violet bier on her
Sid Brawl is very good, yeah
hmm
5 charms Snake Form, 1 charm weapon compatibility, 7 charms Sid melee, 2 ox-bodies
15 combat charms by E3, so about half your stuff
that sounds reasonable
round that out with 5 craft charms, some awareness, dash of integrity/investigate/bureaucracy
does waste four charms getting all your stuff working together but it's a very slick combo
I should probably stat this up, looks like 13 soak at E2 which is enough to at least take the edge off
best to buy all the snake style stuff with Sid XP
the only really painful thing is that your Onslaught negator is less good outside Sid Melee Form
only halves the penalty rather than eliminating it and adding +1 parry
brawl just seems like it fits
oh brawl just fits perfectly, with the minor downside of having to put your sword down
i dont think i'd need to deal with solars using player character charmsets so im prob good
oh yeah, it's unlikely at the best of times
I just like pushing uphill with the charop
true true
and if you can handle even a baby solar you're good for damn near anything else
no E2 sid can take the Invincible Sword Princess but you can do all right
there's this strange breakpoint at E4 where Sids suddenly become able to fuck off for five or six weeks, slap down the mother of all prophecies and give the Solar +1 target number on every single roll, at which point they become about 20% less killy
yeah one thing i appreciate in the NPC stat blocks is that they aren't symmetrical to PCs with what charms they have
lower essence Sids can only penalize one roll per scene with a prophecy, so it's a pretty gargantuan jump
Transient Works of Flesh and Bone
Cost: 10m, 1 WP; Mins: Charisma 4, Essence 1
Type: Simple
Keywords: None
Duration: One scene
The Raksha rolls (Charisma + [Performance, Craft or War]) against difficulty 1. Success conjures a Size 1 battle group of Brigands or Battle-Ready Troops with Average Drill and Might 0. The Raksha may spend additional successes for the following bonuses:
1 Successes: Add a mundane action of the Raksha's choice at 6 Dice.
2 Successes: Increase the Size by 1, to a maximum of (essence) Size
3 Successes: Increase Traits to Elite Troops, Assassins or Medium Cavalry.
3 Successes: Increase Drill to Elite.
3 Successes: Increase Might by +1, to a maximum of +2
Minions crafted with this charm will obey orders even outside of combat, with it not uncommon for Raksha to spin entire courts out of these transient imitations. Weapons of Iron to Aggravated Damage to creatures formed this way.
Calling The Dance Of Blades
Mins: Charisma 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Raksha gains a number of non-charm successes on Transient Works of Flesh and Bone equal to 1+ the highest Might among battle groups opposing them in this scene. The cost of increasing Traits, Drill and Might with Transient Works of Flesh and Bone are reduced by 1 Success.
Tinkered with this a hair. They now get a little more choice in the unit type and clarified you can 100% use them for anything that you'd use a group of mooks for outside of a fight but also: They're creations of the Raksha so Iron is their bane like anything else Raksha.
So now your Raksha can spend a success on 'Serves Drinks' at 6 dice when company is over 😛
Forked Tongue Mien
Cost: 3m, 1wp; Mins: Manipulation 4, Essence 2
Type: Reflexive
Keywords: Mute
Duration: Instant
When the Raksha is the target of a Read Intentions action or magic that would determine the truthfulness of her words and is not actively lying, she may increase her Guile by (Essence) against that effect. If she successfully defends, the target sees that she is being truthful not just in letter but in spirit as well.
The may be used to support attempts to deceive with entirely truthful words or by deliberately withholding facts to provide an incorrect assumption, as long as she is not lying in the express letter of her word.
Misunderstood Role Meditation
Mins: Manipulation 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite: Forked Tongue Mien
This upgrades the prerequisite charm, allowing it to defend against any attempt to identify the Intimacies of the Raksha if the Raksha has not yet lied this scene. On a successful defence, the target sees the Intimacy that the Raksha chooses, even if it does not exist. Attempting to a leverage an intimacy that does not exist on a Raksha in support of an influence has the opposite effect, increasing Resolve as if it was an intimacy against the action.
Powerful but also Rather Limited as it requires you be Actively Not Lying while you're deceiving people.
...Thousand Blade Style seems cute, though the buy in of 'Like 15-20 dots worth of artifact swords' seems like a lot. XD
the trick is to take them from your dead and broken enemies
Or make them yourself
It's extremely strong when ramped, one of the strongest martial arts
[trying really hard to ignore wyld-shaping technique] gotta get the materials first
I am vaguely tempted by it because it can work with Any Weapon Of Your Choice and also it would let my Alchemical Have Bits.
These are very important for any gundam 😛
Underworld-Shaping Technique is way more reasonable if you just want soulsteel
Abyssals are great at building stuff
Are piles of corpses a stuff?
it only makes doom-themed stuff but you can do that yeah
also you're an Abyssal, learn some necromancy already
This seems pretty good for keeping you with a Real Mote Pool. Won't stack with thousand blades unsheathed but 3 is better than 1 mote discount.
Thousand Blades reduces weapons after the first to one, so you're actually good without
Oh, right.
It's to 1
Not by 1.
I might pick up the first charm of Thousand Blades for now and look into the rest later. As the first charm alone seems pretty cool just for vibes.
Thousand Blades does look neat as hell
Alright so now my character has Thousand Blades and Golden Jannisary. Golden Jannisary Form. Golden Jannisary is More Situational but in Autobot city, not that situational.
I kinda wish I could count Golden Jannissary as enemies of fate instead of Creatures of Darkness
I'm kinda lucky as 'everything gremlin' is both.
As it's connected to the emerging neverborn the The Engine Of Destruction.
It's great but I'm also Arsenal 1 for the moment. Gotta Get More Weapons 😛
Luckily this being Autobot City, it's not exactly lacking in 'availability of artifact weapons'
Which book has Thousand Blades again?
Many-Faced Strangers
Sword-Shrike’s Garden looks really cool.
it's a great way to get some injuries on target without having to decisive
It seems like a good thing to set up for my 'I'm going to go command my army now' alch.
'Here is my wall of blades and my battlegroup. They're going to solve the problem for me'
Oh, huh, I didn't know Many-Faced Strangers was a thing, I'll add it to my list for when it goes on sale
highly funny lunar button, the "stop the solars blowing up the city" roll
this is an interesting one because Sidereal prophecies are Extended rolls that let them add up the successes from at least 5 different casting rolls, so deflecting a Big Prophecy with this one is going to require the Lunar to straight up slam 30 successes down with a single Introduce Fact roll
which they basically will not do
this is specifically for mini prophecies like Solar "pronounce doom" charms or the lesser fate-warping Sid charms that they can just pop while running around
@tulip folio found the armour-lightening hearthstone, although it's extremely expensive
Dependent means you need another hearthstone socketed in the same thing to make it work
so six merit dots across two hearthstones, although you can go up to 7 and get a powerful manse for one merit dot
aha, the light armor de-armorer
if all you want is light armour, you should just get Silken Armour, it's less expensive
but what this does let you do is make Stompy the Fire Dragon, in heavy articulated plate
what the fuck, Lunar armour in AOTC
you mean I can get a one-handed greatsword if I somehow become resonant with moonsilver?
I'm a Sid, that's easy, time to rock and roll
(this is a joke, but it would be possible)
honestly I really hate the number of non-Ori artifacts in AOTC that have half their evocations dedicated to enhancing Solar charms
sure, you can write different ones for different exalt types but that defeats the point of having a big book of artifacts in the first place
Christ that's a lot for 'You wanted Silk Armour But For Medium Instead Of Light'
Oh yeah, I mean how silk is treated as one degree less for martial arts.
I will probably have to brew up my own Silken Armour for my Sidereal because the one existing example is very much not useful
Meanwhile the corebook has the armour where I go 'Why does your bonus exist?'
You're already 4 dot light armour. Why are you Just Not Silken Armour?
Martial Arts.
silken armour counts as unarmoured for the purpose of doing martial arts
the only thing the 7 mote attunement of Freedom's Cadence does for you is get you a couple of minor bonuses on defensive charms that care about whether you're truly unarmoured rather than "unarmoured for the purpose of martial arts"
I suppose I'll just mark that one down to 'corebook, people likely didn't talk about everything with each other'
hmm
nah, this Unison gimmick won't work
by the time you can get it going it would work better to just do other stuff with all those motes
Sid armour is hard
no, no, no, bad alchemical book
even starmetal artifacts are not allowed to do this because Solars go insane when their dice stacking is combined with any kind of TN manipulation
also once again things are stepping on the gimmick of Sidereals
I suppose if it's autocthonia only it's all right
Oh, the Potentiality Gauntlets?
I can think of one fairly trivial way to allow this to make seven max power smash attacks with base damage 10, almost certainly hurling the enemy to long range and stacking a bunch of fall damage on top of that
best of 5 attack rolls is a fairly strong chance to just hit with all of these straight up
Are there any artifacts that play with 'Life and Death'? Trying to get Inspiration for my character's Artifact's evocations. XD
There's a lot of Abyssal 'DEATH TIME' ones but I'm thinking more 'how life and death are part of the same cycle'
i don't know if there is, but going looking made me realize arms of the chosen does have, essentially, the Gray Cowl of Nocturnal, except it's a full suit of armour
oh?
Ah yeah, that's fun.
feels like a green jade or green jade - soulsteel alloy thing
Hah, in this case it's Ori + Soulsteel.
although tbh actually i feel soulsteel represents a corruption and subvertion of the natural cycle
trapping a buncha souls in a metal to begin with y'know
True but there isn't really a 'Death But Healthy' material.
starmetal harvested from the constellation of the corpse but also idk how that'd work in autochtonia
Yeah, all metals in Autobot city come from digging them up from veins within his body.
Which means he's also got some of the only non-human resources soulsteel
Don't worry, one of the cities saw all this ethical soulsteel and decided they needed to make Unethical Soulsteel too.
yay!
My current character is fucking terrified of it because she's A) A Necromancer B) Not an asshole.
It's pretty ethical if the guy said you can have his blood and went to take a nap.
also the guy is a higher-dimensional being who probably doesn't even really consciously understand the concept of blood, or the harvesting thereof
building an Essence 3 crafter/diplomat Abyssal for an Exalted campaign has led me to a method that I am pretty sure can make you hotter than the Unconquered Sun
- There are three indefinite-length charms that grant extra dots of Appearance above 5, so cast those (Sanguine Revel Celebrant, Beauty in Bleak Despair, Perfumed Prince Demeanour)
- Hit the Void Circle necromancy spell Birth of Sanity's Sorrow (+2 dots, Hideous merit)
- Summon the Seat of Deadly Splendor from Ivory Circle necromancy and sit on it (+1 dot, can choose to suppress the Hideous merit if you have it)
boom, appearance 11
I don't have the 2e book with Conky's stats in but IIRC he had 10 in everything
nevermind, a friend has helped me out with that, 2e Unconquered Sun had Appearance 8 - you are are significantly hotter than the sun, and can become merely slightly hotter at Essence 2
if you stick with only matching the sun rather than absolutely blowing him out of the firmament with how good your cheekbones are, you can do this while walking around
but yes, if you go for the full combo, the moment you stand up you go from Appearance 11 to Appearance minus 10
and become the most terrifying thing Creation has seen since the Primordial War
That is exceptionally cool, however.
it is extremely Abyssal
I am not sure I can afford all the charms necessary to hit Appearance 9 on this character while still doing all the other noncombat stuff I want to do
I can definitely hit 8
what do you mean they gave Sol stats
iirc, Literally Everything He Did was considered perfect, so you couldn't actually beat him because every defence of his was a perfect defence.
unless you put him in a scenario where the flaw of his perfect defence came in.
And I vaguely recall that flaw being really fucking annoying
Something to do with 'violating his own virtues' or something?
yeah, he had every virtue at 5, making them super-strict, and if you maneuvered him into doing a thing contrary to each of them he would have to suppress them all and then he would be vulnerable to a boss fight
and possibly turn into a giant dragon made of explosions as a second phase, I can never figure out whether that was actually in the book or just the author blowing smoke on the forums
I don't actually have that one
which book, i have basically all of 2e
Glories of the Most High, for Sol
although I'd appreciate the Appearance stats of the other incarna
I suspect Abyssal McCheekbones is not actually prettier than Luna or the Maidens but it would be really funny if they were
i mean, he can appear as a giant dragon made of explosions, and it might actually be his true form
but i think you're probably talking about Sun Turns His Face
(as for the godspear mentioned in the latter half of that)
that might be it, yes
the maidens all have appearance 10, and luna has 15, by the way
barely
and to be fair, the maidens probably aren't terribly concerned with mortal standards of beauty
yeah, this is not really their primary deal and Appearance is not just the "being hot" stat anyway
it's just a great source of surprisingly plausible boasts
"yeah I beat Venus in a beauty contest"
(probably because she let you)
Being prettier than something named Venus always ends well right?
Well, you're an Abyssal, you're already a horrific monstrosity beyond the span of fate sworn to twisted entities beyond human comprehension
I don't think she was going to like you at first glance but the Maidens have done stranger things
oh yeah, it doesn't really matter how pretty you are, you're going to lose to her unless she lets you. she also has 10 performance, and a charm that lets her add 20 flat successes to any roll if it aligns with her motivation. and another charm that lets her just decide "actually, my target number is 4 and yours is 9, because i said so"
Generally this is called "Grecian hubris" and you're narratively punished by the gods for it
"congratulations Mr Abyssal, you're now God of Eerie Beauty, report to work on Monday"
I remember the "flat successes" one, yeah
I don't think I have 11 charm slots free in this build to fit the entire beauty contest suite but I'll have to see if any of the prereqs to those are worth having anyway
i... i think exalted are actually barred from office in heaven, outside the sidereals of course. i could be making that up, but i swear i read it somewhere.
To be fair
The Gods did it first
The Sids have at least two or three charms to appoint either themselves or other people to godly positions but I'm not sure any of them work on Exalts, I'll have to check
possibly not, I remember promoting yourself to a makework god job and promoting your familiar that you made into a minor divinity with a previous charm
at the very least i know for a fact that one of UCS's edicts is "exalted rule creation, gods rule heaven"
The creation-ruling mandate is still around, yeah
So that's why none of the Sidreals lead the Beauru of Destiny
not that I think this should get in the way of a perfectly good sitcom episode
well, not officially anyway
"congratulations, you are now the assistant to the God of Eerie Beauty " if necessary
I believe even Ketchup only advises
The Gods are appointed by the Maidens
so you can't really pull any kind of rank
between the Sids and the Heaven's Dragons it's pretty clear Exalts can work for various heavenly entities
actually, on a more pedantic note, i don't think exalted can ascend to godhood by any means
like, they might be able to take on the responsibilities of a god, but they can't become A God
there are like fifteen Sid charms to pull rank on gods or in one case give yourself a godly position
That's one thing they genuinely do all the time
doesn't come with a sanctum and all the other powers, though
that's what i mean
Yes, pedantry accepted, very good
like, there are stories of mortals ascending to godhood as in "they stopped being human and became a god"
I did like the various heavenly deities in the new Sid book, there are some good gods in there
but i'm pretty sure exalted... can't do that, because mumble mumble exaltation
Yeah, they don't do that, although evidently their ghosts are pretty juiced because of the whole deathlords thing
deathlords are weird. like, they're the ghosts of powerful exalted, right? but exalted stop being exalted when they die because the exaltation is an extra soul stapled onto their existing souls
Maybe they are still working through the legal ramifications of exalted becoming gods and the Creation Ruling Mandate.
their other bits of soul are also incredibly strong, "whoops, essence 10 hungry ghost" is the standard first age tomb thing
Ghosts of powerful exalted are still often strong even if they don't have the exalted part of the soul anymore
Also makes some sense anyway, since dying clearly sets the exaltation itself back to square 1
i always figured that was just a matter of the exalt having to learn how to harness the power of their new soul
I wonder if the deathlords tried to steal their own exaltations when they heisted solar souls from the jade prison
like, the power's always there, you just don't know how to use it when you've only had it stuck to you for a few days/years/centuries