#Exalted
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that said, Life-Severing Blow is very sauced for the concept I want to go for, I'm quite fond of this for abyssal duelman
Material Reinforcement Matrix seems pretty nice for 'Doing useful things and you Also Get A Gold Whenever It's Helpful'
Toss some cloth across a chasm, make it strong, gold point and you made a bridge
...considering sids can't do ex on their own and alches can't do ex on their own...I wonder how Sid + Alch could go.
As a sid could provide Fate Buffs to help push the Alch further
'You are getting double 7s from the Alch and you're treating 5s/6s as a normal success from the Sid'
Sids can only easily throw out -1TN on arbitrary tasks, and none of the Ascending Horoscopes work on Craft rolls unfortunately
Huh, kinda surprised that none do, since Serenity is about craft too.
the -1s on Horoscopes are all a little more specific
a prophecy to bless an artifact project is very doable though
Also: Man, I do think more craft charms should be like this one. Like this is Doing A Cool Things, not just number fiddling.
don't think that gets you to 200 succs though
more power needed
unless Alchs have a way to hand out non-charm dice on craft rolls anywhere
none of their anima powers do it
although they make Sids go nuts in the areas they do apply
because they get 40% more out of it than anyone else
Sadly unless they bring back Craft (Genesis), Alchs can't get a heap of non-charm dice on a craft project.
ah, Battles can improve crafting with their Horoscope but only if you're in a smithing competition
classic Mars activities there
Alchs can get 5 non-charm dice on Medical Stuff but 3e doesn't have any 'medicine and craft overlap' like 2e did with Genesis.
...maybe if you're crafting Necrotech.
the funny thing about the way the craft system is set up is that with the Solars they went fuck it and didn't bother calibrating the dice tricks at all
one roll
so all the stuff about increasing project terminii is completely pointless because what you should do instead is deploy enough raw power to finish anything in maybe three rolls out of the six allowed, to save craft xp on more rolls and get a partial refund for early completion
Is that the power of a solar crafter there?
yeah, not even all out
basic stunt, 8 power-boost charms and exceptional equipment (which you can make yourself)
If you don't mind a silly question: How much charm investment does that even take? As the Solar Charm Tree is Fucking Huge.
a solar could get set up to do this in a couple of hours in a random village
Oh, 8 is less than I expected
50% of the tree is completely useless
maybe more, I haven't counted
even the "get more craft XP" charms are mostly obsoleted by the More Power charm cascade because more power obviates the need for more craft XP, so you only need a couple at most
you pay 10 craft XP per roll
there's also a Solar craft charm that allows you to gain three more craft charms that you don't have yet for one project per story, because they made the tree so bloated they had to arbitrarily hand out freebies
so really you need six unless you're building more than one Eye of Autocthon per mission
That's not so bad, though it does mean there's a lot of chaff.
max power essence 5 solar with all the extraneous fiddly bullshit has a nearly 50% chance to build an artifact N/A first age project in one roll
although you're throwing so much craft XP at pointless power boosters at that point that you probably shouldn't, you roll at the end of the craft project timeframe so it's not like it speeds it up in terms of time
Is the abyssal craft tree just as bloated or did they streamline it for similar power?
slightly streamlined, cut a lot of extraneous nonsense but left the core power boosters in
less strong though because they also cut the three-in-one charm pack
so you need two more charms for a given level of juice
N/A requires about 11-12 charms total, rolling in the two charm purchases to speed up the project from 10 years to a few months and the one that gives you more craft specialties without spending 19xp each
solar equivalent is 8-9
sadly, the cool Abyssal-only cursed objects subtree is locked behind some of the remaining bullshit you don't need
Aww. Also: Cursed Objects Subtree seems cool
It's very cool, I can just never justify taking the two minor craft XP boosters in front of it when craft is already a gargantuan XP sink
Max power Sidereal crafter also needs 11 charms but only half of those are going to be pure dice or speed boosters, which is nice
and you only get the capstone at E5 so it's like a sixth or seventh of your character at that point rather than the entire damn thing like it is for E1 bob the builder, craft apocalyptic
What is Sid Craft good at, if you don't mind me asking? It's not a charmset I'm super familiar with beyond it has a 'Pretty Pretty Dresses' charm that lets you improve people's appearance.
Sid Craft is good at things that aren't Craft :p
In Sidereal tradition, it applies Craft in funny ways to other things
Like bringing people together over a meal you cooked as neutral ground, easing tensions and forcing heavy Willpower spends to get initiate any hostilities
It does do traditional craft stuff too, but I'm not familiar enough with the system to know how juiced it is at Making Thing
...hmm...pondering a defensive charm and how I'd price if for an evocation.
Basicly: If the attacker has an intimacy that would oppose them attacking you, you can apply it as a bonus to your evasion/parry. So it's a +2 if they have a minor that would oppose beating your ass, +3 if they have a major and +4 if they have a defining.
Limiting it to enemy intimacies felt like a way to get around the 'Yes but I Love Fighting' issue where you can tailor your own intimacies to support yourself.
Spilling Scarlet Truths
Cost: Xm; Mins: Essence 2
Type: Reflexive
Keywords: Dual
Duration: Instant
Prerequisite Charms: Heart-Rending Innocence
Betrayals of loved ones cuts deep, a double edged blade that shakes both the victim and the betrayer.
When the bearer is attacked they can gain a bonus to Defence based on the highest intimacy the attacker had that would oppose them making this attack. A Trivial Intimacy provides a +2 bonus, a Major Intimacy a +3 bonus and a Defining Intimacy a +4 bonus.
Hmm...just using Raw Excellency it would be 2 motes per +1 so 4 motes would cover the +2, 6 with +3 and 8 the +4 but the +4 is almost never going to happen/the +3 is also pretty damn unlikely.
Maybe 3 motes?
Yeah and the characte it's for I think is physically incapable of learning Black Claw. She's not got a single cynical bone in her body.
...I'm not sure if she's got any bones at all. Alch and all. XD
checks doe eye defence
Oh, wow. Yeah, that's a big one.
'Eat between like 5 and 9 dice penalty on this attack'
bonus points for using this with Sidereal Soul-Fire Form, which can turn the initiative earned from the mastery effect into motes at a 1:1 ratio
charm now free if enemy has a defining intimacy and costs only 2m at Minor
permanent birthday boy mode
Hahahah
'You wouldn't hit a guy with glasses, would you?'
Anyway, yay. Got 5 charms sorted for this artifact armour. Kinda on the low end for a 4 star artifact but it's plenty of start at least.
5 is the spread the Sid book silken armour has, you're probably fine
Yeah, ti's 2 based on 'innocence' and 3 based on 'undeath'. 2 essence 1, 2 essence 2, 1 essense 3. Should be good.
Ghost-Lit Duty
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Raise the Skeletal Horde
Under the ghostflame light of Innocent Oblivion, the dead rise again to defend what they did in life.
When you Raise the Skeletal Horde, instead of Zombies, you can instead raise Ghouls. Ghouls are treated as Militia, except they are Mindless and Undead. When you raise multiple Size worth of zombies, you can divide the raised undead among any type of undead you can create.
Ghost-Lit Heroism
Cost: —; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Ghost-Lit Path
Moving in skilled formation, great champions of the dead rise, each the match of a skilled veteran.
You can also raise Revenants with Raise the Skeletal Horde. Revenants are treated as Grizzled Mercenaries, except they are Mindless and Undead.
With a chunk of the undeath stuff being 'Hey, get Slightly Less Mooky Zombies'.
Grizzled Mercenaries are not that good at what they do (Either 7 dice to hit with an axe or 9 with a dagger) but they're a good step up from Zambies
Militia are basicly 'zombies with a ranged attack' but hey 'a ranged attack' is nice for zombies. XD
oh yeah - Sid Craft is the lowest-power celestial craft tree because it doesn't get the otherwise universal double 9/8/7s charm, so Sids end up able to complete artifact 4 reliably at the highest and then oscillating around a 50% chance of finishing an A5 depending on their exact essence level and how hard they stunt
the upside is that it's an absurdly wide-ranging toolkit
aside from stealing the Maidens' secret stash of magical girl outfits it has one of the best healing spells in the game with no prerequisites, a bunch of good social charms and World-Shaping Artistic Vision
which is one of 2-3 parts of the Sidereal Prep Time kit
a sid fighting you in a situation that aligns with their WASV specialty can throw solar full excellency levels of dice on an attack for 3m to the Solar's 10, it's nuts
So it's a great 'craft as a support tool' charmset, not 'craft as a way to Turn Downtime into Artifact Dots' charmset.
they can still make stuff, but yeah, they don't hit the stupendous levels of raw power necessary to go almost infinite on artifact creation and make five daiklaives at once
mote efficiency, healing, all the stuff that would in previous editions have been called Craft (Fate)
...huh...looking over this, this seems really good for that Jadeborn-Blooded Sid I have sitting about.
I'm looking at Elemental Vision
Which would affect Earth for her.
at higher levels you can Craft social groups, so E3 craftsid just rocks up and throws down a Size 5 resistance movement in a few hours by usng Fortuitous Fellowship and the major project speed booster together
it's an extremely high-powered bureaucracy ability that Sid Craft made earlier
Ah and I see they've got Craft(My Wife) in the charms. XD
also your Crafted organisations act as gold point farms to fuel actual artifact production
using my ability to make artifacts to kake artifact 4 crafting tools with a double whatevers evocation so that i can make artifact 5 crafting tools with which i create arti- (my st drags me off stage)
I have been tempted
Wife-Procuring Tailfeathers seems both super specific but also really god damn powerful if you can make use of it.
I feel that if I raise a 5-dot atelier manse I have to be able to get a few non-charm equipment dice from that
oh yeah, and the capstone solves your efficiency problems by just allowing you to start a 3d printer and hit the beach for a month until your 5-dot is done
white points from normal artifact crafting either go into Implicit Construction Methodology or into paying for regular prophecies, which is neat
man i want manse rules
the other big benefit of Sid Craft is that only a couple of charms use Int and neither of them are core crafting competencies
the heal charm works fine with Int 1
instead, everything cues off Charisma
or Appearance, if you want
so this was secretly a social tree in disguise
Oh, Untangling Snarled Strands is cute.
me when I run my durability, crafting, social and astrology off Charisma
You 'fix' someone being an enemy of fate
'Yes Bob is a demon but he's my friend so we're cool with him'
if you put an ability in house of sereneities anything can become a social tree
the only thing that is mildly irritating about sid craft is that you only get your artifact speed booster at E3
which makes it kind of pointless to build any artifacts until then unless your game is very slow
usually they're E2
Oh, this is the charmset with the 'hey, we're letting Lieger out for a while'
Sid Craft can make so many bad decisions
honourable mention to Sword-Queen's Foretold Blade, one of my favourite charms in anything ever
Hmm...think Craft(Geomancy) would be silly on a sid?
the annoying thing about geomancy is that the core book states you need Craft (Architecture) to learn it, which means you're up to four fully learned craft specs/10 ability dots and 1 charm to get Artifacts and Geomancy, with only one standard issue mundane craft among them unless you're building lots of bridges
ask your GM if removing this stupid rule is right for you
The GM in question treats craft types like Lore Backgrounds, not full skills.
that is the sensible thing to do, yeah
usually specialties
in which case sure, load up
you are going to have some trouble getting max value out of the discount wyld-shaping one, Sids struggle to reach 100 succs
Makes sense.
They also scrapped craft(artifact) for 'If you have craft(bowyer) in your crafting list and meet the other requirements, you can make an artifact bow etc'
there's a 'simplified craft' ruleset in crucible that sorta does this but with specialties yea
annoyingly it doesn't actually work because it just leaves rewriting the entire rest of the craft system to the GM
Exalted loves to tell the GM to draw the rest of the fucking owl
the specs part is the most sensible houserule, though, and also allows you to delete all the silly craft dot duplicator charms that everyone needs
I thik just htat one alone solves most of the base-level issues
I'm kinda glad for the latter part as I've never liked craft(artifact).
As it always read as Craft(Things That Actually Matter)
it annoys me that by base ex3 rules you can't be an omnicrafter without investing in a thousand different skills, but knowing how to use a sword? SPear? Hunga-munga? Blunt end of a frying pan? Axe? Mace? Axe-Mace? Swordchucks? All the same skill fam go ham
Hey now, blunt end of a frying pan is brawl. It's the one here that's not the same skill 😛
everything below artifact level in terms of personal gear is so inexpensive that it's generally assumed you just have it, so yeah, it's kind of pointless to have non-Artifact swordsmithing
technically they have resources costs but they're very silly ones
You're also an exalt. If you don't have a sword, the odds are before the end of the session you can have gotten one.
Even if you are 0 resources broke
yeah there's all these kind city guards walking around who can donate swords to me, Night Caste Johnny Nocash
I thought improvisedw eapons were brawl or melee
yeah
they're useable with either
regardless my point stands!
there are two things I don't like about Sid Craft and both of them are very minor
a) I would like one more power charm please, I want 5-dots at Essence 4 and b) to get to Fortuitous Fellowship and conjure institutions out of nowhere you need to go 4-deep into the My Wife subtree, and +1 appearance is not very useful for most of my Sids
nope
this exists entirely for Solar Integrity
which as a result is barely a coherent tree on its own
like lunars have a similar thing with arche--ah.
god I hate the third edition core book
because nobody must ever be able to convince a Dawn Solar not to stab them even if said dawn couldn't be bothered to buy any social charms
just use melee as the prereqs for your No Thoughts Head Empty social defences
integrity weirdly broad tree. resolve boosters, maintaining your form against sorcery all fits into integrity but then there's also martial arts bridge charms that make you meditate good? idk what's going on
Oh, I know Achitects got some of that!
i just tried to read destiny-manifesting method
I think i'll just leave solar integrity in the box
Keystone: Keystone Charms can be learned as Charms of alternative Attributes if the Architect has them as Foundation Attributes, using different minimum Attributes and potentially enjoying Keystone discounts. Keystone Charms have alternative prerequisite Charms from this second Attribute, unless they have no prerequisite Charms or their prerequisites also have Keystone. This extends to the Attribute minimums of any automatic upgrades or repurchases of the Charm, but not to any dice rolls or other calculations involved.
Architects have this.
yeah, lunars have a similar thing in Archetype
unfortunate naming on that too sheesh
don't you love a charm that has a sidebar longer than it right next to it?
Archetype, not Protean, Protean is 'when in a form wiht X thing, get Y benefit'
regardless, yeah, it's the same sorta like, thing there. Solar interity is... different
jesus christ
what is this charm tree
Bridge seems like a much less intuitive/much more fiddly version.
Destiny-Manifesting Method is meant to be a less-ironclad Shaping Defence, but it basically amounts to the Don't Instakill Me charm and is also really struggling from the lack of a good keyword
I do like the idea that if a Sid turns Fightgar the solar into a teddy bear, Fightgar will still have a little orichalcum sword and shield with which to use his 10 melee charms
this is the capstone
this is
I, hm.
I don't want to be That Lunar GUy but 'transform your essence into an aspect of creation by shedding your mortal form and desires' feels more lunar. Or, hell, even sidereal. THan solar?
yeah the corebook was very happy to hand out everyone elses' gimmicks
check Fate-Shifting Solar Arete for a second if you want to see them handing out Literally A Sidereal Charm
Hell, if you joined the elements around you, I'd honestly allow that in Dragonblooded.
An air aspect monk meditating and literally Becoming Air
also Celestial Bliss Trick, which used to be an evil bastard manipulation move for Venus Sidereals to do deliberately fucked-up James Bond shit with
But...not really Solar
i hate fate-shifting solar arete so much it's unreal
but was given to Solars and had all the context removed so now it's "you're amazing at sex woo, go you"
yeah, limited to elemental manifestations of the idea that's perfect for high-essence DBs
... hell I think that was a DB essence like... 6 or 7 charm in ex2?
some of these charms are very pointless
...Celestial Bliss Trick feels skeevy in a way that even the other 'Exalt Sex Charms' generally don't.
"if five solars spend 5m 1wp each, you each get +5 resolve, which you could get anyway by throwing your excellency at the problem for about the same cost"
this is because it's a horrible scumbag psyche move from Sids with all the commentary removed
it's meant to be the personal version of Cash and Murder Games
(also monstrously overpowered, but still)
I am very happy that Sids have a button that just blows that move to hell as one of the entry-level integrity picks
'The Exalt performs the body-mudra of sighs and whispers' is such a funny opening sentence for it like can u guys be fr for a minute
n a t u r a l l a n g u a g e
'Lasts at least three minutes'
I'd fucking hope that 'at least' is doing some serious lifting.
if I wasn't going back to school and employed full time, and also wasn't somewhat approaching sane, I might try to rewrite the entire solar charmset to not be ass, but I have neither the time nor the madness
Sids have Dream-Sacrificing Maneuver, which allows you to point at the intimacy from Celestial Bliss Trick and atomize it whenever someone attempts to use it to get you to actually do anything
nope, sorry
frankly this charm tells us many things about the original line devs for ex3 that frankly, we probably were better off not knowing
look i need a defining tie pronto im on a schedule here
Alchs have some pretty creepy social charms but they also tend to put them in the 'you are a creepy fucker doing Mr Smith bullshit' tree.
this is the same reason I like the Sid socialize tree being what it is
it is extremely open that this is a tree for horrible people doing horrible things, it literally writes it in the stars
Like Rogue Cell Isolation Protocols does some Horrible Shit but it's also very open about 'Oh, you are Doing Some Horrible Shit'
Like those submodule names
Sid socialize's constellation
'Emotional Irrelevance Systems' 'Mind-Scouring Erasure'
I think my favorite alchemical social charm in that like
tier of horrible things
is personality override spike
it gets teh point across
Manipulation Alchs: "HAVE WE MENTIONED WE'RE ASSHOLES TODAY."
I will continue to cheer for Cash and Murder Games despite none of my sids being high enough Manipulation to use it
it's wireheading from BZRK
I do love this one conceptually as it's just 'I go into my task manager and disable empathy.exe'
bzrk
young adult series about nanobot spy wars
first one good, rest kind of clumsy
good for Sid inspiration though
they do like setting itsy bitsy spiders on people to run threads through their brains and get them to do stuff
Loviatar, that Sid Witch I mentioned is all about Cash and Murder games (When she's got enough essence to learn it).
Because she's a social hatchetman, not someone who works in Genuine Love or something.
a sidereals game that consists of 5 dedicated shitstirrers, one from each caste
I volunteer my greensid who keeps thinking in stories and firmly believes that using people's secrets (true or not) to make their lives more interesting is an inherent good
Loviatar: "Look, my job today is to go into town and tag 2 people with Shun the Smiling Lady because their fate says we need them sad. I fucking hate my job."
solar integrity is also very big on the "five sentences of hagiographic fluff" stuff
which makes the charms Way Too Long
they read like a prayer book
this is perhaps appropriate thematically but doesn't make them particularly useable as game pieces
That's not fair ID. Most prayerbooks are designed to be used, so they're not any longer than they need to be 😛
Solar Charms are worse
god
the Abyssal version of Destiny-Manifesting Method is way more sensible because it can just use the Shaping keyword
first purchase - add Essence (min 3) successes on rolls or static values against shaping, no shaping effect can deprotagonise you
second purchase - roll essence + willpower to defend against unrolled shaping
very neat
Seems legit and fair
Also seems kinda 'baseline anti-shaping tool'
Which is a good thing
It doesn't need to be weird, it needs to stop shaping coherently.
the Sid one is kind of fun because it's not quite as strong but it does also work on any kind of Essence Fuckery
cost 1wp (or 3a, for some reason)
LUnars: "Baseline anti-shaping? You mean not being casteless?"
moonsilver tattoos don't actually provide mental shaping defences
you can still eat the version of Pattern Spider Touch that replaces your identity
I remember Infernals in 2e had a Malfeas charm that let them spend health levels instead of willpower to resist effects.
As you refuse to ever bow again
No matter how much you bleed
oh yeah Sids have that too
flavoured as cultivation-style "spit blood from grievous insult"
Makes sense. Sids and Infernals are both very 'Spit in the face of the executioner' themed. XD
Oh, sure, but I have always appreciated that lunars cover roughly a third of all the shaping defenses you want by just existing
I've always liked Infernals as nega-sids
(unless you're casteless)
Solars are brave because they'll win. Infernals and Sids are brave because they'll lose without ever taking a step back.
(this ist he price you pay for xp cost fuckery)
they too have a base in another dimension where they engage in stupid politicking and then head into Creation to make some moral compromises, baby
They also both spend a lot of time thining Yu Shan is full of assholes 😛
hey, Malfeas is also full of assholes
True but I think they also spend a lot of time thinking that one too
Also: Wanting and Fearing Prayer is beefy but man, Essence 5 is a long way to go for that effect. XD
I suppose that's what you pay for 'Oh yeah, willpower can't be spent to resist this intimacy. Have fucking fun'
"so I know we're on opposite side of this spy game, but this deathlord guy - you want to go gank him?"
also allows you to steal "Heaven and Hell, Let's Rock" from Guilty Gear
Honestly, I think that would genuinely really work. Infernals for all their 'I want creation to burn', want there to still be a creation afterwards, just one that is more about them.
It kinda puts them on the opposite side to 'Hey, maybe reality shouldn't exist?'
infernals are also like Alchs and Lunars in that they have a lot of incredibly obvious raw power that doesn't get too oblique about things, so they pair well with Sids
Sid: "three deebs, the fire aspect who doesn't want to be here is facing the window, get his two friends first and he'll probably throw in the towel"
Infernal has already kicked the door in and activated some kind of Shintai
Sid + Ebon Dragon Infernal would be just Maximum Douchebag.
Sid is playing Payday. Infernal is also playing Payday.
you can even use Sid Craft to fix up anything the infernal accidentally breaks
They are not the same.
Sid: "So I made all your friends think you're an asshole!"
Ebon Dragon Infernal: "And I made it retroactively true as far as historical documents are concerned!"
Infernal: "I just wanted to test if the gun was silent." (I am never living that down)
Hoxton Infernal would be quite fun actually
No, iki, you never, ever are
In my defence, it was like 3am. I was 95% sure I'd put a silencer on the gun but I couldn't see it on the model. XD
my stealth build had a giant silenced shotgun instead, because firing it from the right angle would launch dead guards into corners without me having to burn bodybags
We did. We just had to Go Loud in the Sneaky Outfits.
ah yeah, the shotgunapult stealth trick
they're not omni-applicable like solar social charms are but god I love how many Alch social charms are 'Won't you do this...FOR AUTOCTHONIA?' Patriotic Soviet Anthem Plays
wheeeeeeee
...I wonder where the 'Even bigger than bonfire' animas fall with that. As they're only a thing for one exalt type.
the sun is only def 5? the daystar is slipping
Out to medium, presumably?
need to get another sid to brush it up on its kung fu skills
Yeah, medium would make sense. As you're fighting a solar eclipse with the aurora borealis
Cursed by the corebook maximum difficulty being 5
Oh this is essence, whoops
while the Daystar was very silly and it's probably good that it got scrapped, I do like this sidebar from its writeup
assuming the Sun is just The Sun, this is probably still doable as one of those in-universe legendary feats
'Oh shit, the yellow sun and the green sun are piledrivering each other'
Hmm...pondering for an exalt what sort of benefit you'd add on for an exalt's 'You do magic' charm where they can do Workings and Counterspell but can't actually learn any spells
Basicly: pondering up that 'Enlightened Jadeborn as a Variant Alchemical' idea. One of the odder things with Jadeborn was they had really powerful Geomancy but couldn't actually do quick and dirty sorcery.
They could break magic and do Big Enviromental Stuff but not cast spells
maybe some bonus with Finesse? Always treat finesse as being one category higher?
or count as having additional means
Maybe. Was pondering since they can't learn spells/don't get a free one for picking up the charm, they always count as knowing the spell for counterspelling.
So they do 1:1 sorcerous mote reduction instead of the 1:2 you do if you don't know the spell
that's also legit
As they're good at this but can't actually learn spells
My plan is to list a couple of charms that are 'you can't take', add a couple of homebrew ones to make up for it and give them some unique base traits that make them play a Bit Differently but not insanely so.
Like they won't have 'become a colossus' or vats for hotswapping charms.
But they won't have charm slots either so while they'll have less available charms, they'll have all of them accessible at a given time like most other exalts.
Though my current 'Hmm...not sure' is how to set up the castes with attributes.
Lunars go 'Each category has a caste'
Alchemicals go 'each caste gets 1 from each category'
Pondering what would be interesting for Jadeborn here.
Worker: Stamina, Perception, Charisma
Soldier: Strength, Dexterity, Manipulation
Artificer: Intelligence, Wits, Appearance
Could have them not really split evenly but more on 'general themes'. As Int + Wits are 'crafting' charms etc
Any thoughts @fierce star?
I like that spread! Hits more the themes, and, well--a 'minor splat' doesn't have to follow patterns established by major ones, you know?
Hmm. Normal martial arts requirements and the Terrestrial keyword, but have Soldiers have an anima power/passive effect that removes it (as a ribbon, so as to not make all of them martial artists)?
I was looking at keeping them in the same boat as Alchs, where they're 'no mastery but no terrestial' but could tinker with that.
legit
that is also Lunar tier, yeah
I would honestly make them Terrestrial judging by prior jadeborn power levels but that doesn't line up too well with the Alch splat
which adores martial arts because hey, infinite charmslots
my current Alch is probably going VBOS because it only has two minor Mastery effects and mixing it with alch murder charms covers the weaknesses of no armour and reliance on doing some chip damage to get the wound penalty spiral going
Silly Pondering: Terrestrial Martial Artists but they treat Evocations as Favored for purchasing. As even the non crafters are masters of USING artifacts.
I like that, gets a bit more out of Alch type-specific resonance
Also helps I feel Tie them to the idea that they're about works of wonder without them always being A Crafter
If that makes sense?
I dig it
Trying to find a way to give -1TN to an allied attack roll that isn't a prophecy or Battles Horoscope
I may have an extremely stupid gimmick combo
I feel like that's in 'custom evocation' territory, i'm not aware of anything within my usual wheelhouses that could do that
Well, I'm hunting through the Sid charmset because if it's anywhere it'll be here
alright chat how do we rate Hungering Maw of the Waiting Grave as an abyssal name
Dusk/10
🔥 🔥 wait it's an abyssal so uhh :evilfire: :evilfire:
OK, stick a battles Horoscope and a prophecy on a solar circle sorceror, they cast death ray and FSSA it for TN5, treating 4s and 3s as 10s for a total of 1.1 successes per die
Rolling 23 dice with a stunt, 31 successes with willpower, everyone in front gets beamed for init+willpower+extra successes damage every turn they maintain the spell
(this is probably why FSSA should not exist, but it's funny to beam FAFL off the board in maybe four turns)
Actually that feels more Midnight than Dusk to me
either way definitely an abyssal name of all time
I have killed the part of me that cringes, I needed a name to match this guy's absurd degree of duel autism
I have a personal policy that TN reduction should never be on things that aren't Sidereals (or presumably Getimians when they come out) because allowing any splat with widespread access to rerolls to get any of it completely explodes the dice curve
The new devs stuck to this too until the Alch draft, where they have printed some completely insane smashfists that reduce target numbers, grant rerolls and allow you to do totally insane flurries
I memory hole those gauntlets yeah
my opinion is that TN reduction should be sidereal-only, but can be allowed by other splats in specific, very limited circumstances and in a weakened form, and only from an external source that is not easily replicable in-setting; evocations are a perfect vessel for that since technically no two exalts share the same evocations for an artifact
those smashfists are widely overshot so I don't consider them a proper use of this concept
I'm not sure what that actually gets you over just not doing that and providing other buffs that don't combine explosively with normal dice tricks
especially since in practice, artifacts are written to be used and lots of people are going to be deploying the exact artifact printed in the book with all kinds of builds
I mean realistically I'd only do it for like... I dunno, an artifact that's a pair of pattern spiders who fell in love with an exalt and something something godforged flesh something something direlash something something limited to certain patterns of like, usages. It'd be because the mechanics match the thematics of what i'd be going for, because I, personally, prefer soft limits in design over hard limits. Like, if a solar had an artifact that was a pair of razor claws from the God Of All Birds and it let him turn into a sparrowhawk for a short period of itme, even though that's a Lunar Thing, I'd be okay with it as long as it is much more limited and much less efficient.
it's just a personal design thing, basically?
soft limits feel nicer
It's like in GMing, 'yes, but' tends to be better than just 'no', y'know?
they are, however, really really bad for balance in a game that has 3000+ unique blocks of rules exceptions that you get to combine in basically any way you want
Yeah that's complicated systems and nothing specific to ex3 either.
I follow the same 'soft limits' preference in 3.pathfinder, in anima beyond fantasy, tons of complicated systems powered by exceptions.
I'm also not approaching anything I make with the intent to publish or have Everyone AT Every Table use it, admittedly
Generally when I make a homebrew something, it's for personal use. I'll share it 'cause i like sharing things, but I'm more concerned with 'is my group okay with it' than anything else when it comes to the final stamp of approval
that works, but it also requires a lot more effort to do compared to "do not, in any of these published books, mix things marked Fire with things marked Flammable"
shapeshifting is also way easier to dole out here - sids can turn into raitons and only raitons, which breaks nothing because that's a discrete statblock that loses access to most of their other kit and doesn't benefit from any Lunar Nonsense
target number reduction not so
Yeah, it was just the first example that came to mind
it being a Sid thing and Sids generally having their thematics stomped on nearly as much as Lunars is a secondary concern, especially since 3e sids no longer have a giant gaping hole in their powerset marked "does not work on half the exalt types"
and I'm willing to put in that effort if I really like the idea. Again, by no means do I think it should be common or easily done or widely applicable; it's just not something I think has to be shut down by default. And, again (that word will lose all meaning one day) this is my personal way of doing things. Saying flat out 'no you can't do it' isn't my style! But there's nothing wrong with prefering hard limits to make shit easier
that's only really a problem with something like FSSA, which is just "Solars are better fatebenders than Sidereals, but only if they are really good thieves"
sure, but if you're writing and publishing these books, you want to impose the hard limits when you're writing How To Homebrew sections and adhere to them yourselves, because otherwise tables that are not ready to put in lots of homebrewing effort and aren't good at it will press the unmarked button and blow everything up
I am fine with smudging things at the edges in one particular group, but it's not great policy when you're writing supplements and attempting to clearly define things in such a way that Eclipses don't steal everyone else's powerset again - there you want clear lines, like "this is exclusive Lunar territory, this is exclusive Abyssal territory, artifacts and custom charms should not provide X, Y or Z"
literal theft of design space
(this is partly me being a little annoyed with the Exigent homebrew section, which spent so long caveating everything with "but you can do it if you want and it's on theme!" that they basically ended up with no rules whatsoever besides telling you to look at existing charms)
oh that reminds me apparently we're getting more exigent types with the next essence release
essence being more lightweight makes it easier to write more up i think
yeah, there are the Highlander admirals who hunt each other down for XP and the border enthusiasts
I was not really struck by either of their deals but Exigents aren't really my thing
also a sentient exaltation which is a fox companion
I will be honest, I don't think Essence is as light weight
It is complex in a different way
I think that's the god that provided said exaltation
sentenced to exigence for being too much of a gremlin
I'm just imagining hte fox from oglaf now
(if you look that up be warned the comic is NSFW if you're unaware)
oh do our alch-accessing people actually have beamklaive stats on them
yea beamklave stuff is in there
they set it up as a 'template' type deal that can be applied to all sorts of different weapons that project lightsabers glowing essence blades rather than like. a normal metal edge

I'll just throw it down as M Artifact Melee as a psuedo-reaper daiklaive for now while I work on the rest of the character
excellent, thank you
Being a straight upgrade over other artifacts definitely feels ick to me
sorta agree? you are commiting a 3 whole extra motes to your artifact just to get to use it every scene
Xm Attunement + 3m(2i) instead of just the flat X, yeah but still, a bit eeeh feeling
Suppose that's just playin the game
A 3m 2i cost for a shit ton of free damage and the ability to kill a martial artist without hitting them feels pretty strong
... also, is there any real difference to an artifact running off of personal or peripheral pools
yea, it shrinks said pool
always attune to peripheral unless you have some kind of specific strat going that requires Big Anima
I will also say it's not even a commitment
it's just a one point charge
if you aren't doing violence turn 1 it's basically free
fair! it is also like, megadraft and in feedbacking stage
so it'll probably? be less that as we go?
one must hope
could have it just eating motes for as long as you have it on, since it's essence-powered
it's duration One Scene, so it is a 3-mote commitment for the duration of the scene
what do you mean by one point charge?
they're commited. you don't just regenerate them from the 5m/round regen
Huh
It's also like, the complete opposite of subtle. I mean, most artifact weapons already aren't, but the autochthonian weapons ar ea degree above that
with the whirring and the glowing and the gnashing
... man, I can't get over the IB name for their lightsabers given I have exalted in another tab as I crossport vibes
solar trans. yeah I assume some are
(short for "solar transport" since that's how they work in that universe)
well that got heard in the sniper TF2 voice for some reason
it was either sniper or scout
for abyssal apocalyptic abilities, can you tag that onto a MA style
i believe MA in general
oh wait no, sorry
you pick brawl and you get MA too
oh wait that's favored
I'm literate
yeah you just pick MA in general
neat, thanks
Supernal/Apocalyptic applies to all your normal martial arts styles if you pick MA, but not Sidereal Martial Arts
in order to learn those you need to get to E3 and find a Sid teacher after finishing at least one normal style
I'm not sure if Graves is capable of learning SMA
he thinks that you're not actually real until you're strong enough for him to kill you
at which point he's dutybound to kill you in a duel
none of them work with swords right now anyway
anything with a duration longer than instant is committed for the duration. essence core ignition is an evocation with a duration of scene
Ash hold on
Sids can use whatever the hell they want with SMAs because Enlightenment charms let them join into SMA from their regular combat trees, but everyone else is mostly punching
NOOOOOOO
THE VIDEO HAS BEEN TAKEN DOWN
hold on
fuck
it's lost media
there's a scene from Yu Gi Oh of the series main antagoinst flying around a city shooting laser beams saying
"DUEL ME!"
yeah that's him
this is also him
lore skill for remembering back when he was a solar invincible sword prince (they killed his ass)
the fun thing about martial arts is that you can just keep learning more styles
the sad thing about martial arts is that then you end up with a bunch of form charms that you cannot use together until you become a Sidereal stylist
you do have to imagine the look on the gold faction's face when a solar finally gets out of the jade prison and then their reincarnation becomes an abyssal
heads rolled in yu-shan
the Jade Prison broke all at once, so it was more "ah fuck/hell yes, the solars are out" -> "some of them are really weird"
yeah, they have many disparate deals
but some of them were probably pretty happy about it
Lytek was because he wrote a very smug letter to Kejak

makes sense
(Apologies for newbie questions / lore inaccuracies, this is my first time making a non-DB)
since you can mix styles fluidly while rolling attacks with either of the two, I think this is tanamount to having specialties in Duels and Non-Duels on the same ability
ah, I thought you had to choose forms at the start of a scene
nah, forms are either a Simple action to initiate or reflexive when you hit their activation condition
some builds get several and rotate between them with the reflexive shifts, since you can still use all your MA charms outside of the Form
admittedly I don't actually intend to swap between the two and they don't use the same weapons, so hm
I just wanted to have "specialty: I'm fine and well-adjusted and doing what I wanted to do" and "specialty: they turned down my perfectly reasonable offer to let me kill them, time to raise my limit")
Yes this is how specialties are supposed to work :D
the classic thing to do is to take a spec in your preferred weapon, which will apply most of the time but not if disarmed and using the unarmed version of your styles
the game is basically designed around Specialty: My Cool Sword, so that's fine
...oh yeah, my Sid is going to have to buy a sword spec for Martial Arts at some point
huh
hmm. I guess my alchemical should probably have more applicable specialties at chargen than the set i've currently selected
(Surgery for medicine, Labor for resistance, One on One for presence, and Work Songs for performance). Should probably take a Chakram specialty for TWG style and probably like something for dodge?
personally I am boring and tend to pick categories of dice roll/static value
so my Sid has one in Occult: Prophecy and one in Socialize: Guile
I only use that as placeholder stuff, I try to go more flavorful if I can
at least for combat the game very much expects you to do combat ability: primary weapon and dodge: primary armour type
for everything else you can probably get more varied
I should, definitely, but I find having a very clear "this applies to XYZ" vision in mind before attempting to word it a little more prettily helps in play
yeah, that's legit
my Sid has the WSAV specialty "against other exalts" because he's Lytek's current favourite Sid to the tune of 4-dot backing, so far 100% of the enemies have been fae
pft
a character concept in two images
double artifact weapon, double style with no compatible weapons is a choice
there's probably a reflexive weapon swap in the Abyssal charmset somewhere, at least
worst case scenario it's a misc action to hotswap
yeah you just pull them out of your shadow
ah, of course
that does require doing something to get rid of the old one but throwing down your scythe to summon the big sword is at least very stylish
fair enough, I forgot Call The Blade existed
meanwhile my Sids are designing increasingly ornate ways to never have to put their one sword down
the difficult part is that Sids are huge fans of using three or so different styles at once and form weapons actually become a relevant constraint at that point
despite the incredibly-named charm that is Holistic Arsenal Methodology
at Essence 5 you can straight up multithread three martial arts forms at once and gain total omnicompatibility, but if you want to build your three styles up to that point you occasionally need to improvise something
Have to get to Essence 5 for that tho
I would, if one of my styles wasn't Sidereal Melee
which has a slight restriction in that matter
Bulb of the perfected lotus? Nahhhhhhhh. Sword.
are you allowed to use this with a MA or does it count as enhancing an attack
That'll count as enhancing an attack
basically if it has decisive-only, withering-only, or unified is a good way to eyeball 'does this work with MAs or not'
I'm still taking all the parry/counter-attack charms because they're incredibly fun, but this is an easy skip, then
every ability that creates an attack creates an [ability] attack, so those counter-attacks will be Melee and thus not compatible with any Martial Arts charm
and if you're using melee charms to enhance a parry, like Elegant Flowing Deflection, that parry must be calculated with melee, etc. etc.
so no Joy-in-Adversity Stance + Fluttering Moth Defence, for example
In general, if you can combine a charm with charms or actions of another ability, it will say so
noted, good to have melee at 5 then
have decided that in lieu of wrestling with the compatibility rules for five essence levels I will simply Artifact 5 my way around the problem
Sounds about right
I don't need much, just a Shield that works with Crane Style
Misc: have you considered mutations
I'm getting a bit generic with it and making a set of the old Perfected Kata Bracers that simply do this
in lieu of all the old bullshit they used to do
Give them featherrrrrrrs

yeah, that does actually do it, but I am going to make a big artifact because they're cool
That is 100% legitimate and I approve of big artifacts
You've got room to go ham then
okay, never mind, I'm actually chill with giving up all the counterattack stuff now
Crane Style as a mutant
unfortunately I am rapidly running out of room to fit charms I think are cool. this is somewhat problematic because abyssals get a lot of cool charms
duck fate
Perfected Lotus Bracers - Artifact •••••
Perfected Lotus Bracers are prayer strips crafted of starmetal and curled into bracers. The strips’ sutras are engravings of any of the magical materials, except in starmetal bracers—they use orichalcum. Lotus Bracers are much prized among the ranks of the Sidereal Exalted, and the martial arts masters of the Fivefold Fellowship have been known to gift their finest students sets tailored to the unique Essence of their favoured styles.
Attunement: 5m
Type: Medium (+3 ACC, +10 DMG, +1 DEF, OVW 4)
Tags: Bashing, Martial Arts, Shield, Worn
Hearthstone Slot(s): 2 (one each)
Era: Time of TumultEvocations of the Perfected Lotus Bracers:
When an Exalt first attunes to a set of Perfected Lotus Bracers, they may select a Martial Arts style they know at least one charm from. While attuned, the Bracers count as Form weapons for that martial arts style and are considered Unarmed where relevant for the specific effects of that style's charms, like Mournful Crane's Cry (Exalted, p.445).
wondering a) what I should do for Evocations here and b) if I can add some more juice in the vein of "pick a tag from this list" instead of Shield
Oh heyy
the Fog Hill guys are making an Alchemical Exalted movie
First trailer of "Bronze Crazy Horse", the new chinese animated series by director Lin Hun & Samsara animation studio (Fog Hill of Five Elements).
Shield is actually interesting as a default here because it means the damage is only slightly above normal Unarmed strikes, you just trade 1 accuracy for 1 damage and the Overwhelming
@tulip folio You should see this
You could juice it with 'select one of this list', yeah. Shield, disarming, flexible, reaching maybe?
now to cut... some number... of charms
oh, wait
I bet I can't use any of these parry charms with MAs either
yep
then again, I do have melee 5 anyway, so what am I losing here
(points. it's points. to spend on things that aren't melee)
I think that plus grappling, yeah, so you can grab people with Bear Style etc.
I'm just going to drop White Reaper, I think, it's a little too much to pile on
I have melee 5 anyway, I can just roll with that
Abyssal and Solar Melee covereth a multitude of sins
more manageable number of charms (I still need to cut 4)
maybe I don't need a perfect parry and a perfect dodge. this may be possible
actually on a 5-dot's power budget I can probably just say "pick a style, pick a tag"
do you have any charmst hat are not related to killing
yes!
I don't think the game blows too far open if I allow someone to get a Balanced weapon with Toad Style
he has performance 5
dueling is an art and a ritual and a performance (so I got two performance charms)
That’s actually Ligier’s fatal weakness
Toad Sword
Does this mean +1 to accuracy/defense/damage?
Hmm...how would you price a non-weapon/non-armour artifact that gives the effects of a mutation? Basicly: Pondering the classic 'witch's broom' idea and 'object that gives Flight, like the wings mutation' is likely the easy way.
weapons and armour can't be Exceptional
Well, they can but they don't get stat bonuses for it.
They get stuff like 'added silent'
Wings of the Raptor, arms of the chosen
four dot wings device, although you basically need to be resonant with moonsilver to get a decent version so functionally you're looking at Solars and Moonsilver Alchemicals only, Lunars don't need it
...actually, looks like all alchs can make it work.
As it's Dissonant that gets the reduced version
Alchs are Neutral to all materials, except the one they're made out of.
oh yeah, I was thinking Sids, who are dissonant to everything other than Starmetal
they are quite bad at evocations and moderately bad at sorcery/necromancy (celestial, but only Ivory) to make up for being absolutely insanely good at MA
most of the artifacts in the book still use "the Solar" as the term for "whoever has this equipped" so yeah, about standard
More the 'We're going to list of a billion solar charms that make this cheaper' bit. XD
honestly this feels more like a consolation prize for the fact that those air movement based charms are largely rendered worthless due tot he fact that you have wings now
Still, it gives a decent basis for 'how you'd set up a witch's broom artifact'
(Pondering for that Sid Witch idea)
...though this being a Sid witch kinda tempted to make it Staff + Broom. XD
Now that I think about it I'll probably make something specifically for Crane Style because otherwise I kind of delete the Form Weapon system in the process
five-dots are rare but not that rare
do Solars have an equivalent to Crypt Bolt Attack or Unweaving Method?
I couldn't find one
sort of but not really in fiery solar chakram
yeah, solars don't really get that in ex3
...hmm...hmm. Pondering a silly concept for a martial art but also not sure if it's too silly.
A martial art that only works if you're fighting With A Familiar. As it's all about two beings moving as one.
I see XII will be in good company, she's also dumb as rocks
Mirror Forest Waltz
Cost: 2m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Dual, Terrestrial
Duration: Instant
Prerequisite Charms: None
The forest of mirrors reflects all, a dance of a million copies of one's self.
This supplements an attack, allowing it to originate from any of the martial artist’s Puppet familiars in Medium Range, though it is still made by the martial artist.
Terrestrial: This may only originate attacks from familiars in short range.
...pondering how big a familiar you could give with a charm. We've got charms that let you get some comically big familiars and you don't even need a charm to get some of the biggest ones.
Which makes 'Hey, this charm gives you a specific cool familiar' tricky
I can get a Quetzalqualtus with 3 dots
Or a Tyrant Lizard
Yeah, that's my thoughts.
I should likely avoid it being Tyrant Lizard powerful but I guess I'll likely put it about on par with a Solid Big Familiar you could buy with dots.
Like maybe 'Unicorn' big, not 'Tyrant Lizard' big
Sorta being inspired by another Anima martial art, Gemini. Where you basicly fought with Puppets under your control.
With the martial art caring about 'if you have puppet familiar/where it is'.
Like I'm pondering a pretty classic 'Hey, just swap positions with a puppet of yours' charm.
The exalted theming is going to be Szoreny.
Rather than going 'Hey, I'm copying your moves' mirror stuff, it's instead 'there are a forest of mes', as you work with puppets.
I feel like at that point you just make it Not A Familiar and make it more like, a trivial character
I mean, a trivial character is someone who's not really Part Of The Fight.
I want it to be able to actually contribute
I'm not sure what being a Trivial Character would do with it.
If you're meant to spam these out I think it'd be better if they were puppets who were trivial characters who you do effects with rather than spawning in guys with stats that you just send at people
For a martial art at least
...why? The game handles Non-Puppet Familiars just fine.
Hell, they are even lower investment
As they're just dots, not charms
Question: what Martial Arts are compatible with any ranged weapon?
Swaying Grass gets Knives.
Needles are not ranged!
I ask because of this clause in Unweaving Method -
She can enhance this attack with Archery Charms, Thrown Charms, or Martial Arts Charms that are compatible with any ranged weapons, but can’t combine Charms from multiple such Abilities unless they’re explicitly compatible with other Abilities.
They've surprisingly not got thrown
They can be if you're a Lunar
If you're a lunar you don't have unweaving method
What's unweaving method
Sidereal Occult Charm
Okay so I spent a while looking at this a big ago.
It's their equivalent of Crypt Bolt Attack or Elemental Bolt
Unweaving Method
Cost: 3m; Mins: Occult 3, Essence 1
Type: Simple
Oh charcoal spider style also
You can technically use this with March of the spiders to hit everyone within extreme range with it
good
Air Dragon: Kinda okay but really wants Chakrams
Rightous Devil: Nope. Really cares about the specifics of firewands. Has a *couple* of charms but mostly a no.
Silver-Voiced Nightingale: Mostly doing its own thing. Kinda neutral to the idea of unweaving.
Ebon Dragon: Godly. It's soak reducer turns into bonus damage if the target has no soak and unweaving ignores armour.
Swaying Grass: Pretty solid! More on the defensive end but lets you do Suprise Attack Unweavings in fun ways.
From my investigation a while ago
There is a MA charm in the Alch book that involves throwing special types of Chakrams
Oh, any as in all?
I believe all the supplemental stuff in charcoal should combo with this
Crystal Chameleon is also solid (In alchemicals)
As it's a Stealth-based martial art that gets short spears (Which are thrown)
So you can Ebon Dragon + Crystal Chamelon at the same time with Unweaving
Crystal also lets you keep your anima under control
To go back to this, I think the idea of a martial art focused on summoning should be more about the martial artist doing things rather than the familiar, since at that point that's more an artifact or a charm set
Sudden Radiance Onslaught
Cost: 4m, 1a; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Dual
Duration: Instant
Prerequisite Charms: One Wire Among Many
The stylist strikes quickly and brutally in an overawing display, her anima strobing through the spectrum as she attacks.
The stylist adds two dice to an attack’s post-soak withering damage or decisive damage. This increases to (higher of Essence or 3) dice on unexpected attacks, or if the stylist’s anima was at bonfire when she used this Charm. If the attack hits, the enemy’s onslaught penalty doesn’t refresh at the end of his next turn, instead doing so at the end of that round.
Mastery: This Charm’s damage bonus is increased by one die.
...it's not about summoning.
You fight with the puppet but you always have the puppet
It's about how you interact with the puppet
Combo attacks and guarding each other and such
Then yeah that feels more like an artifact evocation tree than a martial art
Not really?
Like, if you're trying to reproduce a fighting game puppet character
eg. Zato
Yeah, it's basicly a Fighting Game Puppet Character Style
That's well within Exalted's purview and that shit aint an artifact
I think it's within Exalted's purview but it's also like
Martial arts feel like they should be more about the new and interesting ways you are punching people. Stuff with another thing with stats that shows up and fights for you is almost always an artifact or Sorcery or a charm or etc.
...I mean...we've got Throne Shadow as another Minion-User Style.
Was literally about to say, yeah
The intent was that where Throne Shadow is very 'You, do everything for me while I Vizier over here', this would be more 'the two working in harmony'.
I think if you wanted to emulate a fighting game puppet character you'd make the puppet not a full character? It depends on what you are going for but "it has its own initiative track and when crashed it doesn't do stuff for a bit" (or maybe has a bit of health) but otherwise supplements your attacks/defences?
One of my plans one of the capstone charms is:
-You and puppet both attack the same guy together.
-The target has the unpleasant choice of treating *both* attacks as Surprise Attacks or one as a normal attack and one as an ambush.
-Reset 1/scene
~~alternatively, we have a puppet based MA, it's Single point flashing into the void ~~
(Well, okay. The Capstone Capstone will be 'Legendary Size Puppet'. XD)
I don't think there is anything wrong with a martial art focused on familiars in general though
Yeah though that'd have balancing issues
Honestly part of the intent with narrowing down to 'puppet' over 'all familiars' was to sorta keep it at a relatively even level when familiars can be 'A tyrant lizard'
Making it work with a specific familiar
And I can hook more into its specifics
Like being able to make the puppet Look Like You. Giving it a defensive 'Before the attack, make a Manipualtion + Performance vs the attacker's guile. If you succeed, you can redirect the attack to a puppet in close range' charm.
Without having to worry about 'Hey, this guy has a Legendary Size familiar. That can take basicly infinite offence that isn't designed specificially to kill it, so the attacks are more negated than redirected'
The intended vibe is like '1/3 Fighting Game Puppet Character, 1/3 Anima Gemini, 1/3 Alice Margatroid'
The form weapons are going to be 'stringed/chained' weapons. Whips, kusari-gama, chains, garottes.
To play into the 'puppeteer' theming
I think the martial art focused on familiars is called a Survival tree, the combo attack is definitely in Solar and Abyssal survive in different ways
Blazing Solar Bolt
I mean, why is Throne Shadow not a Socialize Tree then? Like, this wouldn't even be the First Minion-Based Style
I wouldn't really call Throne Shadow a minion style even
Is Throne Shadow in 3E now?
It's as much just for party buffing
Yeah, in the Sid Book
Yeah it's in the Sid book, it's a bit odd and hard to combo with other MAs but it's quite good
How do people recommend writing evocation trees, and how many evocations should a 4* have anyway?
It's easy to combo with other MAs if those MAs are being done by a solar
If you're making your own for your own purposes, like 3-5 is fine
You probably aren't going to get all of them
If you do design the whole tree
If you want a lot of T-rex moves they're in the survival tree, if you want a shadow clone that you make attacks through it's in Obsidian Shards, if you want more initiative tracks it's CMOS. I'm just not entirely sure there's room for a giant yozi martial art here.
Honestly, the existing ones are not really great examples as they have both a lot of charms and a lot of really badly designed charms.
(Evocations, I mean)
Yeah, that was my difficulty.
I was trying to figure it out based off examples and went "this is bad"
Then yeah just like do a few cool moves for your thing
I mean, it's expressly not working with T-Rexes, just the 'Granted by the style' puppet minions
(Becuase T-Rexes introduce balance issues)
I go with 5-6 evocations max, generally 1-2 1-2 E2, 1 E3 and then 1 E4 for really big artifacts like 5-dots
In practice I usually end up with about two on my real character sheet anyway
Most of my artifacts so far have been like 5 charms, Mostly in E1 and E2
And designed sorta plug an area theme-wise.
I think an artifact can pass with like 1 charm that does something cool on attunement and a cool passover
Passive
Happy passover though to those who celebrate
Ghost-Lit Duty
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Raise the Skeletal Horde
Under the ghostflame light of Innocent Oblivion, the dead rise again to defend what they did in life.
When you Raise the Skeletal Horde, instead of Zombies, you can instead raise Ghouls. Ghouls are treated as Militia, except they are Mindless and Undead. When you raise multiple Size worth of zombies, you can divide the raised undead among any type of undead you can create.
Like Innocent Oblivion's 'thing' is that it lets RiRi have Better Zombies.
She's not likely to get a tonne of evocations for it but what it does is something 'Being an Alchemical' wouldn't do.
Vigil's sword is a two-handed medium weapon because one didn't exist and then the one auto-unlocking evocation is "spend 4 motes to stab ghost, this works regardless of sword's location as long as it's still attuned "
because I like the idea of parrying a ghost's sword with the ghost of your sword
(also sids don't have a straightforward spirit-cutter, so it's a nice emergency button)
(I will admit, with the game having so many ways to Get Minions in Charms, Artifacts, Spells and Merits, a Minion-Focused Martial Art being out of place still has me a bit confused.)
To me it just sorta feels like that's not really what the MA system works for in flavor and design space.
Also you already have so many ways to do as much beastmaster stuff as you'll ever need, I'm not sure there's really the open design space for something that isn't heavily overlapping with the existing martial arts clone moves, Survive or War
...so how would you do 'Combat Puppeteer' in exalted currently?
I would make them summonable terrain features or trivial characters that you can use to trigger effects
Like shadow clones or terracotta soldiers or shit like that
Not 'how you'd make the charms'
I mean, more...if there's so many ways to already do it...how would you with the current exalted stuff?
Well I forget the exact combo of stuff
But there's a way to give your sword 2 more initiative tracks
If I wanted to do a lot of it I'd just get a familiar and learn survival charms, if I wanted to do a little bit of it I'd learn Obsidian Shards for Draw Forth One Shard or take the Lunar clone tree to taste
I'll work on something else
Just...with how broad and weird martial arts get, I don't get how this is the one that goes over the line and not Throne Shadow, Nightingale or Thousand Blades.
(Staying out of SMA as while they're even weirder, this isn't a SMA so it's not quite the same comparison)
I'll admit I'm also not really 100% set on 'If you want to do combat puppet stuff, get an animal and learn the skill about animal handling'.
But...well, if there's this much objection I should likely find something else to do
I think you have plenty of room to make it cool and diverse, Iki
Go with your gut
I do find it funny that this was me attempting to translate an actual martial art from another game.
Gemini is a martial art in anima. One of the Impossible Weapon ones.
Alongside 'Razor Wire' and 'Hey, exalted, you're ripping off what I rightfully ripped off first from Fate with this Thousand Blades' XD
hi i made another Bloody Hand
The big earings are fun.
dollmakers are useful for figuring out vibes sometimes
abyssals should bleed randomly in portraits or otherwise make spirit photos happen okay
hehehehe
Can't fault that
she's making so many potential friends (people who are going to try and get her to do more external cultivation)
I'm not entirely certain what the vision is here, then, because "get a familiar/Bronze Legionnaire and reflavour it" seems to.ke to cover most things that aren't "I have a clone, it doesn't have stats but I can make attacks through it"
evocation 1:
passive
if someone acts contrary to a major or defining intimacy of yours while you're holding the blade, get an extra damage dice when you hit them next
evocation 2:
2m 1wp
when you parry a guy, steal one of his dice to hit you next time he swings
evocation 3:
some cost
when you successfully defend against an attack, pay the cost to reflexively try a disarm gambit
evocation 4:
some cost
when you hit a guy, pay a cost to sippy box some of his motes out of him equal to his wound penalty
evocation 5:
when an enemy drops an undodgeable attack on you and you block it or an undodgeable attack on you and you block it, reflexively counter-attack with a MA with which this weapon is compatible
is this anything
I would not add a capbreaking accuracy booster and defence increase to an artifact, otherwise this all seems like reasonable evocation stuff
hm
when you parry a guy, pay to make him have to reroll some successes when he next swings at you?
the general vibe I'm angling for is asshole defensive fighting style
okay bro hit me. just hit me. that's all you have to do (steals all of your motes and then beats you to death)
Also capbreaking defence booster

although more reasonable because at that point they can just throw a cheap attack at you to get rid of the debuff
so probably doable if expensive
yeah, I was thinking that it also makes the violet bier vs. violet bier matchup funny because metal storm
anything that fucks with hitting or not getting hit that doesn't obey Charm dice limits is pretty dangerous territory
see: Hail-Shattering Practice, probably the best defensive charm in the game
I think in Abyssals it's Fluttering Moth Defence
ayup, it is
(I didn't take it because I'm an idiot)
(I ran out of room for charms)
when you parry a guy, he just takes withering damage
this feels worse but might actually be better?
excellent.
I wonder how you'd make heavy weapons more competitive with light and medium weapons while keeping their identity...hmmm...
Does anyone have thoughts on scaling down stat blocks to a lower essence? I'm looking at the Storm Serpent from Hundred Devils Night Parade as a basis for an Ephemeral Induction Technique spirit, but it's Essence 4 and I need the created spirit to be Essence 1.
you're a Twilight, right? I believe you can just bind lesser elementals, although obviously that doesn't get you your own custom one
annoyingly the core book has literally zero Essence 1 elementals, and there's none in HDNP that are remotely combat-capable
the Storm Serpent has nothing below Essence 2 in terms of abilities, so I think the closest you can get for spirits is the Field Guardian, E1 guardian spirit with a big attack, a soak charm and a decisive damage boost
Hence why I'm not referring to one of those -_-
But Field Guardian is a good shout
the storm serpent doesn't actually hit hard without spending motes, so condensing most of its giant AOE nonsense and unblockable lightning into a decent basic attack like said big scythe probably works all right
I suppose Good Earth Resilience could be converted to something like "in a storm" rather than on home turf
Hmm...what would you call the 'gold standard' of 2/3 dot familiars? The 'i want something that's good at its job but not so powerful it breaks things'?
Simhata
it's a really good horse and has decent crowd control attacks
but a lot of the upsides are based around using it as an elite mount, so if you just want to ask "how much raw combat power can you get from two merit dots" I'm not sure
given two merit dots isn't even enough to warrant any combat power when spent on artifacts I would say Not Much, but all the merits that give you extra statblocks fighting alongside yours are extremely cheap for what you get
I love my deeb, he comes with two other deebs both riding Tyrant Lizards
Yeah, that's my pondering. Tyrant Lizards feel like Kinda An Outlier.
yeah, they are
strangely, less so for Lunars - they're incredibly lethal warforms but you need to be quite high essence before you can stay in Legendary Size for an entire fight without going quite hard and risking mote exhaustion
while you can definitely crunch a few mid-essence deebs with an Essence 2 tyrant lunar, they're not orders of magnitude better than hippos etc, just somewhat better
Makes sense.
unfortunately normal tyrant lizards do not have to pay motes every round to stay tyrant-lizard shaped so go wild
Unicorns seem very...damn good in a fight but not Such An Outlier as to warp the game around it like Tyrant Lizards do.
they're rock solid, yeah
nothing too extra though - they don't have overwhelming and they can't grapple, so they bounce on medium-high soak
min damage 1
Yeah, that's sorta my pondering. Working out sorta 'baselines' for 'This is notably good but not so notably good it cracks things'. XD
there are lots of cool beasties in the various books that just don't have the dice pools necessary to threaten a reasonably fighty Exalt in any way, which is unfortunately life when easily accessible defence is naturally going to range from maybe 4 to 8 before you get into dedicated I Never Die setups
Suddenly, a Battlegroup of Unicorns. XD
excellencies are really good, as it turns out
then you have my stupid E5 sidereal build who runs around with parry 14 and can boost to 16 by whipping his hair back and forth if I understand the rules correctly
(this is not a serious build, do not actually do this)
def 6 is fine, there are many dedicated combat exalts running around with def 6 base because they have light or heavy weapons
Parrysid has Prismatic Form, Ways of Exaltation, Indomitable Shieldbearer Expertise and artifact gear up, so he's committed something like 46 motes to Stuff and a bunch more charms to get disgusting mote efficiency
Redsids are actually unique in that at iconic they have Parry 8, which means life is good
meanwhile, dodge sid
(dodge sid also very good, I should really stop skipping dodge)
I'll admit I generally lean parry over dodge due to 'medium weapons existing/you parry with the same skill you hit with'. XD
Something that dodge can't claim.
yeah, it's very efficient
dodge shows up more for archers and thrown weapon users who can't parry, or for certain martial arts that can't use medium anyway
Sid Dodge just has the one spectacular standout of "actually I decided we're not having the fight today"
On Grinning Mask I gunned for Dodge largely because of Avoidance
Which is just freakishly good
(Solaroid dodge has Seven Shadows Evasion, which is frequently worth it by itself, my god)
A couple of my sids have good evasion but mostly due to cheating.
Defense of Shining Joy is good
Sure, you don't get dodge charms out of it but if you just want an evasion score it's pretty fun
I craft with charisma
my steaks like my cocky grin so much they just become perfectly done
Alchs have some nice ones there, though I think the sid ones are generally stronger.
Sids have always had "wait, my X is in Y ability?" as a thing
Alchs just want to do some fairly utilitarian stat swapping so they can get more things under the stats they have 8 goddamn dots in
Alchs can get heavy and unarmed weapons with strength and parry with stamina, which is pretty nice if you don't wanna go turbodex.
I should really actually build this VBOS alchemical
I think it would be fun, they have all the right charms to patch the holes and it means I get to use Joy-In-Adversity Stance, which is a really neat defence boost
Alchs have the Give Me Mutations permanent charm, right?
I can go get some Unusual Hide and extra limbs
Yeah, you get...7-8 dots worth of charms iirc
And you can hotswap it like any other alch charm
ah, Manifold Transhuman Implants, yeah
would need two for the ideal suite of "unusual hide 5 + other stuff" but one is pretty great by itself
You can also get non-hot swappable mutations if you want. XD
Nothing stops you just Being Built Weird.
Manifold Transhuman feels really good if you want mutations that have a lot of downsides.
Like if you want Fins 5 or something
So you can go 'no, this is not a Water Mission, I will have legs instead of being a mermaid'
Tinkering with those puppets for the idea. My plan is to offer a Few Types of Puppet that have a trait or two to make them specialists for a role.
So you can have a Defensive Puppet who's job is to block hits, or a Charging Puppet who wants to do a Big Lance Hit or such
With you ending up with a few slots for puppets.
you know, Alchs are also pretty good at my favourite thing, which is mote efficiency
they can't reach Sid levels of "fuck you, my attack excellencies are literally free because you gave me batman prep time" but with max T(A)U on your attack stat you do very decently
I also feel like they have a bit of an extra shiny that sids don't in that well...stats are wider than abilities. XD
So getting 'everything dex' heavily discounted covers a lot
Ah, yes, that one XD
the other boosters are "all attack rolls that align with (Intimacy)" and "all rolls in your WSAV specialty" so you end up with this very strange combat routine
"so I pretend to be a robot, get really psyched up and then jump him at night, and we're good"
(you can also just pretend to be a Water Aspect, they get martial arts)
Also very good and likely more subtle
Hmm...basic Sword Puppet (Does general combat well), Lance Puppet (Does a single big charge well), Arrow Puppet (Ranged, poor defence), Unarmed Puppet (Gambits!) and Shield Puppet (Tankiest + Does Defend Other) seems like a pretty solid setup for 'default options for puppets'
that's a lot of puppets
I would probably go with the traditional setup of "melee, ranged, weird" or "DPS, tank, support" but it depends how much of this MA's space will be "you get new puppet type X"
The intent is that by default you only get sword or ranged
And unlock lance, unarmed and shield
sensible
wait, pretending to be a water aspect gets you Aura for Water Dragon
we have unlocked Wet Sid
Y'know I think that charm is too good
what, WOE?
yeah, it's amazing to maybe too good depending on how you lever it
it's basically "here, have a Solar level combat suite", which a lot of the SMAs do in different ways
WOE does it with cheap raw power, CMOS does it by allowing you to stand in midair bludgeoning people, etc.
it's a good thing Sovereigns can't learn it, they'd get to Anima 4
The capstone charm is going to unlock, temporarily, another sort but it's not really a Normal Sort. The Goliath Puppet is 'Hey, congrats. You got a long way up this tree. Now you finally get to have one of your puppets briefly become a Legendary Size Puppet'.
As opposed to 'sure, chargen seems like a fair time for tyrant lizards'
I wonder if the Puppet Exigent has stuff that would work for this
I never read their stuff
I'll admit, i've not looked at it either
the only exigent I'm super familiar with is Architects.
Alright, using Field Guardian as a base (thanks Misc), how does this look? Probably overtuned, but, starting point
Good Earth Resilience -> Whirling Storm Resilience:
Same cost. When it’s raining, the spirit gets 5+(stormcaller intensity) soak. If not stormcaller-based, intensify corresponds to the level of weather penalty.
Harvest Moon Sickle -> Rolling Thunder Fang:
Same charm, but the wound penalty is added to the damage roll if the weather corresponds to Intensity 1+
Towering Wheat Blessing -> Eyewall’s Border:
Same cost. Spirit and its allies ignore movement penalties/difficult terrain for bad weather, including from Stormcaller. Grounded enemies treat terrain in Intensity 1+ weather as difficult terrain.
don't you get intensity 1 for drawing the sword?
I think it starts at 0
A Goliath Doll is a titanic doll that requires large amounts of essence to fully act.
Passive: A Goliath doll can act out of combat without investment of motes but is unable to take actions in combat unless the martial artist pays 10 motes and 1 willpower to bring it to full life for a scene. Without this, it will not notice hostile foes and will just passively watch ongoing conflicts.
Vague pondering. So you can 100% have it like 'carry shit' and 'lift heavy objects' without help but if you want it Hitting Things With A Titanic Blade, you need to pay to bring it to Combat Function.
But AFB from Arms of the Chosen
ah, so it does
I feel "I have moved all these conditions to a trigger that I will inevitably hit when I draw my sword and do one move with it" is a little cheeky, but you do eventually get difficult terrain on the ground just from the sword
Any thoughts on tuning it down?
I thought it might be alright because it’s actually not amazingly trivial to raise intensity
probably 5+ 1/2 intensity, because you are upgrading that to work essentially anywhere
and then a slightly higher threshold on the decisive damage thing, maybe Downpour
For the soak?
yeah
Mm, okay
Makes sense
Especially given there are other ways to make bad weather like that spell I don’t know yet
Thanks
it's an artifact 5 and then an essence 5 capstone that you've just skipped to with Supernal, so really we're in "fuck it, it'll kind of work" territory
average solar
Silly pondering if you wanna tone things down?
Make it not grounded enemies.
Make it flying/airborne enemies get the difficult terrain
As you're fighting strong buffeting winds blowing you off course
It affects less dudes but it's still shiny and fits the fluff
The reason I made it grounded is because flying is a high-intensity effect of Stormcaller
But I’ll take another look at it
you do get "all ground is considered difficult" 3 intensity below "all flying is considered difficult"
so it will obsolete itself one way or the other
I've outlined my thoughts on Supernal already so I won't repeat myself, but the core splat of the game having to regulate the power level of several of its capstone abilities purely on vibes because they are accessible at E1 and provide very little guidance on what they actually do does really annoy me as someone who occasionally does some game design
A minor grumble about Supernal?
see also: Integrity, that one psychonauts charm that has literally zero rules text attached beyond "make it up" and a couple of the brawl charms that have almost incomprehensible text
Man, some of the Solar abilities get a lot less out of supernal than others.
Solar War ends at essence 3 XD
I have my own gripes with Golden Calibration, but it is immensely easier to use
Either way, I’m trying to focus on this particular case rather than establish principles for all things to follow
GC's explicit policy of "don't nerf overly strong stuff, buff or rework weak/nonfunctional stuff" means that a) GC solars are stronger and b) they keep wandering outside Solar design space because it wasn't made with the other books in view
most solar trees end at E3, which annoys me
so you get things like E1 instant tiger warriors that you can make out of troops that you summon up from nowhere with no training time, completely obsoleting Sidereal War's vizier stuff
I’m somewhat forgiving because GC explicitly states it’s meant to be a compromise, and if Rand were just doing it for himself he’d make more extensive changes
And also shit’s actually readable
I don't really buy that because who are you compromising with
I really like the alch 'make your soldiers badass' one where it sets some gates on how well you can do various essence levels.
Where the lowest version is 'You can make soldiers badass if they're fighting in defence of their homes'
And then 'you can make them badass if they're fighting creatures of darkness'
And then finally you can make them more Generally Badass
Anyway: reduce the soak bonus, think about difficult terrain, make the big decisive hit harder to trigger
And then look at dice pools and misc charms
good one briar
should probably move this alch away from my traditional skill mix of "fighting + crafting + awareness"
VBOS is definitely going in there, what else shall we do
big Lore?
Misc when there's crafting at the function:
alchs in theory have an easy time with crafting because they can unplug all their crafting charms and replace them with combat fits when they're on mission
but in practice I already have two crafters
wondering if this is triggered on crash or whether I need to use it to augment an attack
I think it might be the former, since most things you need to call before you swing are Supplemental
sweet
Water Dragon is a really mean toolkit honestly
between Drowning-in-Blood, Theft-of-Essence, Bottomless Depths Defence and Essence-Dousing Wave Attack you have a bunch of stuff deebs struggle to get elsewhere
mote regen, dirt cheap damage boosters, perfect defence and forced charm deactivation, which you really want when the solar grows five more -0 health levels
Deactivates Your Ox-Body Technique
It probably says something that I am seriously considering dropping an artifact perfect for my character (a resplendent satchel of healing for a medicine-focused alchemical) for the sake of getting a prehensile tail that I can have her multifunctional hypodermic apparatus installed on, because tails with syringes on them is a great aesthetic
and what is exalted if not a gamea bout aesthetics?
The only thing that matters is aura
hype moments and anima
... no ID, do not make your alchemical have wings, horns, and a 'spade' (hypodermic needle) tipped tail just becuase you bought thousandfold courtesan calculations
stop steroetyping yourself
So I guess ID's going with that now.
i'd have to drop more artifacts! Or submodules.
I guess I don't need all these stat swaps submodules...
no id, bad id
No one can stop you from making alchubus
I mean I am a sorcerer
and like worst case scenario I can just buy the mutations charm
I'm not much of a sorcerer but given how alchemicals work it behooves any of them with decent intelligence to be a sorcerous martial aritist with a lot of artifacts
just have my control spell
"whatever. go my control spell" - alchs apparently
I'll learn death of obsidian cockroaches eventually
the big reason for me to take it at chargen is because while the alchemical martial arts charm is explicilty a shortcut, the sorcery one isn't; you still have to undergo all the initiations and rarifications of your essence and etc
which would be a whole mini adventure in itself over the course of several arcs, which is fine, it'd be fun, but i'm not super interested in exploring that when I already know what the character as a sorcerer would be
https://docs.google.com/document/d/1gtCOddPlkDDgIWg9o1iJdWi0XxmCYW9j6Py1GBFE3vw/edit?usp=sharing Hmm...pondering how many Familiar Dots this would be worth.
Puppet Blademaster Creations of skilled artisans, these puppets float through the air on strings at their master’s direction, armed with gleaming blades. Acting without their own thoughts, they are driven by their master’s subconscious control. Essence: 1; Willpower: 5; Join Battle: 8 dice Healt...


