#Exalted
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That's right. We need to go fight Fascist City at some point. XD
Yeah Autochthon is 100% leftist infighting by volume
(also additionaklly the Caul just didn't hook me)
apparently his defining politics have come to be "we are here to stop physics breaking in half, please stop squabbling over who administers the salt board"
(like it's neat but as a Main Defining Thing I just bounced off it)
Lunars also have "punch fae and rest ghosts" under their wheelhouse iirc
this is true
"Prince Of The Earth, go deal with the spirit nonsense" is deeb 101
yeah that's not really a Lunars Thing that's an Exalted Who Have Institutional Memory Thing
if Exalts have a common core purpose post-Primordial War it's "the fae/demons/ghosts are fucking stuff up, send the Big Humans to handle it"
Which is sort of the actual arrangement in Autochthon
Something I find very pleasing
i think i remember lunars having more necromantic juice than usual as a side thing they have
Headline: Local God Who Bullies Mortals Gets Bullied by Supermortals
but yeah, I think maybe the solaroid stuff etc was me trying to find a textual excuse for not liking lunars in ex3 when I hadn't realized the actual reason becuase I hadn't self-examined about it enough
Alchemicals are good stuff
I'd hope so, they helped invent it.
oh, yeah, lunars like are traditionally the most flexible exalts when it comes to non-charm-powers
they get to pick between either 2nd circle sorcery or 2nd circle necromancy which is nice
Lunars have EAT ghosts and fae under their belt
being able to learn terrestrial and celestial MAs, terrestrial and celestial sorcery, and shadowlands and labyrinth necromancy
Lunars are also just as good at necromancy as sorcery, so they're not strongly incentivized to do one or the other
Anyone can eat a fae if they're not a coward. 😛
all of this reminds me of the silly Cosmic Exalted homebrew that someone made that is just a long series of Exalted fandom in-jokes
(not that TMAs/CMAs are a thing but I am ex2brained)
lmao
XD
god I remember that
the two charms they have for Lunars and Sids are the jokes you'd expect
I do quite like "twofold sign of the pillar"
do they have one that just says 'deebs are fodder now'
oh yeah, but you get the general idea
lmfao
lunars are flexible to me in that they have a strong lean to a "default" campaign, but theres things like iscomay around, so there's room for like, kingdom building if they have room on the fringe
this is a very silly splat but it's quite a well-executed series of jokes
lmao
lmfao
oh shit that works on Infernals
I like the banishing of themselves
using this on a heart-eater to inform my ST made a mistake by adding them to their canon
RIP heart-eaters
(I'm using them as primary antagonists in a campaign, but in my defense the campaign is 'so what if you could bring an incarnae back from the dead somehow' becuase the story of aurora has hooked me right in the brain)
I still think they would work better as a kind of giant scary gribbly monster rather than an Exalt, but that's just vibes
and also me wanting more monsters that aren't pushovers
I would hoenstly never use them as a player facing option
yea they're fine as antagonists
"i don't die when im killed" makes for a type of puzzle guy to deal with
A monster book really feels like maybe the single most valuable thing they could put out
there is one. two. ?
just one, I think? Hundred devils night parade?
But good monster books are phenomenal amounts of work and art expenses, even in simpler systems
There are quite a few books of monsters, but a lot of the monsters are kind of pushovers
Adversaries of the Righteous + HDNP
oh I forgot about adversaries
A lot of the earlier monsters had the issue of being cool giant stompy things with dice pools too low to threaten a starting Deeb if said deeb was even remotely combat specced
i like HDNP more for adding a bunch of "generic" guys rather than "guy with a whole backstory"
More of that is needed, yeah
the anglerfish Dune sandworm with legendary size would be fun if it could roll more than 8 dice to hit
no excellency problems
I miss Craft (Genesis)
ideally i want a book with QC charms sorted per broad category and exalt type
Craft(Genesis) was great.
I loved it
Shattering Void Mirror
Cost: 15nm, 1wp
Keywords: Decisive-only, Perilous
Duration: Instant
Throwing his arm out toward her victim in an imperious gesture, the caster speaks words of dark power The target’s colors appear to invert for a moment as her Essence is juxtaposed with an exact opposite drawn from the Void.
The caster rolls (Wits + Occult) as a decisive attack against an enemy at up to long range, then shakes her target with Oblivion's Grim Cold. The void's strength is at its greatest when opposing strong life, with a base lethal damage equal to (her Initiative + half of her target's current health levels, rounded up), and resets her to base Initiative on a successful attack. As long as the spell deals 3+ levels of damage to its target, the target loses Motes equal to 1+ the caster's Essence, the Caster gaining them as Necromantic Motes.
Control: A necromancer with Shattering Void Mirror as their control spell casts no reflection in mundane or mystical mirrors. She cannot be scried on with a magic mirror or pool of water (Though she could with such magic that do not make use of reflections), she cannot have her reflection manipulated and she often requires assistance with her makeup.
Soul-Binding Mark
Cost: Ritual, 1wp
Keywords: None
Duration: Indefinite
The necromancer speaks words of passage and paints the the forehead of a willing or incapacitated person in a ritual that takes the course of an hour and imbues the target with one of the following effects, which will trigger when they die:
Rune of Sweet Passing: The target is bound to become a ghost, no matter how gentle the death or how fulfilled with their life they feel. This does not bind the ghost to the caster, nor compel them to act in any way when they become a ghost save from preventing them from accepting the call of Lethe unaided.
Gentle Call of Lethe: The target is bound to pass immediately and safely into Lethe, unless killed by such an effect that would permanently destroy a spirit. The target cannot become a ghost, nor can his corpse be raised as a zombie or other animated corpse.
Control: A Necromancer with Soul-Binding Mark as their control spell can perform this ritual for entire groups, allowing them to perform it on an additional number of characters equal to (2x Essence).
In addition, they may always choose to rise as a ghost or pass peacefully into Lethe when they die, as the effects of the spell.
Distortion (Goal Number: 5): The necromancer corrupts the mark, inverting its effects. Runes of Sweet Passage become Gentle Calls of Lethe and vice-versa. This lasts until the end of the scene.
Oh, I also took a shot at updating 2 2e spells to 3e.
Void Mirror less hard than Flight of the Raptor (You need to be targeting an unharmed 20+ health levels lunar to hit as well as high WP swing with raptor, which is a lot less common than 'The sorcerer built with high willpower and hasn't been taunted by Mean Girl Social Exalts today') but it Drains Motes if it hurts them badly. Went kinda conservative with 'how much it drains' as the only comparison I could find was a High Essence Solar Charm that steals 'Net Successes on attack' and adds them to your personal/peripheral instead of the less lasting necromantic motes.
ehehehehe
...I kinda wish all this 'New Merit' in Adversaries of the Righteous came with dot values for them
.... Sidereals are not required to be literate at character creation
They might as well just be passive charms.
Why would they
Just tell your secretary what to write
Wait, what. Why did they do that lol
H+H.
Like this feels like it would be a Really Cool Merit for a PC to have.
wauit no
'I learned to craft from a forging goddess'
Adversaries was stapling together a bunch of releases that were made over quite a long time
trying to figure out whether this is "roll Charisma + Occult for the attack roll, then initiative against diff whatever" or "roll Charisma + Occult against diff 7"
society if there were craft shaping rituals
I'm going to assume that it's the former because it does say gambit
Huh, yeah. I guess it means it doesn't interact with other charm stuff?
God Ways is one of my favourite fight enders, though
very confident it's an attack roll
it's just how gambits work as a general rule
Or this one, where it's like 'We have mutation rules, this guy is just a scorpion beastfolk, that's Entirely Something A PC could be'
it does say gambit
Calling those out as merits instead of just a random rule on the character is weird. Is it reused across characters?
three turns minimum is long enough to have someone burn all their motes and crash themselves spamming Withdraw and then running back in, which is very funny
Nope, they all turn up on a single character!
... I forget how gambits in 3E work
"I possess you and then force you to run laps"
And honestly, some of them don't look like they're really merits either. XD
make some attack rol to hit then on hit roll your initiative pool with a difficulty based on the merit. if that succeeds the gambit goes through. lose difficulty + 1 initiative
I think calling them Merits is just short hand for "these are not charms but you should feel free to give these to other npcs if appropriate"
correct
the funniest thing I've ever seen God Ways do is a Sid using it to possess the enemy exalt's sword before they can draw it and then running away
Like, these are not merits. These are just Rules of Being A Hungry Ghost but this particular one has a name and you didn't want people to have to reference the hungry ghost rules.
Ok, that makes more sense then
gambits are really fun
unless your opponent knows Solar Melee
(Heavenly Guardian Defence is a perfect counter)
i have a lunar in my circle who specializes jn grapples so i have gambit rules permanently etched onto my brain
as with many things, we simply leave those guys out of the combat system and enjoy our fun multifaceted duels
...snrk
The one on the Ifrit NPC is fun, as a solar gunslinger who doesn't know how it works could end up stalling out pretty badly on her.
New Merit: Born of Flame
A character with this Merit is immune to fire- and heat-based environmental hazards. Automatically reduce withering attacks from such sources to minimum damage. Decisive attacks from such sources only deal bashing damage and can’t fill Za-Ishat’s Incapacitated health level.
'Help me, I keep shooting the red haired woman in the face and she keeps getting back up again'
Solar NPC not being as strong as Solar PCs is basically canon, so it's fine
at least, I assume that HGD works on grapples, because it works on goddamn sorcery
not even fireball sorcery, either, the one that forces you to keep secrets
What is minimum damage
Overwhelming
yoir overwhelming
Overwhelming value, inninit
I think it means you just do Overwhelming and nothing else
So non-magic fire weapons do approximately 'fuck all'
you can get your OVH pretty high
as long as they're a solar archer, brawler, martial artist or boomerang enjoyer you can use the combat system
my sid's is at like 11
Which to be fair: Yeah, seems legit. You are trying to burn a fire elemental, you should go think about the choices that have led to this.
cannot stress enough that this is just a Solar Melee thing + one athletics + one brawl charm
soak this jackass
which are both compatible with melee for no apparent reason
(well, Solar Brawler will punt you into the sun before you can do stuff to him but that's fair enough, he is King of Punching not King of Getting Punched)
I do think "I cut the sorcerous effect with my sword" is a cool idea. But, I'm very willing to accept that the implementation was bad
HGD is the perfect block, so it solves all problems
btw: Does anyone have any thoughts on those attempts to translate 2e spells to 3e I put up above? Gentle Call of Lethe is likely Rather Mean against Abyssal War but 'stop that, no undead for you' has always been Its Thing.
pay 1i to remove a success on a damage roll, pay 4m 1wp to cancel "uncountable damage", which is broadly defined enough that it includes damn near anything that isn't being punched in the face
Yeah, I guess it needs to just be non-perfect (except against uncountable damage, I want perfects against those to stay)
Sids have a good one of those
(I cut some rules cruft about costing, but you get the idea)
Ok, but I want perfects against uncountable damage that is like, mountains falling in you
And not magic by a sorcerer (which should be opposed)
Oh, that's a really nice counter. Where does the 0-3 WP come into it though?
Yeah, the sid version is a lot better
it's technically not perfect against swords, but it's a trivial cost to turn decisive attacks into much worse withering attacks that also drain all your opponent's initiative (because they technically hit you, and then didn't do anything)
I cut that out because it was not important for Vibes but here
Ugh, I like that Divine Heritage exists, but I'm somewhat frustrated to see yet another cool option in Ex3 that doesn't provide you with resources for figuring out what it does
Unless they're a solar doing solar magic
Do sids have "parry the ground" style charms?
it's very affordable, there's a form that reduces the cost of all your counterspells by 1wp each
so a Celestial Circle sid can clash Solar Circle for 0wp using Soulfire Shaper Form
"You get an Eclipse charm, I guess? And maybe some other merits for free? I dunno man"
society if spell-shattering palm let me use my palm punchy raa stats rather than my thinky thougts stats (im stupid)
I feel like even if it was still mostly 'Figure it out' they could lay out a few 'normal options' there.
Like Ghostblooded, Faeblooded etc
the melee one is less sexy but still pretty decent
Stuff where you've got an odd heritage but one common enough in exalted to have some basic 'Yeah, this is how they generally work'
I have the same issue with that one Occult charm
I broadly agree with everything that has been said about Lego bricks
And the need for them
I kind of get it because Exalted is a very bespoke-rules style setting-system, and that's part of the reason some stuff can be really cool. But yeah, it makes it awful to GM or take advantage of certain things (like custom artifacts)
I should also go through sorceries and find what fun 2e ones haven't arrived in 3e yet.
oh they have serpendipity sidestep from dodged baked into their block the unblockable charm
My attempt to do it with necromancy came up a bit lean due to 2e iron necromancy being kinda naff
There's also the fact that words are expensive
My Sid is going to be sweating a bit when E3 comes around because all the regular XP needs to go into the great melee charms and the sid XP needs to go into Sidereal Martial Arts
I'd love to see more examples and actual examples-of-writing-things, but those don't really sell books very much compared to LOOK AT THIS COOL ARTIFACT
most players/gms are not homebrewres busting out custom artifacts/exalt types/charms
not entirely sure how to rate this one honestly
I would assume this is for when your enemy takes a half-hearted swing at you while totally tapped and you can do a huge clash decisive to blow them up
but when you win clashes you get a free attack anyway, because you're Sid Melee, Clash Enjoyer Supreme
so big withering clash if you can and then Harmony of Blows to decisive, I suppose
Also as far as these go: Shattering Void Mirror looks good and balanced compared to equivalent combat sorceries I think, with the niche use case of 'fuck up that lunar's day' and I love that control effect, quite honestly, it's the right spot of 'mechanically useful and flavorwise unique'. Soul-Binding Mark is also great, good bit of utility for either side of the necromancer spectrum, and again with a fun control effect, and the distortion could allow for some nice drama to happen with an NPC who's been gentle call of lethed getting caught by a necromancer with less scruples, as an example.
Hm, building a character for my amusement for the first time in ages
there is actually one complicating factor here, which is Obsidian Shards of Infinity Style
does having this as your control spell make you immune to about half that style's moves
I suppose being immune to Splintered Ego Nemesis is a pretty cool niche benefit
Hmm. Lytek's no longer responsible for 'cleaning' exaltations between lives in ex3, right?
Makes sense that the lethe would do that
🤔 I wonder if the deathlords are cooking up plans to intercept dead Exalted's exaltations
That was part of ex2, at least, trying to grab free Solar sparks to shove into Monstrances
Huh, it's interesting that Lytek is so well aligned with his job despite having to have that role well after the primordials made gods
that's Taru-Han's job now
Does it talk about any of his previous offices?
she does give him the interesting memories though
he was Supreme Minister of Abstract Matters
What is Taru-Han's purview?
I'd not considered that. I suppose it would allow 'I punch your reflection' 'What reflection?'
Interesting that a god is in charge of refurbishing exaltations. I would have expected it to use other existing reincarnation mechanisms
Ah. Ok
yeah, seems 'exaltations getting scrubbed down by lytek' is an ex1/2 thing these days
but it is ostensibly her job to make sure it goes smoothly
<puts silly character concept back on the shelf>
she mostly uses her position to do the opposite of reincarnation, though. she's a soul thief. this is, of course, highly illegal.
Oh boy a department head using the powers of their position to do the opposite of what they're supposed to, plus it's illegal?
that's surely a rarity in heaven's streets
oh she doesn't use her position to do it, she just uses her position to get out of censure for it
she's the goddess of souls, she could already do it before she got to sit in the Big Chair
Lytek is fun because he's also the big Gold Faction supporter
you'd probably be too if the bronze faction assaulted you and got you fired from your cushy managerial position
Cool, Void having some odd scaling had me a little uncertain.
Kejak’s rage upon hearing this report only worsened when he investigated the assignment of Lytek’s new security detail. The powerful guards protecting the Right Hand of Power were each assigned by different deities, ranging from the three Syndics to Ahlat to Wun Ja, the Director of Humanity. Even deities who were not particularly opposed to the Bronze Faction or the Dragon-Blooded still remembered how rudely Lytek was manhandled during the Usurpation, and the blunt show of force served to show that it would not be tolerated again.```
Hell yeah that's still canon
hands up lytek. put the solar sparks in the bag
my current Siddy has Backing 4 (Lytek)
this gets him into many player-character-esque situations
i feel like lytek is a bit more than backing 4
backing is normally an entire organization
he's a big deal, he's not part of the Bureau of Destiny
so it mostly manifests as "hang out with the gold faction boys, get into less trouble than you perhaps should"
wouldn't it be more appropriate as allies dots
What does she use them for? And I'm guessing stealing an exaltation would get her in quite a lot of trouble (though maybe she would take a go at an exigent one)
Ally (Lytek) is considerably out of the scope of the Allies merit and he doesn't show up to help personally
looking at. she's a collector.
so Backing/political cover was close enough
she uses a big wall of souls moving randomly to generate random numbers for her celestial bitcoin mine
lmao
(That's a shitpost but it hit me like a ton of bricks so I had to share it)
he's actually not
Four-dot Backing at character creation can represent being a favorite or protégé of a prominent elder Sidereal or high-ranking god or a position secured through bribery, blackmail, or similar means.
One of my PCs created a "chained-block" currency as part of their shenanigans in my Exalted Essence game
the fun part is that he's not even Gold Faction per se
studiously independent
but his Endings purview is "ghost cop" and as such he ends up running into enough Abyssals to feed Lytek fun war stories
ah, a student of Nazri
very possible to make a Sid who is Chejop's latest favourite at chargen
3 dot mentor + 4 dot backing
Does Lytek know when Abyssal and Infernal exaltations happen?
i think those are outside Fate, so probably not?
I'm considering actually making Drifts have either Chejop or Ayns as his mentor
unspecified
I imagine this would upset him
this is in fact why he likes Vigil so much
"hey, I found an abyssal, there was a cool swordfight"
The latter is incredibly funny to me since the idea of him excitedly waving and going "Sifu! Hi! Hi Sifu!" And then turning to his solar travel partners and going "You all might die now"
the fact Vigil hates Abyssals with major-intimacy fury does not really get in the way
lytek isn't a fate guy though. he could have methods unconnected to fate
wow, your character really is just "nazri if he was pissed about ghosts instead of fae"
kinda, yeah
except with more Columbo energy
grudgingly caucuses with the Golds because of personal affiliation rather than political, but he ends up working with Lunars often enough it's basically the same thing
Though, given how Exalted works. It also wouldn't entirely be surprising if it involves a lot of underlings looking for people exalting and then passing that information up the chain
that's how he gets the stories to write, so yeah, i guess that could be
"i'll be out of your hair. oh but just one more thing. Guilty Conscience Expiation"
It's funny, but getting put in charge of knowing about exaltations is kind of a demotion over being a head of a bureau. But I guess gods love getting out of responsibilities
he still does most of his old job's work anyway because taru-han is a layabout
if you're not ambitious and all your basic needs are met either way a simpler job's probably gonna make you happier
Is the stipend a god gets based on rank in the bureaucracy? Or is part of the corruption problem that there isn't much financial incentive to a promotion so many gods ladder climb for the grift?
of the top of my head income is based on how 'important' their position is yea
all gods get like universal basic income even if they're unemployed but it sucks ass to be unemployed anyway
yeah the thing about money in heaven is that it's literally prayer made physical. the more prayers sent your way, the higher your salary. and a pretty good way to get more prayers is to hold a higher office.
Does the Immaculate Faith change prayer orders based on who is in office?
i think they direct prayer to offices rather than individuals
... past me had some decent ideas sometimes, huh. I had this as a limit break for one of my characters:
- Subtlety when directness is possible.
Slash how do normal people find out who's now in charge of what to pray to... Oh I guess that would do that
i could be completely wrong, mind. but it does seem like a pretty efficient way to do things, even if the important offices only change hands every few millennia at most.
at least in ex2 heaven's UBI was like, enough to subsist on with a shitty apartment and was done by collecting up all the prayer that wasn't to a specific deity, shaking it a bit, tithing most of it to the incarnae then passing out what was left to the unemployed deities
that's kinda how the dole works in 3e too, except it's the taxes levied that get distributed
ex3 celestial gods are taxed and taxed prayer money (ambrosia) is then partially redistributed to unemployed gods as UBI
ablative faster
technically it's redistributed to every god but no one with a job would willingly be caught taking it
it is mentioned that humans in heaven, not getting a UBI, will form these little mutual aid associations with local gods where they pray to the gods and take their cut of the proceeds
which sounds very funny
clocking in at my prayer job in the prayer factory
I suppose "O God of Street 10 Houses 10-52, bring me riches" is a very easy prayer when you know you get a direct slice of the ambrosia
trickle down economics if it worked
spinning the big prayer wheel
... It's kind of like working at a gold mine in a country that has the gold standard
Though I guess Ambrosia is like... An everything mundane material?
'economy based on coins that can also be every commodity' would probably pan out wildly differently with unexpected sideffects but im not gonna think about it too much
local Int 5 Bureaucracy 5 sidereal is handling it, don't worry
how are they handling it when they're not meant to be in charge of heaven? don't worry about that either
hm
'how are they handling it' does using duck fate count
you can use it against taxes
Can you use it against ducks
it dodges problems but it doesn't solve them
only if they're fated ducks
All ducks are fated
note to self: duckfolk abyssal
OK, Lunars
I will give you this, and it's "this is way more balanced than Heaven Thunder Hammer"
i don't really want to imagine muscles rippling like water
just the normal ripple is fine
oh god damn it
they were so close to not weaponizing falling damage in annoying ways
do sidereals even pay celestial taxes?
🤷♂️ 🤷 🤷♀️
don't see why not
(I don't have a green shrug or a yellow shrug, mercury and jupiter are out)
well the thing is, you only pay taxes on ambrosia gained through prayer
right but it has an adjacent normal coins economy cause sids can get normal coins for their creation trips
yeah, and those coins are minted with the ambrosia taken as tax
east germany currency controls send tweet
oh wait i misread that
no, im talking like. mundane creation currency.
sorry when i said celestial tax i meant the tax levied on ambrosia
ohhh
i don't think heaven has a normal coinage tax because gods don't give a fuck about mortal currencies
i mean sids aren't usually prayed too so i don't thinkt hey generate any ambrosia to be taxed
actually i think sids get their mortal currency either the old-fashioned way (doing stuff in creation) or by getting a prayerwright to make it out of ambrosia
they still get absurd stacks because ambrosia -> jade apparently has a very favourable conversion rate
the former doesn't really make sense cause it doesn't say anywhere a sid's resource merit is suppressed when they enter creation
there are balanced solar charms?
that's a Lunar charm, funnily enough
Do non-sid non-gods get Ambrosia from their Cult prayers?
except it has an upgrade that takes it right back to imbalanced knockback device
idk 💀
supposedly you can stunt to reduce fall damage
the game does not specify by how much
i'd simply dodge the ground
I would assume one range band per level of stunt but that's just me
There is a charm for that (but only if you fall far enough)
Is falling damage that much worse than the base effect in the previous charm?
Heaven Thunder Hammer is relatively annoying here because it's not "take fall damage", it's "take damage as if you had fallen X distance" so it's up to the GM whether you can stunt it
yes, fall damage is disgusting in this game
there's a charm for that duck fate it always works baybee
Heaven Thunder Hammer is generally considered "bad touch" - community speak for an attack that just one taps you or otherwise ends the fight if it lands so you have to stop it in the To-Hit stage rather than the damage mitigation stage
you take both the levels and the dice, so HTH medium fall damage is about six or seven levels of damage
for an non-OxBody exalt, that's -4 wound or dead
plus the actual decisive attack dealing at least 4-5 levels of damage
Ah, so it's falling damage scaling not being good for combat effects plus it also evades a lot of defenses right?
I think falling in Essence is much tamer
it's also activated after you make your brawl attack so the Solar doesn't need to spend 7 motes on it until after they know it's going to land
incredibly annoying
Oh, that's a bit silly
this is a shame because it's also the single most iconic and hype Solar Brawl charm
is it sick as hell? yes
(iirc it's linear with range bands)
It seems salvageable at least
oh yeah, you just go "taking damage by being slammed into walls is like falling damage, so everyone's going to stunt to take the edge off that"
It's in many ways the Most Exalted charm in both positive and negative ways
Do any charms just outright negate falling damage?
whether that was writer intent... meh
I feel like some of the athletics ones do. But that might only be if you fall
And not when thrown
several, and Sids have a SMA charm that just lets them stand on thin air so they just get catapulted upwards and then stand there
which I find very funny
but they rarely negate "impact as if you fell a medium distance" and the game is unclear as to whether they apply
Do you literally see the wires threads of fate holding them up when they do that?
only if it would be really cool
with the right kind of eyes, probably
or yeah, if you have Magivision
the true bullshit HTH use is "punch someone one range band up into the ceiling, dealing medium fall damage from the impact and light fall damage on the way down"
Oh my Lunar has this combo
I think it's an example for the Solar resistance perfect? But I think that's for the uncountable case, other you have to do it the hard way
adding it up, that's 3+ damage (attack) + 7 damage (fall) + 12 dice of damage (also falling)
so 10 levels + 12 dice = 14.8 levels of damage on average, which kills the vast majority of exalts or puts them on -2 wound penalty if they have a billion ox-bodies
He also had Deadly Beastman Transformation
Which I think added another 5 damage on average
nobody's ever doing a harmless beastman transformation
To better match the media, it should have used different scaling. Everyone knows being picked up to a high height and then slammed into the ground, though a significant hit, is less damaging than falling off a similarly high cliff
King Hu COULD 1v1 Octavian in good circumstances I did check that
beastman transformation is Withering attacks, but Lunars have other decisive boosters
HTH + Thunderclap Rush Attack are basically the two truly nonsense solar brawl charms
they have many other ways to delete things but the combo there is an essence 1 dirt cheap instagib
pay 3 motes to ignore initiative
at high essence, get a free withering hit
note: doesn't have to be a brawl attack, this works with Solar Melee
using this and all the melee "hit 5000 times in a turn" charms to blow their whole mote pool before anyone can even get a chance to do anything is how a good Dawn can solo basically anything in one round, including a circle of other Solars who aren't themselves Solar Melee dawns
Oh, HTH was not rebalanced in Golden Calibration
very little was
this is my one and only complaint with it, really
even Solars can't fight Solars, so god help the GM
I guess they had a more specific purpose (plus rebalancing would be a lot more work and what they did is already a lot)
Hmm
Is "big expensive gambit, seal someone's essence pool so that all their spent motes count as committed until you end the charm" suitable for a 5 dot E4 evocation, do we think
Making a big evil needle used to restrain Exalts/Spirits etc.
I'd give them a method to end the charm themselves in case you tag them with it and they get away
but it should be suitably lengthy and a pain in the ass to do
Good point, yes
Ideally this does let you stick them in a cell and only worry about normal peak human escape attempts, maybe you break it with a Sorcerous Working or similar
(or that lunar charm that lets you discover ways to break curses)
something like 'This effect can be broken with sorcerous workings or other magic capable of breaking curses', just to cover other potential splats with similar effects
yeah, I have to get slightly more esoteric than the usual "spend lots of willpower" break clause because otherwise they just sit around for a week or two and then heroic willpower their way through the problem
but that seems doable
Master Puppeteer's Knife
Cost: 8nm, 1wp
Keywords: Decisive-only
Duration: Instant
Spreading her fingers wide and slashing a sharp object beneath it, the caster undoes the work of lesser necromancers easily.
The necromancer caster cuts the threads that bind necrotic energy into lifeless corpses, rolling an unblockable (Wits + Occult) decisive attack against all undead enemies within a 90 degree arc out to medium range, ignoring cover. Each hit enemy suffers (Intelligence + extra successes) dice of damage, or (Intelligence + Essence + extra successes) for battle groups.
Corpses in the affected area, including undead destroyed by this effect, are purged of residual deathly energy and cannot be raised as undead for the rest of the scene.
Control: The necromancer understands not just the weaknesses of lesser works of undeath but of necromancy itself. She suffers no penalty for Distorting necromantic spells she does not know. In addition, she decreases the difficulty of such actions and sorcerous workings to undo necromantic effects by 1, to a minimum of 1.
Zombies, hungry ghosts, and other mindless or near-mindless undead are treated as having a minor tie of Fear towards the necromancer, and will not willingly approach her unless commanded by another necromancer.
And another old spell.
'Hey Iki, this looks like a really bad blasting spell. It doesn't do much that obsidian butterflies doesn't do, except stop further zombies being made'
gestures to 8nm instead of 15sm for butterflies
It's efficient and fast
This one was kinda tricky as its thing was that it was an Instant-Cast Anti-Zombie spell but it was basicly just anti-zombie.
But it was also a pretty iconic one
yeah, eight sorcerous motes is basically turn-of tier without even needing any previous banked motes. The control effect is also nice, though purely mechanical.
Yeah, I'm a bit sad I couldn't think of a good 'this does cool fluff things' effect.
Hm. What are good Hearthstone candidates for a lunar manse, now lost miles out into the bordermarches?
'Zombies, hungry ghosts, and other mindless or near-mindless undead are treated as having a minor tie of Fear towards the necromancer, and will not willingly approach her unless commanded by another necromancer'
That wouldn't be bad, yeah.
it's where my head first went anyway
Gkatheller: do you want canon out of the book ones or custom ideas?
...honestly with Iron Necromancy having so few good spells I am dangerously tempted to just translate some of the Abhorson's bells as necromantic spells.
lol
I mean, there is also 'everything sorcery that isn't directly related to things antithetical to necromancy'
like, explicilty by the book
Let's say canon
2-star or 4-star are both cool
lesse here, we want lunar... beast gem out of core, key to the dream palace out of arms of the chosen
man there's not many books with hearthstones in them, huh
FWIW if anyone has any ideas that are not technically Lunar hearthstones I'll allow it >_>
Just looking for a vibe
Astarael's Call (Void Circle)
Cost: 20nm, 2wp
Keywords: Decisive-only
Duration: Instant
The necromancer calls upon a large bell, Astareal the Weeper, the symbol that even immortality must one day end. Those who hear her cry are drawn deep into death, unable to escape.
The Necromancer rolls a rolling an undodgable (Charisma + Occult) decisive attack against all non-automaton characters within short range, ignoring cover. The caster is automatically hit by this, suffering (Intelligence) dice of lethal damage that ignores Hardness. Each other hit character suffers (Intelligence + extra successes) dice of lethal damage that ignores Hardness, or (Intelligence + Extra Successes + 2x Essence, if the caster was Incapacitated or Killed by this spell). Any enemy that takes 3+ levels of damage from Astareal's call loses a point of temporary willpower. Making this attack does not immediately reset the Necromancer base Initiative.
While the bell is being rung, the Necromancer may not move herself to a different range band without ending the spell, though she may be conveyed to another range band by other means (atop the deck of a ship, for example).
On the Necromancer's next turn, she may continue casting this spell by rolling another shape sorcery action—maintaining
the spell for another round costs 5 necromantic motes. Each additional round of casting extends the range of the spell by one band, out to a maximum of six. She keeps the successes of her original attack roll, ignoring wound penalties, but rolls damage separately for each new round. If the sorcerer lacks the necromantic motes needed to continue casting this spell or chooses not to continue it, then she immediately resets to base Initiative (if not already lower).
While this spell lasts, characters cannot recover lost health levels within the range of the bell. Any creature killed or destroyed by this spell is immediately returned to lethe.
Control: A necromancer who knows Astarael's Call has a peaceful aura about them, of one that is truly content with the endless flow of life into death and back again. Within short range of her, ghosts feel the spark of life, allowing them to manifest freely even if they lack manifestation. While they remain with her, these ghosts have the sensations they once had in life, allowing them to feel a loved one's embrace or to enjoy food just as they once had. This can be leveraged as if it was a Major Tie on most ghosts.
Gem of luck fits the 'wyld' vibe some I think?
This is the lunar Hearthstone in essence
oooh
The funniest one in Essence is the one that makes a weapon too heavy for anyone else to lift
There we go. Cheaper and wider area than Death Ray...but you're eating (Intelligence) dice of lethal damage yourself when you cast it so it's a very 'Hey guess what? Everyone's dying, including me!' spell. Gave it a very beefy control effect to make up for the fact you are unlikely to actually cast it often.
If it matters, the idea is that this is the hearthstone created by the manse of the Lunar that created Unison from Arms of the Chosen
Hmm
That absolutely feels like it should be greater, and I don't think anything quite fits in the canon set of stones. Empty palace, simhata legions, fortress manse.... Something war related, something about defense feels appropriate for this hearthstone. Something out on the edge of creation, it probably was risen to keep that border safe from Raksha incursions.
Anys Syn is very damn funny. She's a founder of the Bronze Faction but is 100% okay with training a solar or lunar just to see if they'd be interesting to train.
Almost something like the Iron Soul Stone but like, bigger
and not wyld-born obviously
Politics play little role in whom Syn chooses as her students, save to the extent her fellow elders request that she mentor their protégés. She has no qualms with training Gold Faction radicals, Immaculate heretics, criminal gods, or demons. While mentoring a Solar or Lunar would be politically problematic, she can’t say she wouldn’t relish the opportunity.
makes sense
her whole thing in ex2 was 'I'm going to teach this immaculate how to do SMAs!' until they exploded
well, 'whole thing', there was more to her character than that but
She'd be a very funny mentor to have for a solar.
"She turned up for a Wyld hunt, realized I sucked at combat and went 'Well, This Isn't Any Fun. We should at least get you to a level where you can put up a decent fight first'."
Also: You are an Essence 7 Sid Anys.
How do you only have six dice for Bureaucracy?
she has other people to do the bureaucracy for her?
'We need to get Anys to do her paperwork, quickly, someone invent an ink-based martial art so she'll pay attention to it'
She's got this great trick called Paperwork-Repelling Glance
Where she looks at you in such a way that you know you had better take care of it, or she's going to beat you up
If a client faces legal or bureaucratic obstacles to striking a blow against Perfidious Entities from the Beyond, Daram clears their schedule and works pro bono.
"Now I might just be a simple Lesser Elemental Dragon..."
I love just how wholesome Daram is about most things.
Defining Principle: Perfidy from the Beyond must not be allowed to trouble Heaven or Creation.
Defining Principle: Righteousness demands protecting the weak and punishing those who prey upon them.
Major Principle: The law matters, but doing what’s right matters more.
well, she's not Endings
she doesn't actually have Bureaucracy as Caste
wait
wait
I just read Anys Syn's elder charm
she literally gets a benefit from explaining how she is going to kick your ass lol
she doesn't look like much until you realise that the vast majority of her charms are custom murder machines that fold two or three sidereal charms into themselves and her Elder Move prereqs mean that you can have her use literally any SMA charm you think might be slightly neat
big fan of the grandma with a nuclear first strike capability in her right hand and a second strike in her left
Oh, hey
I remembered that Essence Fever exists and another complaint I have with ex3 lunars, am I a broken record at this point
what's that
I don't see anything wrong with "You can't just sit there and be normal as a demigod"
oh no
I love essence fever
I don't like that essence fever, which is expressed as the inherent drive of the exalt type to do things, for lunars, is defined solely on rage.
What do lunars do, as exalted: They get mad. That's what action they are defined by. Getting angry. Not even getting even. Getting mad and doing something about it, but the 'doing something about it' is secondary to the mad being there in the first place.
So...?
This... may be a reaction to ex1 lunars and the shift from them to ex2 lunars? It feels regressive to me, going back to the 'lunars are ultimately all ragebeasts who, deep down, only care about destroying their enemies', which is something ex2 did a lot to get away from
I would hav epreferred something riffing on ex2's themes of 'lunars are survivors'; lunars exalt when they survive the worst creatin has to throw at them, and their fever is about survival-at-any-cost. For htem or the people/things they care about, there's a lot you can do with that interpretation I feel like.
They do do that though
Their whole thing is that Lunars said fuck it and literally forged themselves a new without their incarnae
They don't even have castes naturally, they invented it
They did have castes naturally? Just it was five instead of three. BUt that's not the point; the point is that essence fever is supposed to be, like, the core of what drives an exalted onward. And if it is always rage for every lunar, an unstoppable drive to be mad in the same way solars are driven to act, dragonblooded to become a force of nature, sidereals to fix, alchemicals to help, etc. It paints a negatively one dimensional aspect to what it means to be a lunar compared to the exalted type I fell in love with in ex2.
I'm sorry; I guess I am a broken record
I'll try not to bring this up in the future, but I also think I've about kvetched all my issues at this point too
I'm just not sure how
Survival is an active drive
Like damn I'm sitting in my house I better
Live
You also don't tend to attract an exaltation when you're sitting in your house. And like, I'm sitting in my house right now and I'm... I can think of a dozen things I could do right now to make my survival and the surivval of people I care about more likely
I could start a garden, I could get in better shape, I could fix some issues around here, I could get more skills, I could teach them first aid, I could run for political office to fix local problems, I could this, I could that
Yes but none of that is an adventure where you need to do kung fu
Essence Fever is sending you on an adventure to do kung fu
I think the idea is that rage is a much more narrow area than 'Survival Instincts'
and, like, additionally, again
Fight vs Fight Or Flight.
sitting in your house is not generallly where you find an exaltation
and essence fever is hardest at the moment of exaltation and the weeks and months immediately after, where you WILL have pressing survical concerns. And in creation, when you are one of the less than one thousand god-kings that the whole world wants to kill more or less, there are a lot of things that are a threat to your survival that are a kung fu adventure away from trying to solve.
It doesn't give a lot for less 'I eat people' Lunars, like the Br'er Rabbit tricksters are harder to work with 'Your exaltation thing is Rage'
As I understand the grumbling
yeah
(Also to be frank, like 80-90% of PC exaltations are Angry Time situations regardless of exalt type. XD)
also not wrong
I mean you still have people you wanna fuck over as a Briar Rabbit type
The specific vibe is "you have enemies, now gettem"
It's not capital R werewolf the apocalypse Rage
Sure but it's...narrow...compared to a lot of other exalts. Like Abyssal Essence Fever cares a lot more about What Your Character Is About, as it's Indulging In Your Worst Impulses, doing great and terrible deeds.
(Though I do still think that should be the Infernal Essence Fever, not Abyssal)
Solars are literally just driven to Go, Do Glorious Things, sidereals to Make Grand Plans, DBs to be a force of nature, alchemicals to help the people around them and their community, all of which are a lot more, like... there's more there than 'get mad and do something about it'
you're an exalted, 'doing something about it' is your default state.
Then the Solar Essence fever shouldn't exist
I agree, it should also be something else becuase it's kind of boring but so is everything about solars
I'd focus on something involving leadership or glory with them, or maybe a drive to excel at their supernal ability above all else or osmething, there's options there that could make it more interesting
I'd go with 'driven to Perfect A Thing'. Not just to be Good Enough but to go beyond and make it Utterly Perfect even when that's beyond what is needed.
A Solar spending weeks working on the Perfect Sword Swing etc
legit
Soaring Dream: "I like to perfect things!"
btw, how does this seem? It's my first shot at a spell that's not just a recreation of a 2e one. Not sure if I gave it Too Much Downside relative to other Void/Solar tier spells.
I mean this kills your entire circle
If I'm reading it right
Which seems like a pretty big downside
Well, generally you'd hope your circle would be willing to go 'Oh, they're doing The Thing. We should Not Be There'
this would also give them a slightly more interesting downside than "yeah, my deal is that I'm super awesome"
You don't actually specify the initial range
"Invincible Sword Princess, the fae are coming, please get on the boat"
"no, I must sowrd, or I would not complete my perfect streak of decapitating every Cataphract I've ever met"
So I'm unsure where They Go To Not Die
...whoops, editing error. It should be 'short range' to start.
With it growing each time you sustain it
That's less bad but it also does limit its usefulness severely I think
Which is probably fine
Speaking of Necromancy
I realized something funny about Deathlords
Yeah, the general intent for it is a very 'I'm taking you with me' sort of spell. It hits like a truck and you can keep it going as long as you Are Not Yet Dead.
So I made the Control effect for it Very Beefy so that someone who takes it can get a Good General Thing even if the spell itself is situational.
You should make a spell that's just the thing the Hokage did to Orochimaru
That's prime necromancy material
I have not watched Naruto 😛
Yeah, they're just Big-Ass Ghosts
Campaign concept
A Deathlord realizes that they are now legally able to enter the Jade Pleasure Dome and play the games of divinity
If they can snag an invite
lol
Sidreal realizes this and sees that the Loom writing that fate just ends and begins having a non-stop panic attack
I don't think it's even confirmed that all the Deathlords were Exalted in life anymore.
they are all exalted that died in the usurpation going off the abyssals draft
they're just not all solars this time around, they're explicitly 'any exalted who died during the usurpation on either side'
(Deadcanon: Masky was a deeb)
Bishop was probably a Siddy because he has made his own SMA
at least one was implied to be a lunar even back in ex2. I think the dowager?
Astarael's Call (Void Circle)
Cost: 20nm, 2 lhl, 2wp
Keywords: Decisive-only
Duration: Instant
The necromancer calls upon a large bell, Astareal the Weeper, the symbol that even immortality must one day end. Those who hear her cry are drawn deep into death, unable to escape. Astarael begins softly, like a tuning fork lightly struck, but grows, like a pure note blown by a trumpeter of inexhaustible breath, until there is nothing but the sound of the bell in the minds of those who hear it.
The Necromancer rings the bell, rolling an undodgable (Charisma + Occult) decisive attack adding (Essence) successes against all non-automaton characters within short range, ignoring cover. Each other hit character suffers (Intelligence + extra successes) dice of lethal damage that ignores Hardness, or (Intelligence + Extra Successes + Essence) if they have no Positive Intimacies. Any enemy that takes 3+ levels of damage from Astareal's call loses a point of temporary willpower. Making this attack does not immediately reset the Necromancer base Initiative.
While the bell is being rung, the Necromancer may not move herself to a different range band without ending the spell, though she may be conveyed to another range band by other means (atop the deck of a ship, for example).
On the Necromancer's next turn, she may continue casting this spell by rolling another shape sorcery action—maintaining the spell for another round costs 1 lhl and 5 necromantic motes. Each additional round of casting extends the range of the spell by one band, out to a maximum of six. She keeps the successes of her original attack roll, ignoring wound penalties, but rolls damage separately for each new round. If the sorcerer lacks the necromantic motes needed to continue casting this spell or chooses not to continue it, then she immediately resets to base Initiative (if not already lower).
While this spell lasts, characters cannot recover lost health levels within the range of the bell. Any creature killed or destroyed by this spell is immediately returned to lethe.
Control: A necromancer who knows Astarael's Call has a peaceful aura about them, of one that is truly content with the endless flow of life into death and back again. Within short range of her, ghosts feel the spark of life, allowing them to manifest freely even if they lack manifestation. While they remain with her, these ghosts have the sensations they once had in life, allowing them to feel a loved one's embrace or to enjoy food just as they once had. This can be leveraged as if it was a Major Tie on most ghosts.
Changed this from rolled damage to Paying Health Levels to make it a little less 'Bad roll, killed self' and also made the bonus damage less about 'Yep, I'm dead' and more 'It's extra effective if you have nothing to live for'.
oh the no positive intimacies thing is SPICY
'Life is pain, I care about nothing, my fedora is very stylish'
'Then perish!'
I'll be honest it's kind of odd to see Big Necromancy returning stuff to lethe as a side effect of the big blasty spells
when "the necromancer is doing too much ghost stuff, go sort out reincarnation for all these poor bastards" is one of the standard issue exalt duties
Just because necromancers don't have to be assholes doesn't mean they're not going to be
I mean, 'sending stuff to lethe/bringing peace to the dead' is a classic of necromancy spells.
sure, but on the big Void Circle rain-o-doom-esque super explosion?
pure vibes though, I like the actual idea
The general 'idea' is that it's invoking true death, not undeath (Hence working on the undead too). Basicly dragging people into reincarnation, even if they're currently alive (Hence the damage) and being especially strong on people who have no reason to stay here.
If that makes sense?
(But yeah, part of it comes from the fact it's inspired by a non-exalted necromancy thing, hence the name)
Yeah, I can get behind that
...here's an odd one: Are there any spells or charms that make something Be Silent? Like a lot of stealth charms invoke the concept of being quiet but I'm pondering a sorta 'Shut up, no sound allowed' sorta effect. It's a classic of fiction but I can't find an effect that would cause it.
I can't remember any
it would be a useful artifact pickup
also, a good one for your autobot games
Yeah, I was pondering it as a spell. Something to just go 'Nope, putting down the No Sounds Allowed Field'
To help stealth or to Make Someone Shut Up.
would learn
please make it necromancy, my abyssal needs things to help him with the White Veiling
Hahah, I was pondering necromancy because it's one of the bells that inspired the previous spell.
although "everyone shut up" is an Essence 5 Sidereal charm, strangely enough
Dyrim
Dyrim is the Speaker, a musical bell with a clear and pretty tone, which allows speech or makes things mute, and can silence someone if their tongue moves too freely
this one is really long and I'm not actually sure where the E5 juice is
maybe I just haven't done enough 3e social
I think it's because it's not just 'shut up', it's 'FUCK IT, SCENE OVER'
yeah, clearly not the same purpose as the anti-sound field
but it's not the coolest of the Sidereal E5s
I think I'd likely make the anti-sound field like 'Things in here can't be heard unless they or the person attempting to listen to them is essence enhanced...and even then they're at - (Higher of 3 or essence)'
So you can stop mundane talking
but Charm Talking can push a bit through
But not unhindered
Does that make sense?
yeah, that sounds good
I would just do a flat penalty for simplicity though
-2 or -3
Fair. I guess it depends on what tier I put this.
This feels like...Iron tier.
It's nice but it's not earth shaking
this sounds like Ivory Circle, yeah
...right, ti's Ivory, not Iron in 3e
actually wait
I wonder why they made the change
Right. I might try despite that as 'silence' is really not the main point of that spell, just a side effect.
I think I'd make it do one other thing, though
so you don't have two buttons, Shut Up and Shut Up Really This Time
I was thinking I was going to let it do what the bell can and have 'Shut Up' and 'Give a Voice To Things That Can't Normally Speak'
So you can have a zombie report orders. It's still a dumbass zombie but you can question if it saw things. XD
Sids can actually talk while turned into birds
I'm not sure if Lunars can
two transformed exalts
"hey how's it going"
sounds of frantic bird alarm
When used to Wake The Tongue, it allows a creature to speak any language it can understand. This does not give a creature the capacity for great conversation if it lacks the intelligence but an animal or zombie that can understand basic orders can provide halting words and simple recountings of its experiences, while the mute intelligence of a manse or first age automaton would be capable of detailed and complex explanations.
is the last clause there just to allow you to talk to Mew Cai?
Mew Cai?
Hahah, that is valid.
The intent was 'A lot of undead can't really talk, either due to degradation or just not having functional tongues'
Also notably there's an entire magical material made up of 'sapient souls, imprisoned and unable to talk' 😛
oh yeah, plenty of applications
The Necromancer invokes Dyrim, the Speaker, a musical bell with a clear tone that cuts like a knife.
When the Necromancer casts this spell, they can either Wake Dead Tongues or invoke the Silence of the Grave.
Wake Dead Tongues: A target within Medium Range is granted the power to talk, allowing it to speak any language it can understand until the end of the scene. This does not give a target the capacity for great conversation if it lacks the intelligence but an animal or zombie that can understand basic orders can provide halting words and simple recountings of its experiences, while the mute intelligence of a manse or first age automaton would be capable of detailed and complex explanations.
Silence of the Grave: A target within Medium Range is sentenced to silence until the end of the scene. All sound they would make is negated, unable to be detected by mundane means. However, if the target deliberately makes sound through magically enhanced means (Such as a social charm) or if the being attempting to detect them has magically enhanced senses, there is a chance they may be heard. In such a situation, all actions that rely on sound (Such as an Awareness to hear a sneaking character or a Performance roll to sing) are made with a penalty of -(Higher of 3 or Essence).
It's Basicly Two Spells but neither one of them is quite Full Spell on their own and they're thematically linked
This doesn't feel Essence 5 but I do love that you can roll to lastword
I feel it has too many deliberate mitigating factors in it to be E5
E5 should be SHUT UP, DONE, maybe roll to contest with Defining
I think to make it properly E5 it should also do a variation of 'I wasn't here' for everyone in the meeting.
Where it Automatically Skips to After the Meeting
They're not just silent, they're 'nobody could say anything and everyone went ot where they were going after the meeting'
If that makes sense?
the good thing about Sid Bureaucracy is that you absolutely do not need to max it anyway
the early charms are so good
I mostly just want it on my sid of Underling + Weasel Self Into Any Organization charms.
you can summon a lesser elemental dragon with 4 dots and E2, you really don't need to go to 5/5
So I can combo them with the 'Be a Maid' charm and just walk into Literally Anywhere going 'Yep, I'm Just The Help'
and yes, I think literally every sidereal should come out of the box with Terminal Sanction + Underling Invisibility Practice
Terminal Sanction looks interesting
unless your charisma genuinely sucks and you could never use the former
it's really good, because even if you have zero occult it's a decent replacement for an entire spirit-fighting kit
My charisma is...okay. Not spectacular but 'acceptable'
you can just yell GET IN HERE and then kick them to death
'Ima shove you in a spirit pokeball'
my current sid is Charisma 5, so he loves it, never even going to need other spirit fighters
but I think even if you have like 2 you should still go bureaucracy 3 for UIP + TS
UIP is interesting because it doesn't actually need stealth
it has its own limits but the loudest Sid on the planet can still slap down a resplendent destiny of some poor wretch, mantle up, grab whatever the equivalent of a clipboard is and walk in to most places
3m, 1wp and five minutes' prep time tops
I'm kinda worried about how a Low Manipulation Sid would go. XD
mine has manip 2
he's been doing fine
annoyingly if you want to craft you need big charisma, or I'd have a lot of manipulation instead
to fuel Lore charms
but instead I'm craft + occult + bureaucracy with Charisma
re: Underling Invisibility Practice, I've never said the sentence "thank god they have slavery here" before
but being literally invisible to anyone who thinks they're better than you solves a lot of the problems of disguising yourself as the most socially puny thing possible
Dyrim's Voice (Ivory Circle)
Cost: 15sm, 1wp
Keywords: None
Duration: Scene
The Necromancer invokes Dyrim, the Speaker, a musical bell with a clear tone that cuts like a knife.
When the Necromancer casts this spell, they can either Wake Dead Tongues or invoke the Silence of the Grave.
Wake Dead Tongues: A target within Medium Range is granted the power to talk, allowing it to speak any language it can understand until the end of the scene. This does not give a target the capacity for great conversation if it lacks the intelligence but an animal or zombie that can understand basic orders can provide halting words and simple recountings of its experiences, while the mute intelligence of a manse or first age automaton would be capable of detailed and complex explanations.
Silence of the Grave: A target within Medium Range is sentenced to silence until the end of the scene. All sound they would make is negated, unable to be detected by mundane means. However, if the target deliberately makes sound through magically enhanced means (Such as a social charm) or if the being attempting to detect them has magically enhanced senses, there is a chance they may be heard. In such a situation, all actions that rely on sound (Such as an Awareness to hear a sneaking character or a Performance roll to sing) are made with a penalty of -(Higher of 3 or Essence).
Control: A necromancer who knows Dyrim's Voice as a control spell can slice through all troubling sounds. They suffer no penalties from environmental sounds (Such as dry underbrush when trying to sneak, or a bustling market when trying to overhear another).
Distortion (Goal Number: 5): When Dyrim's voice is distorted, it rings against its master's intents. A loud tone echos through the area as the caster is struck mute until the end of their next turn, unable to speak or shape sorcery.
Now with control and distortion!
'Bad news guys: This guard has really low self confidence'
conveniently, them punching through your Somebody Else's Problem field runs directly into the next layer of free sidereal social stealth, the Resplendent Destiny
and then you throw some regular charm on there
and then if all else fails you can just make a Stealth roll, like a pleb
snrk
Anyway, I hope the spell is okay. The distortion I'm not 100% sure on but it feels like the distortion is a general 'Urg, that sucks' for both modes without being a complete negation.
I would perhaps make the silence thing also apply to you, or an AOE
because the number 1 thing you presumably want to use this for is sneaky fighting
and if everyone can hear you crashing around the place it slightly defeats the point of preventing your opponent from yelling
oh , I found my favourite E5 sidereal charm
Fair. I could make it Close Range from a targeted point.
midfight "I must go my people need me"
conveniently, this is faster and more reliable as a combat escape than Avoidance Kata, although it takes a little bit of time to sort out afterwards
there are about two pages of qualifiers following the bit I posted but they're basically all useful
I like the one where you just Skyrim Teleport To Jail.
oh yeah that one's fantastic
the issue with Sids is that unlike every other exalt type I can't just throw out half the trees and never look at them again because I don't need my Eclipse to be sneaky or whatever
they're all gold
so I want every stat
I like how so many of them are Weird Trick.
There's a lot less 'Double 9s, Double 8s if it's a tuesday and you're in the east'
I know the Dice Fuckery is useful and powerful but it's also not cool
I have occasionally wished for more straightforward powers, but that's Sid life
and your excellency is god tier
so it covers a multitude of sins as long as you have a good number of 5s in your abilities
there's a cheap Craft charm that gives you a specialty, in which you waive the cost of reducing TN with your excellencies
once you have that you can throw out the equivalent of an 8 mote normal excellency for 3 motes when it's Your Deal, assuming dice pools of 10 each
Dyrim's Voice (Ivory Circle)
Cost: 12sm, 1wp
Keywords: None
Duration: Scene
The Necromancer invokes Dyrim, the Speaker, a musical bell with a clear tone that cuts like a knife.
When the Necromancer casts this spell, they can either Wake Dead Tongues or invoke the Silence of the Grave.
Wake Dead Tongues: A target within Medium Range is granted the power to talk, allowing it to speak any language it can understand until the end of the scene. This does not give a target the capacity for great conversation if it lacks the intelligence but an animal or zombie that can understand basic orders can provide halting words and simple recountings of its experiences, while the mute intelligence of a manse or first age automaton would be capable of detailed and complex explanations.
Silence of the Grave: An area within Medium Range is sentenced to silence until the end of the scene, affecting an area out to Short Range. All sound within that area is negated, unable to be detected by mundane means. However, if a character in the affected area deliberately makes sound through magically enhanced means (Such as a social charm) or if a being attempting to detect sounds has magically enhanced senses, there is a chance sounds may be heard. In such a situation, all actions that rely on sound (Such as an Awareness to hear a sneaking character or a Performance roll to sing) within the area are made with a penalty of -(Higher of 3 or Essence).
Control: A necromancer who knows Dyrim's Voice as a control spell can slice through all troubling sounds. They suffer no penalties from environmental sounds (Such as dry underbrush when trying to sneak, or a bustling market when trying to overhear another).
Distortion (Goal Number: 5): When Dyrim's voice is distorted, it rings against its master's intents. A loud tone echos through the area as the caster is struck mute until the end of their next turn, unable to speak or shape sorcery.
There we go. Updated.
in combat where you have bigger non-charm dice pools you can actually hit the point where you're throwing Solar power around for half the cost
they will crush you with everything else if they're a Dawn carrying around a huge stack of combat charms, sure, but nobody can go "oh, that's just a Sid, I'll run 'em over with an avalanche of dice" like they could in 2e, for instance
I like this one, might nudge it down to 12 or so nm since it's no Obsidian Butterflies but I can see lots of people picking it up
Skeletal Horde + this gets you actually functional zombie scouts, which is funny
Glad it looks fun. It's inspired by a book series about necromancy as I ran out of '2e Necromancy spells that are not really damn naff' 😛
I have been watching Castlevania and it hasn't made me want to play Abyssals less
There is way too many 'Hey, you can Moderately Annoy A Ghost' ones in 2e Iron Circle.
although I do kind of want to see a Sid crash through the window, since everything else in that show is basically 1:1 exalted
dedicated Soldier Vamp finishes talking to Dedicated Logistics Vamp and Dedicated Visionary Vamp, dresses up in a full suit of armour and picks up her sword the size of a surfboard, could be Abyssal book chapter fiction
Like I can see why this didn't make it to 3e. Unless you've managed to obtain a Deathlord's Feet (Piss off Lover, stay out of this), it's not really worth a full charm worth of exp. XD
I see your point, although the lack of Essence restriction did immediately suggest sneaking around and shoving nails into First Age coffins
surely you can awareness charm your way into locating an achilles tendon through a coffin lid
Oh yeah, I think more...this is something that in 3e woudl be a Sorcerous Working.
As it's a Super Situational Ritual Effect
yeah
this is interesting as one of those spells that exists to enable a very particular kind of Mortal Sorcerer Who Does X
rather than an Exalt who can just go "meh, I'm just going to eat the ghost"
Like this one that gives you Ghost Bribes.
I turned this one into the Passive Control Effect for Astariel
Lara Croft the patrician tomb sorceror who makes a living stealing bits and pieces from various shadowlands is making great use of her one or two spells
her deeb equivalent probably doesn't bother
As like...Ghost Bribes are cool but they're likely not worth a full spell
When an exalt can just Use Real Social Charms
hmm
lara croft tomb robber deeb
that sounds like a fun side character
not like there isn't a first age tomb every ten feet in Exalted
she is even less well liked than your average deeb sorceror but she keeps the Heptagram in odd bits and pieces
...god, you know what's kinda sad?
With how Naff 2e necromancy is, getting access to First Circle Demon Summoning as a Second Circle Necromancy spell is one of their better Labyrinth circle spells in 2e.
Becuase it's still summon demon
Lab circle in 2e had 3e Undead Horde.
As 3e just lets you Keep Casting to get what in 2e took an entire extra circle of necromancy
my Abyssal had a brief character creation resource issue where he could afford either Skeletal Horde or Thousand Corpse Goliath but not both
but the second takes the former as input
ended up skipping both and resolving to make my goliaths out of krakens or whatever to use less zombies when I eventually pick it up
...yeah, okay. So Skeletal Horde in 3e is 3 different 2e necromancy spells put together.
Skeletal Horde, Arisen Legion (Lots of Zombies) and Call the Greater Servitor (Control Average Drill Zombies)
The latter 2 of which are Labyrinth tier, not Iron in 2e.
Skeletal Horde is really begging to be made the control spell, to be fair
it's so much better when you can just generate a dozen zombies a day
Yeah, it really helps my Alch
As she doesn't have the Access To Corpses that a lot of necromancers would.
Autocthon Cities do not have graveyards.
...Skeletal Horde zombies don't keep any of the weapons they had in life, do they?
my current Abyssal is probably going to struggle scraping together thousands of corpses
but we'll see how much rampaging Lunar Ghengis Khan ends up doing
I imagine they do if it's cool, the iconic skeletons in film are the Argonauts ones and they had lots of stop-motion weapons
Fair. Pondering because the city RiRi is from has Iconic Troops with Iconic Gear.
I would imagine they'd keep versions of that if it would be at all plausible that such weapons actually existed in the ground you're tearing skeletons out of
I also imagine there's an amount of 'it's a zombie, it's gunna beat people with whatever it had'
The city's main defenders are the Blast Cleaners, guys in heavy suits with high pressure steam guns (Mechanically, they're Firewands but they don't have issues with getting wet). Because the city she's from has a very rare resource in Autocthon - A surplus of water, because they're near the elemental pole of Steam.
The White Petal District is unlike anything else in Ulos-Vos. Fountains and ornamental rivers flow by scenic paths, with false trees standing next to benches upon which bureaucrats and high priests can sit and talk, enjoying all the fruits that descend to them from above. To be sure, they work hard, administering and ministering, innovating and creating… But they live well doing it. Blocks of flats are built into the walls, while a scarce few high offices are afforded the luxury of private homes upon the chamber floor, some even with ponds and moss gardens.
The only Populat to ever see The White Petal District are a lucky few aides, chosen to descend into that paradise to assist one Tripartite or another in their duties. They are not told, upon their selection, that they will never return to the city above. Any request for reassignment will be refused, and an attempt to escape is punishable by death. Thus the luxury of their masters remains a distant question for those above.
Even more secret still, the records of its use hushed up and knowledge of it reserved only for the highest, is the All Purifying Steam Purge. Its control center is buried deep within the Autocrat’s residence, an ultimate security measure and sanction that has only been needed a handful of times. Even the Populat know that The Cap also functions as a shield wall, its great collection bowl able to fold inwards, securing the city below against invasion- But that is not always enough.
Upon the Autocrat’s command, massive tanks of prepared water are heated far beyond boiling, kept at high pressure until the time is chosen to unleash them. Then, in a screaming, hissing fury, the superheated steam belches forth from hidden vents all throughout The Cap, drowning all within and without in scorching, purifying steam. Sometimes this has been used for good reason, after efforts to evacuate the Populat before annihilating whatever Gremlins or Tunnelfolk threatened the city. And other times, when Populat dissent has reached its own boiling point… It is thought easier to repopulate than negotiate. These purges have slowed the city’s growth over its history, but they are broadly considered necessary evils, and there’s little question that the Olgatory would do so again.
And they use this resource wealth for: Corruption!
||I'm also 90% sure the GM made the All Purifying Steam Purge as a Boatmurdered joke||
Important 3e question: Is the Mask of Winters still illiterate?
no stats this edition
Quick Characters don't have ability ratings per se and every big boss is in QC format for ease of play, so it will likely remain unanswered
this leads to the slightly wonky outcome of QCs getting withering weapon accuracy on their Decisive attacks, which can be really brutal, but otherwise is very clean
I'm going to assume yes until told otherwise 😛
Hmmm...Shadow or Void tier for giving a non-sapient undead some brains, I wonder.
I'm thinking Shadow, as while it's nice it's hardly game shaking for a zombie or hungry ghost to be capable of Logical Planning.
might finally make the Abyssal medicine capstone less odd
gets you a mega...zombie
so it swings with 12 dice, which is cute, but hardly Essence 5, and it's still largely an idiot
....wait, hang on a second
...oh...
a hundred zombies stuck together into a golem counts as an undead, right?
I'm pretty sure it does
That's scary
Doesn’t mask of winters have one of those? Or is that thing just a necromanced Kaiju
that thing is way bigger
TCGs are legendary size, so they're T-rex or Warstrider tall
Juggernaut is a zombie Behemoth, yeah
But yeah my thoughts was a 'Make things smart and sane' spell. Awakening a hungry ghost back to the person they were before or making a void-maddended spectre able to be communicated with. Does that make sense?
The sane part was an old 2e spell but felt a bit limited.
to make a Hungry Ghost their old self you need to find a different bit of soul and staple it on again
but resetting them to just-created hungry ghost that is rather smarter for a few days would probably do it
Not entirely their old self but like 'Not a mindless prisoner of the hunger' was then plan
unsure whether the Thousand Corpse Goliath is an eligible "animated corpse" here or whether "construct" is a different thing
keywords please game
it does seem like the kind of thing the medicine capstone should do
does seem a bit odd that there's then the one obvious choice then
...I think I'll have it also turn off derangements for non-undead, for some versatility.
also, does a TCG even have a brow
if you want it to
the thing is that the only other thing you've got is basic zombies or essence 1 animals
none of which would give a deeb or similar any kind of trouble even with the Champion buffs
I think you'd want an Ox-Dragon, which is at least fairly tough and can get up to 14 dice on stomps
maybe a River Dragon
never mind, Tyrant Lizards are Essence 1
that renders the Thousand-Corpse Goliath entirely ordinary in statline
champion: dinosaur
The dinosaur is always the best option
zombie t-rex is I suppose in genre
grapple pool isn't amazing even with the champion buffs but it's not dreadful, especially if you can buff the dex with the prereqs
Zombie T-Rex vs God T-Rex vs Robot T-Rex pet showdown.
solar familiar T-rex sweeps, it's immune to decisive damage
charm turns off when crashed, but it's got many other benefits
unlike zombie T-rex, it has a major accuracy boost too, since the zombie is capped at 14 dice
So much automatic successes
considering how often this comes up, we should really have a "solar moment" sticker on this server or something
It's also kinda frustratingly boring bonuses.
Nothing cool, just autosuccesses at everything
the Abyssal survival tree does have a similar one, so you would need to have a zombie t-rex familiar to combine the two
The medicine one is only 5 charms in, might not be awful to make a mega Goliath at E3 with Apocalyptic
Zombie T-rex familiar can basically be your entire PC though, stick Supernal on Medicine and then max out as much of Ride and Survival as you can get
You can get all the Survival buffs since they end at E3, not sure about Ride
Ah, ride goes to 5 and ends at an E5 transformation sequence that gets you Legendary Size 2, even bigger edition
so in fact you can make an entire E5 solaroid based entirely around his cool dinosaur
I will have to add up all those potential buffs and see how big it can get
What are the 'Must Have' Sidereal charms?
uhh
that kinda depends on what you're trying to do tbh
like do you mean for being good at combat?
Sorry, just used to the Sidereal charmset being all over the place. Yeah, functionality for a combat-happy Sid.
you want one of the penalty negators for dodge, melee or brawl. if you're going melee or brawl you wanna pick up the 'block unblockables' charm
if you're going thrown or archery you want duck fate
I was sorta looking at:
Endings Abilities +
Favoured:
Brawl
Dodge
Socialise
Stealth
Performance
Not 100% set on stealth but that be a solid Sid option at all times I guess.
that's good
there's one really good charm in presence and also in craft for combat but they're not 'necessary'
presence gets you mote regen for free forever as long as your character ahs the right personality, + a decent soak charm depending on how charismatic your character is
craft 3 gets you this nonsense
Excellent appearance, decent charisma, kinda naff manipulation.
Holy hell. That makes Some Craft really valuable.
yes
Cost: —; Mins: Presence 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Sidereal draws power from triumph, shaping the
world through dominance and force.
The Sidereal gains motes equal to the 10s on persuade
and threaten rolls she makes with any Ability and attack
rolls against nontrivial enemies that align with a Major
or Defining Intimacy of courage, recklessness, audacity,
or anger. This can’t exceed the number of motes spent
enhancing the roll, and it doesn’t stack with similar
effects that grant motes.
When the Sidereal upholds such an Intimacy, she may
gain five motes in place of the Willpower she’d normally
receive (Exalted, p. 169).``` presence gets you this which is more of a gamble but can save you more motes overall
you know if im doing clashes with a 21 dice pool im gonna roll. some 10s
it's the reason why my sid has presence 3. now it can talk good
I'm not used to craft charms that do interesting things rather than just talking about making artifacts
sidereal craft charms are fun instead
Is that allowed?
if you're not favoring it you probably wanna buy some resistance + ox bodies during chargen btw
and socialize is pretty closely tied to manipulation
for sidereal charms i mean
since you mention having low manip but socialize is on your favored lsit
Fair. I was looking at it for the charm that lets you just Become A Maid
To combo with Underling Invisibility.
you can just use a resplendent destiny for that
that's what i do at least. it's worked out
nods
I might work out a different favoured then. Or adjust from 'decent charisma' to 'decent manipualtion'
negative character arc
I'd been looking at Charisma because it's good for Beuro/Medicine
Terminal Sanction/Smooth Transition looks good
i'd nab peacable conclusion just for the flavor if it wasn't for the smooth transition prereq
...also, did Sids lose necromancy in 3e? I can't find the necromancy charm for them in their spellcasting charm list.
necromancy not introduced until after sid release
they can get first circle
from abyssals draft
Ah, there we go.
Sorry, used to the Alch book spelling out their access to Necromancy.
Smooth transition not that great? It looked decent for whacking undead with some hits that wouldn't reset back to base init.
i have cha 2 med 1 i just wanna help people die peacefully
Makes sense
if i wanna kill an undead in medium range i will walk up to them and hit them with a stick
If I wanna kill an undead in medium range I will first go to extreme range
Hm, what is Sidereal Brawl about, btw?
sacrificing and accepting violence and making Tough Choices
also, punching people. a lot.
I'd be worried if sid brawl was not about punching people.
it's also about grappling, tbf
Aye, I figured the punching part; just given Sid trees tend to be very themed I figured there would be a core concept, as well. Thanks.
but yeah it's a lot of "i am punching you. would you rather take more damage or give me extra advantage in the fight?"
Aha
oooh
one of the last ones is attacking everything in short range, and then they get to choose if they'd rather take the damage or give you (their essence) initiative. every enemy you hit makes this choice independently, and you start with the one taking the most.
quite fond of these
I like this because you can imagine it in both an esoteric and in a very physical way
oh wait sorry, i misspoke
they don't get to decide if they take the damage
they get to decide if you get -2 tn to your damage roll on them
Unrelated: is there a good list of eclipse charms anywhere?
It does seem weird for E5. But the tie of obsession you get to the champion is cute
Maybe this: https://docs.google.com/spreadsheets/d/1E6_FjrM9JeQiVtmj2hSqN6JyJpCGbdZLNX12elvdRUk/edit?usp=sharing
It references more recent releases, but it might not be complete
Ah, found that one already, was hoping for something more. Thanks though.
@tulip folio since you've been converting necromancy spells and presumably been reading through a bunch of them do you happen to know if there's any that create a shadowland
Yes but
A very tiny one
Blessure of Bloody Respite
Cost: 13nm, 1wp
Keywords: None
Duration: One week
In profane mockery of the gods, the necromancer rips open the flesh of reality, shaping this wound into a temporary shelter.
The necromancer opens a bleeding fissure in the air at a point within short range. Those with her permission may pass through into a sanctum like a god’s, but with walls of polished bone and fountains of spiritual gore. This space has room to hold (Essence x5) guests comfortably, though it has no amenities. Its interior count as a shadowland, protecting ghosts from the light of day and rendering them material, though it doesn’t open into the Underworld. It persists as long as the necromancer resides there, and for (Essence) days thereafter; beyond that, the wound in space knits itself closed. Characters and objects left within are deposited safely outside.
A necromancer who chooses her location carefully may roll (Wits + Occult) when casting the spell to establish the difficulty to notice it, but this suffers a −2 penalty from the blessure’s ever-weeping blood.
Control: As a ritual, the necromancer may cast this spell upon a coffin, casket, or similar vessel meant for the dead, creating a blessure within that travels with her. If she stays in one place too long, such as when sleeping, the air begins to bleed, lightly scoured by her sheer presence.
Distortion (8): A rival necromancer may force open the portal to the hidden refuge for up to (his Essence) minutes.
You make a tiny extraplanar one
oh wait this is in 3e already? oops
Oh, I thought you meant 'in 3e'
I think Shadowland creation in 3E would be via a necromantic working. Or, uh, a high-effort manual method
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There's a 2e spell that makes Functionally A Shadowland
And it's actually pretty easy, being Iron circle
Gives you a One Week Temporary Shadowland
Though it's not technically a shadowland in that people can just Walk In And Out.
Given how Shadowlands form, I'd probably let a player do an occult roll to make one if they ritually sacrifice people, or not roll if they just kill a bunch of people. With necromancy maybe not requiring death?
Without the whole complex bullshit of 'how to get in and out'
You can just walk in and out of Shadowlands in 3e
Which side of Creation you show up in just depends on when you do it
Oh yeah, just saying why the 2e spell isn't technically a shadowland, just gives you most of the mechanical effects of one.
Oh. Weird way to do it 2e lol
2e had an entire spell for just 'Look, getting in and out is Less Hassle'
...also, man, I forgot that 2e necromancy has one really powerful Iron spell, mostly in a 'Look, we're not telling you that you can't do it' way.
Essence x 5 minutes is actually pretty short if you want to move a lot of people through
Oh?
Walking War Machine, the 'make necrotech creatures' spell.
WALKING WAR MACHINE
Cost: Varies
Target: One undead creature or necromantic automaton
Uncanny as ghosts and zombies are, they do not inspire as much sheer terror as the undead siege engines employed by the Deathlords. A necromancer can create these horrors with this spell… and a suitable supply of corpses. Necromancers also call this spell Iron Reanimation. The character must fi rst construct (or oversee the construction of) the monstrosity, with an extended (Intelligence + Medicine) roll to represent the labor of cutting and stitching together the bodies.
The Storyteller may also ask for suitable (Intelligence + Craft [Varies]) rolls if the construction involves wood or metal bracing, built-in blades, alchemical treatments or other unusual construction techniques. The difficulty of the roll depends on the size and complexity of the weapon. For instance, a spine chain (see Exalted, p. 315) calls for one success per two segments of its body. Animating the monster then costs four motes per success required to create it. Walking war machines serve their creator to the best of their limited intelligence.
A skilled necromancer can craft a nigh-limitless range of war machines. Full descriptions of the options fall beyond the scope of The Black Treatise, but the spine chain is a good standard for their power. See The Compass of Celestial Directions, Vol. IV—The Underworld for descriptions of other horrors in the Deathlords’ arsenals.
'Make literally anything as long as it's a necrotech monster and the GM agrees'
Also: With 3e being really heavier on 'Look, deathlords are Big Ghosts but they're Ghosts, they don't have Every Solar Charm backing them up', some of these spells should likely avoid being translated. XD
'I pokeball faffle'
Now, there's a solid chance with his willpower 10 he'd pass...but...
ah yes, the c'tan
...can't Sids increase their Effective Essence and get Basic Tier Necromancy?
The fact it says "the ghost's player" for the Willpower roll makes me giggle. I assume it is standard templating for 2e, but it makes me think the GM goes "ok, what is my willpower stat?"
...I do like Crystal Ghost Shard as a spell.
It turns you into a ghost.
In the less permanent way than most people become a ghost
But it lets you send your soul on Ghost Adventures.
To spy on things or infiltrate ghost meetings
Sids can reach effective E7 with a martial arts form, E8 with one particular greater hearthstone and an applicable big intimacy
I don't think Faffles is passing a difficulty 8 willpower check to avoid being Pokeballed.
Using Soulfire Form to make a really big magma kraken sounds funny
for my next trick I summon Elden Beast
Denying the call is also an interesting on that really treads on the edge of the line of what exalted rules say is forbidden.
It's Resurrection of the Recently Dead...very briefly.
You get (Essence) turns and then you're Proper Ded
How long can you be dead for?
Up to 1 minute
So it's 'This guy just died, I'll give him enough time for a quick conversation'
Ah, I think that's far enough away from resurrection to be safe
It makes the guy a Creature of Darkness but not dead during those (Essence) turns.
As you're actively Fighting The Concept Of Death to keep him about a hair longer
Most of the time, you probably aren't in-universe medically dead when you hit death conditions in RPGs
Reaping the Fallen is just Flat Forbidden Due To Balance Reasons.
lol
From being converted to 3e
You gain 1 mote whenever someone within a mile of you dies.
lmao, that's a huge range
In mass combat, you gain motes each turn equal to the size of units involved in mass combat.
Which is just 'No, you're not allowed to liek Double Mote Regen during mass combat, that has balance issues'
It seems to exist like 99% for 'The abyssal's forces are butchering the town but we don't want the dawn to walk over him, so he gets Infinite Motes'
Getting motes when battlegroups lose magnitude or nontrivial characters die could be a reasonable adaptation
...fucking spiteful passing.
SPITEFUL PASSING
Cost: 1m
Target: Area
This spell has special timing rules. The character can cast it as a reflexive Shape Labyrinth Circle Necromancy action that takes 0 ticks. After that, the Cast Necromancy action takes just a single tick. It is the last action the character ever takes.
When a necromancer with this spell knows he’s about to die anyway, he can invoke the Void and turn his Essence against itself. His body implodes into a vortex of darkness that swiftly expands again into a sucking whirlpool. Everyone and everything caught within a number of yards equal to the suicidal necromancer’s Essence is swept into the black vortex and disappears.
One can escape this fate with a perfect dodge. The whirlpool cannot be parried or soaked, however, even by other perfect effects. After three ticks, the vortex drains away, leaving nothing behind.
You're just being a sore loser
A lot of mote regen moves in newer splats have a "this doesn't stack with other sources of mote regen" clause for obvious reasons
It just obliterates everyone without a perfect defence within Essence yards? That's a wild spell
Is Labyrinth tier 3 necromancy?
I guess you have to die. Would be pretty lame for the GM to use it on you though lol
There's actually a SMA form to get you up to 8 motes/round regen to go with your other Sid efficiency tools, but that triggers only when fighting in a greater demense that happens to be yours
7 motes in a normal greater demense, which is probably more applicable since evil dark lords like those
BIRTH OF SANITY’S SORROW
Cost: 10m, 1 permanent wp
Target: Caster
Only the Neverborn themselves can tutor a necromancer in this spell. All other attempts to teach it result in failure, and committing it to paper results in gibberish. The character must have the insanity, influence and raw power to approach the tombs of the Neverborn that drift within the Mouth of the Void in Stygia, constantly devoured by the Abyss but never diminishing. There, the necromancer communes with one of the chthonic entities, and together, they devise her personal expression of this spell. The result comes from the terrifying imagination of a brilliant necromancer and the unknown, potentially limitless powers of an insanely malefic dead god.
Birth of Sanity’s Sorrow has special timing rules. The character can cast it as three reflexive Shape Void Circle Necromancy actions that take 0 ticks, regardless of previous actions or Charms used. She may do so, however, only when she is reduced to the Incapacitated health level—not before. When she does, her body swells and becomes the monster she and her Neverborn master devised. That creature has these qualities:
• Adding (Essence) to Strength and Stamina.
• (Essence x 6) -0 health levels and a single Incapacitated level.
• The cost of any Charm she knows becomes 1m; she may also substitute 1m for 1wp when invoking Charms or Combos.
• Three great powers. These should cost between 5m and 10m and be vastly impressive. Imitating existing Labyrinth Circle and Void Circle spells are possibilities, as are unique powers devised between a player and Storyteller.
A necromancer destroyed while wearing her Birth of Sanity’s Sorrow form dies in a remarkable explosion (or series of explosions) of Essence and gore. Oblivion swallows her soul irrevocably and without exception. Should the character survive the battle, she returns to her original shape at the end of the scene, and the spell burns itself from her memory. She can never cast it again.
The 3rd circle version of the 'Wait, I'm not dead yet, I have a trick!'
Where you go 'Wait, I have a resident evil boss second phase!'
Casting 3e BOSS is mandatory if you want to reach the legendary appearance 11 Abyssal
since one of the second phase modules you can pick is "+2 appearance"
Hahah
...right, I forgot that 2e Abyssals had a spell that could Defeat Authocthon's Barrier Into Autobot City.
Black Faith
The evil dark lords could take over the world so much faster if they didn't have to keep building dark keeps to brood in
But if you ever tried the GM would just kill your character.
Because fuck you
Black faith has you leap into oblivion and if you do a cool enough swan dive to please the neverborn they evaporate your death before the rest of you, making you retroactively not have died.
So you wrongwarp to anywhere, regardless of any protections it has against magic intrustion
If the GM thinks that letting you teleport there would be disruptive to his game though, the neverborn just let you complete the dive and you make a new character.
'I wrongwarped'
I imagine it's pretty hard to even find out about its existence from the creation side though
Stock Isekai plot where an Abyssal accidentally on purpose runs in front of truck-Cthulhu and wakes up in a new world
eh, they know autocthonia existed
I imagine even that's partially lost knowledge?
I get the impression he didn't really say goodbye either lol
lmao
that's how his exaltation happened
From everyone else in Creation's perspective, the two scenarios are indistinguishable
Necrolord Dril
A lot of 2e necromancy spels are either 'do minor shit with ghosts' or 'do shit for boss fights that are not super practical for player characters'
Like Void Circle Necromancy has no less than 3 'Let me assume a new phase boss fight mode' spells
Depending on if you want Meat, Fire or Mech
Can you chain all three into each other and then add on "leave Exalted and play an Eidolon encounter"?
You can go Mech, then Fire, then Meat, then 'Fuck you, I turn into a black hole for a final suicide attack'.
"actually we are now playing a completely different game of my choice" is a Sidereal Martial Arts capstone but this was back in 2e when Solaroids couldn't learn the second half of every SMA, a far better system
so abyssals can't use that
oh no, wait, old nonsense Eclipse caste
technically possible
...I will say, I do appreciate how 3e turned most of the 'raise zombies' into a single spell you can just repeatedly cast for more zombies.
As there is like 6 'raise progressively more zombies' spells in 2e
A lot of old sorcery and necromancy spells are honestly better done as examples of workings in ex3 I feel like