#Exalted
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the general idea is surely that you want to have more charms than slots, so you can use the fact that your charms are cheap as hell and have, at the very least, uptime and downtime suites
Ah, wait, I did not see the rule about submodules
That is ... at least better
Still inclined to think it should be repurchases in general, but it feels more reasonable
yeah, submodules are free and valid, my issue that realistically speaking you're probably psending nine charms (once at essence 5) on transpuissiants alone, if not more, for either setup
but if they don't, as misc has put, you just spend nine charms to get +3 to every stat forever, which is busted?
Id unno.
maybe repurchases only start taking more charm slots after the second purchase? like, you can fit two of the same charm into one slot
It feels kinda like the entire issue is with transpuissant
And that needs to be rethought and maybe given escalating costs
Huge Stats is just the alch thing, I think that's the point
twenty charms + submodules is more like 30/35 normal exalt charms
and then you have another 35 in the batcave
yeah, the old--I think it was seventh excellency? Migh thave been fifth?--for alchs wa salways the big one, but, I dunno
it's less a blaance thing here and more a gamefeel thing I think
Also by the time any other Exalt gets to Essence 5 they can easily have 52 charms
being fair the alchemical is probably going to have like. 70/80 at that point, just only 32 active at at ime
Active at any time matters a lot
I agree that huge stats feels right for alchemicals but I don't know if I think Transpuissant in its current form is the best way of achieving that.
I guess it's not really an issue in an alchemical-only game, which is the default assumption
Anyway alchemical with thousand blades
yaaaaaay
What weapon should she use
first instinct is guns but thousand blades can't do that can it
nope
Spears
Gunblades
direlances are fun
Ooh, what about chakrams, in combination with Thousand Wounds Gear?
I was about to suggest gyro chakrams
That also works with the notion that people think she's some sort of statue of Mela
Since chakrams are the air weapon
... wait can recursive trajectory cut be used with melee attacks? It feels like an oversight but nothing rules it out, and it would be extremely fitting for Thousand Blades
There's no rule saying a dog can't play basketball ...
Sporting Canine Transgression
No law can bind the Lunar that has not been put to ink
It occurs to me that it's reasonable to have only 4 weapons for thousand blades at least starting out, since the form charm will boost Arsenal to 5
Honestly starting with even 2 is fine
That martial art is extremely strong, almost SMA tier, and works incredibly with ranged kiting, which you can do tons of with those weapons
6 arsenal 1kB is going to melt most things and might be more fun to build up to, although I could see starting with lots of weapons if you've picked one that isn't easy to find or craft
what book is 1kb in again
Lunars i think
tis nae
Many Faced Strangers
Incredibly funny concept
So many solars died to deebs in the usurpation because barely any wore armor so they could do SMAs
Anima Flux melted those bastards
Hungry Lethe Call
Cost: 4m; Mins: Martial Arts 2, Essence 3
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Cutting The Strings
This supplements a Decisive Attack. If the attack gets 3 or more successes on the Initiative roll, it slices a fragment of the target's soul off into lethe. Choose one Sense or Limb. The target suffers a -3 penalty crippling on all actions that involve that sense or limb until the end of the scene. Penalties from multiple senses or limbs stack (Such as a blinded target attempting to swing a sword in a disabled limb) but the same sense or limb cannot be affected more than once in a scene.
If this incapacitates the target, their entire upper soul immediately passes into Lethe. In addition, their lower soul will not rise as a Hungry Ghost. Beings who's souls would not pass into Lethe when killed (Such as Gods, Dragon Kings or Jadeborn) are still affected this way, being spun into a human life for their next reincarnation to better understand life through human eyes before their native form of reincarnation reasserts itself.
Enlightenment: The charm slices a fragments of the target's soul as long as there is at least one success on the initiative roll.
Yeah. Doesn't Fully Take The Limb off/Anti-Crippling effects will cure it pretty quickly.
But it does allow some pretty easy, reliable crippling effects.
Which works on 'Doing damage' and 'Doing gambits' decisives.
Hm. It's not entirely clear whether Transpuissant increases the dice cap, unless I'm missing something
If it's taking you to any number under 5, it's a full stat point for all purposes.
If it's taking you to numbers above 5 it's charm dice/won't improve cap
yeah
I see that it's charm dice, but I don't see anything saying it won't improve cap.
Iii
(Or that it will)
think gkat might be right on a read here, actually, in regards to over five improving cap
it just also uh
is a charm dice itself so you can't spend more on it
so like, if you're dex 8 (5 with three transpuissants), and essence 5 and you make an attack, your dice cap would be 13 but 3 of those are filled with your transpuissiant
but like, the abyssal charms that add appearance increase dice cap there too AFAIK so
I dont' see why this wouldn't?
Yeah, that's what I was presuming
It basically gives you an extra point of dice cap and then immediately fills that
Tangentially related, if this is my layout so far, what do people think in terms of alchemical charms?
appearance 5 intelligence 1
BIMBOT
(this is a positive statement)
so room for 7 charms...
two questions: I assume you're going to be combat primary? And what caste are you?
(In this case it's more that she was one of the original First Age alchemicals that Autochthon never woke up, only accidentally awoken from being seen as a sacred depiction of Mela very recently, and so has basically no understanding of anything)
Alchs don't have a Glorious Solar Saber equivalent, do they?
so your basic like,four-charm social setup is gonna be patriotism-provoking display and universal advisor comportment from appearance and effective leadership algorithm and universal authorization chevron from charisma
Let me double check, they have an essence cannon for ranged but I don't think they can just summon up any melee weapon
I don't think they do
ish
Let me find it!
But I was just trawling with ctrl-f for plausibly related terms
(you will also want accelerated response system as your onslaught negator and essence irradiation corona as a damage adder, plus at least one purchase of strain-resistant chassis modification)
Hm, yeah
Doesn't work with the spirit of Thousand Blades either
Right now she just has the two chakrams and that's fine, just wanted to check
Maybe those three plus the four you mentioned earlier?
That gives you the basic combat suite and a decent social suite, yeah
Makes sense. Appreciate the advice.
Yep
excellent
and sicne you went heavy on martial arts, plenty of room to expand early on.
Yep
I should tinker with RiRi again, work out a less 'all over the place' design for her.
Thousand Blades was tempting with her, as was the Staff/Blasting Martial Art I put together.
It occurs to me that staff-fighting could be really good for alchs because of compatibility with Wood Dragon
And the fact that wood dragon is silly in combination with stuff that benefits from aiming attacks
Yeah I should maybe focus Responder down some. Maybe actually take some MA charms lol
to be tbh a wood-dragon/melee staff-fighting sid would absolutely wreck
"Hit guy once, you are aiming at him forever" is a hell of a thing
She's currently looking at...
Universe: PErfected Style Matrix
Appearance: Transpuissant (Calculated Composure Submodule), Thousfold Courtesan Calculations, Patriotism-Provokign Display, EMotive Aesthetics of the Body Eelectric
Intelligence: Transpuissiant (Machine-Logic Subroutines), Comprehensive Diagnostic Algorithms, Multifunction Hypodermic Apparatus (Metabolic Accelerator), Man-Machine WEaving Engine (Distillation of Artificial Forms control spell, only spell she knows)
Perception: Transpussiant (Exquisite Proprioception Filaments, Unwavering Sniper Calibration)
Wits: Omnitool Implant (Comprehensive Surgical System)
STrength: Transpuissant (Overpowering Assault Configuration)
Stamina: Transpuissant (Hardened Body Fortification), Embedded ARmor PLating (Exoskeletal), STrain-Resistant Chassis Modification
Oh? What are you thinking?
Just that alchs have a bunch of "benefits from aim" charms
And Wood Dragon fuckin' loves that shit
That's fair
Wood Dragon + Thousand Blades seems like it could be a lot of fun.
'I'm a melee style but only very technically'
Staff Thousand Blades master making an escape.
Oh hey Emerald Gyre and VBOS are also compatible with staffs
brb, designing an Upgrade Patch for Alchs to let them learn SMA 😛
I was thinking of the wood dragon sid
Also: is this visible? https://www.lotcastingatemi.com/characters/84787
Online Character and Chronicle manager for Exalted Third Edition. Supports all published Exalt types, mortals, and homebrew exalt types.
negative
Dang
Guess I gotta redo it on the Master Sheet
Awkward but ultimately probably better I guess
How's this seem btw?
I am trying to find other crippling charms to compare it to but there are surprisingly few
certainly very good
There's a Lunar one
Oh that's a very different sort of crippling (Which the game calls the same thing). That's the 'the arm is perma-gone' crippling.
While this is the 'dice penalty' crippling
yeah, same with the Abyssal Melee equivalent
Prey-Hobbling Bite is also a crippling charm
Wondering if I should bump Rival up to Celestial Circle once he gets there just for the Book of Three Circles options
he's a mediocre sorceror but I like the idea of him having a huge book of spells passed down to him that he can just about be the sorcerous equivalent of a script kiddie with
what one celestial spell should I have him properly learn, so we think?
demon of the second circle?
boring though, no real control effect
maybe magma kraken
though it uses int plus stuff
hmm
What's rival's theme?
Hand of the Maker is a pretty cool one. Not a huge issue with being a mediocre caster if you're not trying to cast it in combat. Moves (Essence) x 5 tonnes at (Essence + Intelligence) miles per hour outside of combat.
It's great for if you ever just need something inhumanly strong to do inhumanly strong things for you
And the control gives you the ability to cast the spell without a roll as long as you're not asking it to do anything that takes a roll.
Which means you've basicly got short-range telekinesis around you for anything you wanna fluff up.
Four Seasons Rival is the redsid crane enjoyer who has inherited an unreasonable mess of duties, artifacts, cover identities and folders full of plans from his elder former incarnation, all of which are studded with strangely relevant notes and messages passed down by either that one Craft charm or some kind of agreement with the pattern spiders
so I like the idea of him being kind of a mid sorceror at best, doesn't really have the talent for it, but occasionally he remembers one of the fifty spells Gleam told him to study up on right quick
unreasonable expectations from your former self/surrogate father figure/last dev's code comments/Stanley Parable narrator
anyway he has like int 2, or I would have jumped straight to Magma Kraken
Shadows of the Ancient Past, maybe?
yet another way Daddy Previous You can leave you information
there are worse ideas
there's also the Instant Mansion one, which has zero SM or willpower requirement, but isn't super useful for a Sidereal
Does it seem reasonable to describe Retainer 4 as representing a DB crafting buddy?
Or exigent or somebody of terrestrial scale
what, just to make you more chakrams?
Utility Deeb is the classic 4-dot retainer, yeah
Well that, but also to run the whole "I need to be stuffed into a vat and have new charms installed" thing
I feel like a Retainer 4 and Followers 1 could potentially represent the work crew for that?
I have seen creation alchs just use Followers 1 for that, yeah
retainer 2 followers 1 for the pit crew
Also would be very funny if the character only spoke Old Realm and the retainer translated for her
I used Ally for my crafting buddy on my alch, but it felt more appropriate than retainer for the position i wanted him in her story
I personally like keeping support crew for starting exalts at the mortal/occasionally god-blood level, because a full E2 deeb is basically a second character entirely for an E1 celestial
once you're at E3/4 you start getting charms to summon new merits into existence anyway, at which point tacking on extra deebs is far more doable for the GM
I would assume given it says "young terrestrial" they're more at the level of an E1 db
But either way
The easy way to do it is to take the Young Dynast and tape some charms to him, yeah
and/or remove some of his bling
operating in mixed parties with Lunars
store cat in bag
Hm, Ebon Shadow with White Veil ...
Is it possible to use social charms through an interpreter?
I don't think there's anywhere that syas you can't, to my knowledge?
Is there a write up for how Legions are organized at all
I know Dragonlord is the General equivi
let me look, just a moment
in The Realm, starting page 70
... yes
I was typing it out but in hindsight just giving book and page isenough isn't it lol
big realm
do Lunars have three books too since most of the Threshold is lunar dominions according to FATG and Across The Eight Directions is the threshold book
they got lunar book and many-faced strangers. so two i think
Most thresh hold states are just normal countries
fangs at the gate states that the threshold is where it is solely due to the efforts of the silver pact though
Yeah, mainly because Dominions are the places that actively rally and attack the Realm
How powerful would the various X Dragon styles be, you think, if their 'When in X aura' was instead locked behind terrestial?
Like obviosuly they'd suck for dragonblooded
But pondering how they'd compare to other martial arts.
I feel like that takes a lot away from Deebs
Oh yes I'm not talking about as a real change, more 'where they'd fall relative to other martial arts if so'
I think that'd probably make them a lot better than most MAs
since you take an action economy requirement to get into that Aura and just make it always on
And you can't benefit from aura from more than one DB style at once
It would be an awkward adjustment, I think
The DB styles are pretty powerful in some pretty distinctive ways
Power-wise wood and fire dragon would both be somewhat wonky still, but water would be everyone's favourite dip, I think
"hello I can flurry attacks and full defenses without penalty forever now"
Well, Sidereals already have a button for that, but Lunars are eating well because how they can do that and also all the other stuff
Wait what's the sid button for that?
Indomitable Shieldbearer Expertise, in melee
It's Versatile, so it can flurry with MA attacks
Oh okay
I'm pretty sure you get the full benefit of the full defence on your MA parries if you're holding a shield in your off hand and not swinging with it, but I could theoretically be wrong
theoretically an excellent pick for a four-armed sid
just get the natural shield mutation
shield, hook-sword, two war fans for clashing and only -1 flurry penalty which you can negate for 1 mote
(Unconquered Crane?)
Alright. 2 more charms and this SMA should be done. Gunna have to check my notes to see what else I wanted this to be able to cut (Got to brainstorm 2 more E4 charms)
rereading Abstract Weapon has really put me in the mood for more sidereal martial arts fights
Hmm...maybe another defensive trick...it's got a lot of 'Do Offensive Thing' right now.
Maybe 'clash a multi-hit or AOE attack that includes you. If you succeed on the clash, it also negates the attacks on other people'
Oh I finished my creation-bound alchemical https://docs.google.com/spreadsheets/d/1AwJdfL3SnJ9UYu6tPY0Jt9wm5T1MMhikGubT6wMiN78/edit?gid=655784735#gid=655784735
"I am literally blue" feels like a good excuse for Unusual Hide :D
Seems legit
Going hard on martial arts early on seems like a really good call for an alchemical
Since it leaves you with charm slots
yeah it's a good pick
downside is that it slows your growth rate a bit because you're buying full priced charms not half price
so I would max out your charm slots and then take MA, personally
wait, no, I have read that wrong
never mind go wild
Yeah at character creation it's great
Since those MA charms are 1 charm, just like alch charms
I thought you got your extra charm slots free at each essence level but you don't, do you
you have to buy those
Long term MA advancement is a bit slower, but short-term you get to get a bunch of new charms for very cheap
so yeah, the more MA charms and spells you can cram into your starting allotment the better you're doing at XP arbitrage
at chargen, taking MA charms and evocations is great value, because those are normally 10 each
Yep
that's a bit wonky, I'll be honest
It is!
Charm slots are weird
To some degree I see why alchs are played alch-only by default
They're sort of a different beast
I really like them
2.5x chargen XP multiplier is a sufficient bonus for optimisation that having, say, me at the table with someone just picking cool robot parts is going to end up with two slightly different power levels out of the box
at the very least, you want all your martial art's E1 charms
I did skip the form charm for Thousand Wounds Gear, but otherwise that's what I did
the main downside of going Crane at E1 for anyone other than a solaroid is that you don't get the Form until 2 and Crane Form really makes the whole thing go
that's still 4 MA charms at E1 between Crane and Water Dragon
I guess you throw in an evocation or two
Dragonblood
Starting at E2 with them is nice in a bunch of ways
Weaker on balance but fun
oh yeah deebs get to go ham
Martial arts are great for DBs, which ... I mean that tracks, setting-wise
crane is interesting for deebs because while it has very good Mastery benefits, the gap between normal and Terrestrial is quite small
so a deeb has basically the same Crane power as a Lunar, they just don't have all the supporting bullshit
And if you're doing water dragon/crane you can work around the terrestrial if you need to
Here's something fun for a sid: White Veil into Citrine Poxes
Both have needles as form weapons
And White Veil can do some nasty disease stuff of its own
I think that's strongly encouraged given the existence of Gentle Touch of the Wicked Hand
The Dragon Succumbs is desperate for Citrine Poxes bullshit
"This is my enemy. He has all the diseases. Now I'll make them worse."
But also fitting the medicine theme since you literally get a euthanasia charm
sid medicine is one of those trees that only vaguely understands what its thing is
in classic Sidereal fashion it's mostly about death and then your absolutely amazing A-tier healing charm is a quick dip into Craft
Endings, after all
Sid healing is unreasonably good
One craft charm + one charm from Citrine basically replicates all the useful bits of Solar Medicine at a slightly lower XP cost, even after factoring in the dot cost
second funny sid elder idea from someone on the Exalted discord: take Prismatic for Four Magical Materials form
get a warstrider
learn the warstrider moves
use Four Magical Materials Form to use the warstrider evocations without the warstrider
I am become mech
Hmm. The alchemical I'm working on is a sorcerer martial artist but I've only taken alch charms. I guess I should change that. And adjust her stats to be more 5/1s. XP efficiency is important, I just get grumpy about it
I was thinking the seven evocations from Karvara that turn it into EVA-01
although the unlock condition on one of those requires you to eat someone while in Four Magical Materials Form
The warstrider evocations in general tend to be pretty wild
(Technically it might not work since "she can't use evocations for which she requires the artifact")
Sidereal sighs before having to dig into an entire person's corpse
rereads the Craft rules and sighs loudly
The GM book cleaned these up somewhat, right?
Not really unfortunately. Simplified but didn't rewrite the charms to work with it
Yeeeeah I was just noticing
I was going to write a craft cheat sheet because I did subject myself to all these rules at one point
Looking at DB craft, it does feel less than amazing. The air and fire signature charms seem good, at least?
I still never really looked into the Craft rules
you need to do smaller projects to build up points for biggers ones IIRC?
Also this exists in Heirs of the Shogunate holy shit
Yeah. Basic projects ("I make a chair") give you silver points, which you spend on major projects ("I make a sword") for gold points, which you spend on superior projects ("I make an artifact") for white points, which you spend on legendary projects ("I make an artifact N/A")
deeb craft is not great at actually making artifacts
you're basically restricted to A3 for most purposes
What's it best at?
mundane making of things
Why so? Just not enough ways to gain gold XP?
not enough raw dice power
Ah
From an in-setting perspective this does make sense, but it's also very disappointing
I will say that like
If you're making your own artifact
The dots are basically useless
A homebrew 3 dot and homebrew 5 dot probably have the same amount of power
For most people
if that's true you homebrewed them wrong though
The big difference is how high the essence of the evocations is supposed to go, isn't it?
i don't think you should make statements on the game based on an unsubstantiated claims of how other people are playing it wrong
Flawless Facet Realization looks pretty solid, at least
And how much juice the evocations have in general.
I think what Voy may be getting at is that homebrewing balanced stuff for this game can be rocky enough that many tables will end up with the dot values not mattering a ton
Which I think is true, but is a more pervasive issue than crafting
Practically speaking most homebrew is unbalanced. This is true of most systems and most tables because that's just how things play out when groups of friends try to have fun. Especially when the system incentivizes "I want to do (x) cool shit" and the systems are so complex that unless you are a hobbyist or professional game designer you are not really going to have a sense of how to balance things.
does some anydice oh wow yeah even a fairly top-notch craftdeeb is not realistically going to be able to manage more than an artifact 2 consistently
Oh, true, that's another 3 or so dice per roll
Not sure if the Fire signature or the Earth signature is better here
Probably Earth
Fire is terminus -1, but Essence non-charm dice and another non-charm die for every 10 on the roll
Earth is just +1 terminus
Earth costs 20 more gold xp (22 with strike the dragon anvil), but
Hm, with Earth you can probably hit 50 successes for artifact 3 pretty consistently
And then once you do it the one time I guess you can ride the high and spend white points on strike the dragon anvil for reroll 8s
Make it a little easier
Oh +3 gold xp
jfc 80 gold xp seems like a lot
IIRC in the short-lived game I was in there was a house rule that all crafting xp gained is white?
I mean, that also goes for the people writing the game looking at a chunk of the artifacts we have. XD
I mean you ARE immortal
I feel like games that run on that time scale are going to be a minority, though
And note that you can't labor on-and-off for 10 years
If you take a month off, you need to make up that time
It does annoy me that it basicly reads 'You are a solar' without bothering to actually just outright state it. XD
Crafting XP also seems ...
Okay so
"Oh 6 gold XP per major project I guess that's not so-"
"-oic"
With a relevant intimacy of "I like to make swords" and a shop you can probably get 4 gold xp per major project
yeah hte ideal crafter sovles every problem forever by crafting at it, and also always crafts from the same four skills (two of which are artifact adn geomancy)
In fairness it can be 3 xp per objective if you do a really good job
So I guess plausibly it'll be about 6
Assuming you have a store called "John Exalted's Swords And Chairs"
I unironically think more exalts need a lot less focus on artifacts craft-wise. There should be more like 'Hey, we need a bridge here' 'Sure, gimme 5' or 'Hey, we're about to fight' 'Guess who's got fort-ifi-cations~' instead of 'and then I get a tonne of non-charm dice because the craft system is so silly numbers-wise when it comes to artifacts'
Well, that's kinda DBs
Hm, an essence 4 DB can convert silver craft points into gold craft points at 4:1, so ... yeah at that point you just sell baskets for a couple of days
And then you can make an artifact
Major Principle: I really like making baskets
I believe it comes out roughly the same, so fire is the go-to
Oh, because cheaper
yeah
Of course at Essence 5 I assume the call is "both"
Would that actually get you to the point where you could maybe sorta kinda do a 4-dot?
I think they're mutually exclusive as Simple charms but I could be completely wrong
and yeah, E5 deebs can do 4s reliably and 5s as a bit of long shot
this is why my Craft Abyssal has Smithing, Architecture, Artifacts and Geomancy as his craft subjects
OH wait the Earth charm requires 15gxp that's stupid
I think that's kind of the go-to, that's 10 skill points total since almost every splat has a charm to double your craft skill points
and Architecture is the prereq for geomancy anyway
That's 95 gxp with Earth vs. 58 for Fire
the thing that really lets solaroid crafters go nuts is the early completion gold XP bonus
basketweaving DB gogogo
once you can throw enough dice, you can just hammer out almost any artifact in 1-3 rolls and get a huge refund
and because you're spending so little on rolling you can just about go infinite on lower dot artifacts and almost so on anything non-Legendary
I'm sorry what
lunars, sids, deebs and alchs actually need to use the back half of their terminus, so their projects are 3x the cost or more
flutebow
between no early completion bonus, paying for more rolls and paying the craft XP cost of per-roll dice boosters
I'm mostly exploring this because I thought I'd put together the blue woman's retainer as a just-hatched DB for my own amusement
Eats a ton of ability dots, too ...
I forget, do deebs have the double-craft-dots charm?
that's been standard for Lunars and beyond but deebs were the first new book and apparently they could only file a few of the rough edges off Holden and Morke's stuff
because it had been ages since core and they needed to publish by deadline
so they're a little below par but still playable
Getting the itchy brain about XP optimization sucks when you know the game you're making a character for is mid-op at best
also I might be addicted to stat swaps
I try to only do XP optimization insofar as it feels right for the character
Which is surprisingly often
Also I made the blue woman’s retainer to amuse myself https://docs.google.com/spreadsheets/d/1-6OdU4zslK_S7NCs8ReIiN8GWOAkH_vv6T4SunfAeA0/edit?usp=drivesdk
yeah it's just more important for alchemicals than other exalts I feel, given the price difference between MA charms/spells/evocations and alchemical charms
I think the 'right' play is only take the native charms to allow access to MA and spells and then blow all your othr starting charms on those
but that does nothign to like, fit within the theme of hte character I want to build. I considered dropping everything not directly related to her core job--medicine-0-and everything I didn't need a stat swap for, which uh
only freed up four charms
I probably don't need all these stat swaps
especially since some only give me +2 or 3 dice
And they're submodules, so they're cheap buys later
Right now I have stats taht look like...
Int 5+1 | App 5+1 | Dex 2
Per 4+1 | Cha 3 | Stam 3+1
Wits 2 | Manip 1 | str 2+1
And I have the following swaps:
use app instead of manip for guile
Use perception instead of dexterity for evasion
Use stamina instead of dexterity for parry with medium, heavy, or natural weapon
use intelligence instead of wits for resolve
use str instead of dex when making non-ranged attacks with heavy or unarmed weapons
use per instead of dex when making ranged attacks
I can probably drop 'str instead of dex for melee attacks' and 'stam instead of dex for parry'
which emans I can drop my str and stam puissants to save two charms (and get me two BP back tos pend on merits probably)
I don't think you need both evasion and parry carefully swapped to be amazing
especially when you're just not that choppy anyway
even some of my primary combatants dump one, I just go "fuck it, I'll just Serenity In Blood if they use unblockable"
That's fair
I would like to be more parry than dodge tbh. Combat-wise I'm going for a throwing weapon + shield build, it's a little weird but I like how it shakes out
I could cut any combat focus entirely but the GM's already got a ton of rope for the backstory I wrote for my artifact weapon and is looking forward to using it lol
lol
is there an alch charm to make shields good?
No but I've spent artifact juice on doing so, basically
... then again
I could instead just take teh Natural Shield mutation
hmm, though that wouldn't apply to my actual main weapon
which matters because i'm doing thousand wounds gear, which has defensive charms that are better with chakrams
though ugh, my wits is also small and 1kWG likes going before the enemy...
hmm. Also itw ouldn't be medium, either.
... huh. You only get to treat natural attacks as medium for withering attacks, not for any other prupose
that's silly
it's also four dots to do so
Meanwhile I'm looking at trying to focus RiRi down a bit as I worry she's a bit all over the place.
Necromancy + Sorcery + Staff Martial Arts + Social is a lot of baskets.
yeah, whereas I'm doing martial arts + medicine + sorcery + social and like. the sorcery is mostly because I want to go into crafting later.
I'm considering getting Sorcery for drifts if only because the flying nimbus fits him
I like just dabbling in sorcery, but it can be slightly strange to have a guy who has learned exactly two spells and still reached Celestial Circle
if GM permits I'm putting Book of Three Circles on Rival and fluffing it as "he does have a grimoire, but really his past life is just recommending he learn fifty spells at once and his long-term retention is very patchy"
still not sure what his One Reliable Celestial Spell is
What's the funnest dabbling Sorcery source
possibly Ivory Orchid Pavilion, for better relaxation away from responsibilities
I feel you could do something with the Sid book "sponsored into sorcery by a god" thing
"sorry, I only do Obsidian Butterflies, it's regulations"
"I did a bender with some cloud people and now I have this strange rash and also know spells"
why does sorcery let you do crafting?
just a use for the occult dots?
I've just shut off my computer but don't you need sorcery to repair artifacts? I know I don't need it for first age artifice in autochthon but I thought it was still needed for repair
I don't recall anything of that sort for anything below First Age
I'm kinda tempted to see if I can get a 'Book of Three Circles But For Necromancy' for a character.
...I had a pondering for a charm to make 'I have a Greatsword instead of a Normal Sword' more tempting.
...does Saturn have a weapon associated with her? A scythe?
Restful Sleep Cut Short
Cost: 8m; Mins: Martial Arts 5, Essence 4
Type: Reflexive
Keywords: Decisive-only, Perilous
Duration: Instant
Prerequisite Charms: Virescent Eyes of Division Form
Desperate for victory, the martial artist brings the edge of true death against itself, warping the blade of Saturn's sword for a moment so that she may continue to serve.
The Stylist rolls her weapon’s base damage (Not including strength, flame or other sources of additional damage). Each success on her roll subtracts one success from the damage roll of a successful decisive attack against her.
Alternatively, the Stylist can perfectly defend against uncountable damage. Against recurring sources, the Stylist becomes immune for the rest of the scene.
Enlightenment: If the damage comes from an Enemy of Fate, the stylist may reroll 1s.
Grand Daiklaive User: "Hey, 2 more dice than the Daiklaive user and 4 more than the Short Daiklaive! Everything's coming up Heavy Weapons!"
Is this on parry, when you get hit...?
The intent is when you get hit.
You go 'Oh shit, last second attempt to save my dumb ass'
It's very good if you've got a greatsword, still very good with most other weapons and garbage if you got disarmed and are trying to do it unarmed. XD
swords on account of it being one of her constellations
amends charm to say sword
Hmm...I really wish there was more to Heavy Weapons than there is. They're cool conceptually but man, that low accuracy matters a lot more than the Slightly Higher Damage.
I wonder if giving them a higher defense bonus would do it
I know that goes against the mental image a lot of people have of them, but big weapons are fast
I think it would likely run into 'defence bonus is medium's thing'. I think part of the issue is they sacrifice a lot in accuracy for damage but...of the two ways of doing damage they're slightly better at one of them (Assuming you hit with both. They miss more often) and no better at the other one at all.
Medium could be at a, well, medium
But I hear you
They do get the clash bonus for being two-handed, but so do dual weapons and they have more accuracy to boot
I think part of it is also that melee doesn't clash that often relative to brawl.
So the clash bonus is less commonly applied for heavy weapons
... how ridiculous would it be if heavy weapons specifically has some kind of advantage on decisive attacks?
...what I'd be tempted by?
Give it a small bonus on all decisive init rolls. So a Heavy Weapon lets you just manhandle other people with gambits and hit a bit harder with decisives.
At the cost of being kinda bad at building init
I confess it does bug me that a greatsword doesn't let you fight like this https://www.youtube.com/watch?v=nYNy_drriXs
The 16 simple rules of the montante from Diogo Gomes de Figueiredo's work: "The Memorial for the Practice of the Montante" The composite rules are not included in this video.
'That's a nice sword in your hand. Can you keep it in hand when I smash it with a baseball bat the size of your leg?'
Big weapons are fast and very, very fluid
It would also make Direlances really good at unhorsing, which would be fun.
True!
'+1 non-charm die on init rolls (Gambits and decisive attacks)' wouldn't likely make them outdo medium and light any time soon but it would make them a fun 'I like Gambits' and also a bit of 'Yes, I will beat your ass harder with this' weapon.
Need to add a bind gambit ;_;
(Yes yes I know Exalted weapons run on video game aesthetics)
(It's just kind of funny because clashing is absolutely central to how two-handed swords in particular are used)
That does make me think the last charm for this SMA should be a clash, to let greatswords be happier 😛
As I did this to make it a bit shinier for heavy melee. XD
Something that would feel appropriate is if heavy weapons loaded up on a disproportionate number of tags
Yeah. If they're taking 2 hands, they should have 2 hands worth of tags.
Give my Grand Daiklaive Balanced + Hacking 😛
Why yes, I would like to hit a guy so hard my sword downloads his social security number
Hey, I play Alchs. That's an important part of my combo 😛
More Tags + that general 'slightly better at init rolls' would be very interesting for making Heavy Weapons a bit more...they wouldn't be the best at General Combat but they'd at least I feel have more of a role in like 'Hey, I would like to Do Tricky Bullshit/Manhandle my opponents about'
Dual light weapons would probably still be king but
More 'there is a reason to take this' would be nice.
You could absolutely get more of that "control the battlefield by manhandling enemies" vibe
Time-Slicing Blade
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 4
Type: Reflexive
Keywords: Clash, Decisive-only, Enlightenment
Duration: Instant
Prerequisite Charms: Restful Sleep Cut Short
The purity of her stroke is undeniable, cutting important moments of time away from her target.
The Stylist reflexively clashes an attack with a decisive attack. If she wins the clash, the target's remaining actions (Such as additional attacks or flurried actions) are cancelled. If it is the target's turn, it immediately ends.
Enlightenment: Once per scene, she may use this charm for 5m, 0wp if she is clashing an attack from an Enemy of Fate.
So to answer this, I thought Autochtonian artifice only let you skip the need to take Craft (FAA), and yous till needed to be a sorcerer to make/repair autochthonian artifice, but I went and reread that section in alchs and no it literally just lets you skip every requirement as long as you're in a metropolis
Cool City Is Cool
god I hate the linguistics tax
I'm kinda weirded out about how linguistics doesn't like...give extra languages.
yeah, gotta take a merit for that
It really should
I could see a more sensible, “if you have any of lore, occult, linguistics, or bureaucracy, you can read”
also the merit being 'one language per dot unless it's a local language no one speaks outside of this specific area' is
Not good
too expensive, given how many languages are inc reation
Especially since a character in many games is going to need like...4 languages minimum?
like, your average dragonblooded should speak... what, four languages?
High Realm, Low Realm, Riverspeak, and a directional
If you're a Dragonblooded Sorcerer, you know: High Realm (I fucking hope you do), Low Realm, Old Realm (You're a sorcerer, you almost certainly studied that at the Octogram), Riverspeak and at least one directional.
add on Dragontongue and Old Realm if they're a sorcerer
And that's before you get to anything Unusual.
I think Linguistics should give one languag eper dot and you should be able to buy three languages per dot of the merit
Like Glacier Jade as a Sidereal from the North needs...
Old Realm - She lives in Yu Shan
High Ream - She has to work in the Realm
Low Realm - She has to work in the Realm
Dragontongue - She has to work in the realm.
Rivertongue - The most important language in creation.
Skytongue - She's from the north.
As a Bare Minimum
That's 4 dots just on 'speaking basic languages'
Isn’t Dragontongue mostly a poetic language?
Still, point stands
Also uh, speaking as a monolingual American
“People are monolingual by default” is
Very American
Well, they're Bilingual. You get 1 + Native Tongue
But Biligual doesn't even cover 'high realm + low realm + rivertongue'
I generally skip Dragontongue
Wait do you? I thought it was just the native language
Sids get the nice little perk of free old realm
I must have misread
It turns up in the merit
Rather than in chargen
Oh wait...no
that's each purchase
Yeah
Yeah, you are monoligual.
...I should double check how many languages Autobot City has.
jsut Autochthonian (which is mutually intelligable with old realm now IIRC)
and various tribal languages based on it from the tunnel folk
Sid gets punted through the Seal somehow and everyone is confused at this guy talking like a Shakespeare character because Autobot has slightly altered the language over the centuries
and they're all explicilty mutually intelligable
Between that and being the only place with guns and cars, Autobot city is the most American part of creation.
RAISE HELL PRAISE DALE etc
Aye, it's specifically noted that while there are local differences, all of Autochthonia speaks a common tongue
Which uh
Seems better
And there's a reason that should be so and it should not be so in Creation
But it does remove some frustration
yeah
Tbh even just doing the thing Iki said with "you get one extra language" would ease things a ton
"I speak my directional language + Rivertongue" would feel coherent for a lot of characters
'and I am literate without needing to pay a tax'. Take Illiteracy as a flaw.
It would inf act be a perfect flaw
'Me being iliterate was a problem, I get a bonus'
"I get to roleplay having a problem" is like
The entire point
Something like 2 starting languages + (linguistics/2, round up) + (languages*2 or 3) would feel very sensible
And then illiteracy as a flaw
And if you take every common language in creation and don't know what else to take but want to take more I dunno, you get to leave the slots unfilled until they have a use or something
Be one of those wacky polyglots who can pick up the basics in a couple of weeks
Yeah, go 'minor languages are cheaper (as it is right now) and don't need to be defined until they come up'
So you can go 'I speak X, Y, Z and have 4 Minor Language Slots'
I remember in New World of Darkness
They actually released an errata for the language merit because so many people from outside of the US complained "this is stupid I shouldn't have to spend 3 dots on fluency"
XD
Hahahah
'Help me, I'm playing someone from the european union and my character can't afford to exist'
lol
How is Violet Bier of Sorrows Style if you don't have access to Mastery? I am rebuilding RiRi and going through various 'works with a staff' martial arts.
As far as I can tell, extremely good
It only has a couple of mastery benefits and they are pretty minor, the big gap in VBOS is between terrestrial and neutral
Also: I had forgotten it works with staffs until now, as it's list of weapons is mostly 'sword sword sword sword'
I was going to put it on my Alch, who admittedly is abusing Extra Arms to dual wield grand daiklaives
On that topic: Are battlegroups trivial enemies? I don't think so?
Mostly pondering if nuking a battlegroup into oblivion would give you back a willpower with the capstone
I have absolutely no idea
Yay corebook Not Defining Terms.
Hear hear, natural language is the way to go isn't it
([/sarcasm] if it wasn't obvious)
My personal read is 'the battlegroup as a whole isn't trivial, though individual members of it are'
The two martial arts I'm most interested in using on Alchs are VBOS (very easy source of a general combat kit for an otherwise non-fighty robot) and Crane (actually has many good masteries but has very strong basic performance as well and I want that native charm compatibility)
I suppose you could also do crimes with bear style
Yeah, VBOS is what I'm looking at for RiRi in part becuase it seems...well rounded.
It's got a few nice defensive tricks, some big hit tricks and a good form
A form that is rather easy to get into when you're an Obsidion Butterfly blaster.
VBOS is extremely cool
'Man, where will I get a way to just spam the battlefield for injuries?'
My only trouble with it is that the pinnacle charm enhances the form
In a style that is centrally practiced by Sids
😭
my alch probalby isn't picking up VBOS
the number of MAs that use chakrams is unfortunately slightly limited
It's basically just Air Dragon, Thousand Blades, and Thousand Wounds Gear
And Air Dragon is a Bit Fiddly there for an Alch
Yeah
Not terrible but
Not a must-have
And limits them to light armor
That said Thousand Blades feels like a really good thematic fit for Alchemicals
And as an explicitly First Age martial art it makes sense to find in Autochthonia
Yeah, it's next on the list for RiRi. Just a case of 'getting some artifact staffs first'
Unsure if I'll take thousand blades, but I might
definitely taking air dragon, TWG is my first one up
Remembrance of Mela is starting with Thousand Blades and TWG
Be nice to your poor STs and give them warning of you getting a billion arsenal
It's easily the strongest conventional MA when fully maxed out
besides Single Point anyway
Honestly, a lot of why I want it is the 'fly with your weapons as wings' 😛
still a little sad I can't do thousand blades with firewands and be exusiai.
Being able to just fly while bombarding people with massive Overwhelm ranged attacks and really high difficulty environmental hazards is the incredibly mean game plan,yeah
It's a mix of the E3 parts of VBOS, CMOS and Obsidian Shards
I was thinking more just 'flying is cool'. XD
I always envisioned it as running on them
They assemble themselves as stairs as you move etc.
Sometimes you just hoverboard around
I am boring and instead go for the traditional single flying sword skateboard
attach the staffs to your back and helicopter with them
With the long-range attack charm I like to imagine it as the weapons extending into a single spear/chain, with each one extending the range of the telekinesis for the next
There's still distance between them but
Extremely tiny gundam
Gunpla, really
alchemicals are just gunpla exalts
https://docs.google.com/document/d/1AIBgU41XmOoG64RyeaLlbXiS8dLyohKjfCUdnbpIFjk/edit?usp=sharing Alright, first draft of a SMA done, based around being so good at cutting and ending things that you've moved onto doing it to Conceptual Stuff.
Virescent Eyes of Division There are few who can say they have fought a master of Albicant Sepulcher of Extinction and survived. There are even fewer who can claim they have stood within the tombs of the Neverborn themselves. The Green Lady is the only one among the living who can claim both. A r...
give it hook-swords as a form weapon, you know you want to
let us combo the sword style
you also have it written as "Amethyst Eyes" in some of the flavour text, which I'm assuming is a holdover
It is yeah
Restful Sleep Denied is kinda lame considering Adamant Skin Technique exists for exactly the same cost, and SMAs are generally Solar-level nonsense. I admit that's hard to balance because Solars are nuts, but it should probably be somewhat cheaper
also lots of itty bitty Enlightenment effects, which I know is a personal vibes thing but I prefer when those are more CMOS-sized
the aim effect of Future Cut Short could possibly crib text from Wood Dragon's Soul-Marking Style
Restful Sleep is actually based on an Abyssal Charm. XD
does the last clause on Ringing Note of Death mean that the victim doesn't know they've been cursed by the local sidereal until the curse breaks? I don't see anything about that in the rest of the text
also does it actually end the fight or what
Vault of Undying Triumphs, the charm that I based Restful Sleep on.
I should make not knowing more clear, yeah.
huh, I guess they nerfed Adamant Skin
that makes sense
this is slightly better still because this isn't getting you the +5-ish hardness that lets you just zap away an attack entirely
I think the big thing: Artifact weapons have bigger base damage than artifact armour has soak.
It is slightly worse than Vault if you're using a Light Weapon, about on par with Medium and a Bit Better with a Heavy Artifact Weapon than Heavy Artifact Armour.
there really isn't that much in it, and Undying Triumphs is definitely "ooh, look, a 14 init decisive, NOPE" before all else
oh yeah, water aspects can't drown
they breathe water by default
...man you cheating fuckers, inventing a 'dunk yourself underwater' exorcism style when you can't actually drown. XD
Powergaming DB water sorcerers 😛
Being able to breathe underwater is genuinely like
the main reason I'd want to play a water aspect
I might make Restful Sleep Denied 6m, just to give it The Juice
I'd play one to Punch People's Blood Out.
but otherwise I like most of this stuff
I would simply turn my sid into a wet deeb with Exalt Ways (and then drown, because I don't get the anima powers)
Fun fact: you can get this as a merit with a very strong sorcery initiation!
I will freely admit that time slicing blade's 'Nope, turn over. Stop that bulshit' extra bit is like 90% 'Iki being salty at Solars' but hey, that's life 😛
That's what we're talking about
Oh okay
fun fact: only partially works, because you can use Peony Blossom outside of your own turn
I think it gives you another bonus if you are a water deeb
Also Fire Deebs can survive lava, right?
so if they spent enough to get their anima to max as they launched the megaflurry they can just Keep Going even if you force a turnover
Solars!
Yeah, I was joking about how the 'getting close to death for power' shaping ritual for it was invented by people for which this does not actually put them close to death. XD
Mortal Practitioners are waterboarding themselves and touching death for a hint of power, while the blue haired sorcerer is singing 'Under The Sea'
Solars!
hey, great deal if you can get it
in practice "no making reflexive actions off your turn" Is something I would like to see on a Bad Touch but Emerald Gyre's very thematic one lacks it
I imagine it doesn't take if you use the ability
God Anima Flux fucking sucks
it's mean, got to get your 1 hardness
Water and Fire Bargain is your friend, siddies
It's also notable that mundane armor has no hardness
Anima flux isn't hard to overcome with magic
Added:
The affected target forgets the fight and his subsequent cursing, generally ending the fight unless he has people to remind him of what happened. His death is now certain to happen, unless interrupted.
So if you're 1v1ing a guy and you tag him with that, he goes 'Huh, what was I doing?'
But you have to bring magic to the party
As you know...you had him dead. You're just Being A Dick about how he dies.
Mortals fighting even a small group of DBs are going to have a very, very bad time
A hippo has 7 hardness...
Some of the Elite Mortal Soldiers have Magic Armour that seems to not be True Artifact Level.
It's expressly mentioned as enchanted
But it gives them a hair of hardness.
Yeah gods and magical materials can give hardness
Honestly, doing that seems like a pretty fun thaumaturgy thing. Giving mortal armour a hint of hardness. As that seems to be the origin of it. It seems too minor for even terrestial sorcerous workings.
But I think diegetically it does do what it's meant to do for DBs: make them absolutely terrifying in groups against any mortal fighting force
also very good for wyld hunts because regardless of what gear or magic you have, Hardness is zero in crash
True!
so as soon as they get you on the floor you are getting baked for 5+ damage a round
Yeah but like
Yeah, anima flux from a big group is wild
It's not even guranteed damage
Or even a small group
it's damage dice
But it's free
if you're crashed and they get you to -1 or -2 wound penalty with fire flux and tag you with the poison from wood flux that's it, fight over
Went with your suggestion. I do want the defensive tools to be fun as I kinda avoided giving it a lot of 'do more damage directly' as A) I felt like you had plenty of that on the way in from Shining Point or VBOS B) That felt a bit too mundane for a SMA, I wanted to do more Weird Extra Things.
If you are in crash in Exalted, those Deeb Auras will fuck you up.
Deebs are, as a rule, disproportionately scary in teams
A force of deebs being led by a celestial exalt with War is the kind of terror that won the Primordial War
The true way they killed the solars. "Hey everyone, group hug!" 50 deebs all spiking to bonfire around a solar who's wearing fancy clothes instead of artifact armour
admittedly a force of random peasants without tiger warrior training led by a war solar autowins all strategic engagements
The giant hornet has one terrible weakness - it cannot stand heat. After millions of years facing their enemy, the bees use this to their advantage.
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Watch more:
Planet Earth http://bit.ly/PlanetEarthPlaylist
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Planet...
so the mechanics are not representing the scariness of deeb officers particularly well at that point
We just gotta kinda allow that Solar mechanics are fucked though
I really feel like that is more a case of 'Solar mechanics have serious issues' than 'How it should work'. XD
...I should check if Abyssal War has that nonsense still
Anyway, the point about crashing is important, I think
the solar war tree is cool but uniquely cooked because the first few charms are neat and then at Essence 2 you gain access to the autowin buttons
so if you don't take a bunch of stuff you don't need, it's the shortest solar tree
Because it means a group of deebs tag-teaming someone have a really good chance of killing someone the moment they get a stance-break
even medicine has useful E3 charms even if the E4 and E5 ones are completely pointless
nobody needs 40 successes on a medicine roll, it doesn't do anything
unless you have Citrine Pox, in which case it does speed up your heal punching a bit more
Hmm...it looks like Abyssal War doesn't get that 'Autowin war' charm.
they do
Oh? I must have missed it.
it's an emergent property of the mechanics, it doesn't actually say automatically win
(because of this, it actually trumps the Sid War charm that does say "automatically lose")
for Solars, you take General of the All-Seeing Sun and Immortal Warlord's Tactic, full excellency double 7s, win strat maneuver by 20+ successes and take every strat at once
six war charms beats anyone except an E4 Warsid, to beat warsid you need two more (Battle Path Ascendant + Transcendent Warlord's Genius, which lets you infinitely loop the Ambush strat whenever your BG lands a hit)
Oh, I was thinking they didn't get a version of Battle-Visionary’s Foresight which is 'I autowin' if it goes off. XD
yeah you don't need that
you have four layers of I win buttons
raw numbers with Immortal Warlord's Tactic, BVF for future-proofed shutting down every single other exalt, One With Five Forces or Transcendent Warlord if it actually comes down to a fight
Fucking solars.
gotta get rid of them
solars: "I awnt to be the best at [thing]!" game designers: "So youw ant buttons such that you nevdr have to interact with the system you want to specialize in!"
...it's kinda depressing that 'Three layers of automatic, nearly unbeatable victory' is somehow one of the weaker ways to be a dawn.
four
Sorry, four. XD
I love how becauuse of the effective size this means that literally 3-5 peasants can beat an entire army
And yet standing above that is Brawl and Melee being Even More Nonsense.
...I don't know where Solar Archery and Thrown are in power. People almost never talk about them. XD
Core Exalted is the worst book in Exalted, news at eleven.
I'm going to assume 'bullshit but not in an interesting to talk about way'
to get to the point of fighting an actual battle against a War Solar you have to:
- shut down a double 7s reroll 6s Strat maneuver (E4 Sid charm you can set up in advance)
- dodge Battle-Visionary's Foresight with your own pick (choose a 1 success strat, that way they can't do anything too nasty to you if they do counterpick you)
- prevent them ever sizing one of your battlegroups or having one of your battlegroups hit for 3+ extra successes by one of theirs, at which point they get to use Transcendent Warlord or One With Five Forces respectively to lock you into perma-ambush
I haven't figured out how to do anything about that last part
Make a deal with the God of Ambushes to make you immune to Ambushes
Use SMA to punch an H onto the word and feed your soldiers on infinite pork
Sidereals inventing anti-surprise attack charms that work on battlegroups.
abyssals actually don't have the double 7s charm and their E2 "reflexive strat" has to be Pincer Attack, which is far more survivable
"Jupiter, mind helping us out because this does kind of net loss the amount of war in the world"
"Yeah this is horseshit, I got you"
So they're Still Bullshit but there's Less Layers of Autowin. XD
wait never mind they get double 7s
just has to be a different strat
and the autostrat
and One With Five Forces
and a different charm that makes their army immune to disloyalty so the sid charm doesn't work
yeah they're just as bullshit
just in a slightly tangential way that needs a couple more charms, same as craft
this is why we need a new Jade Prison
put 'em back
this does imply that the bull of the north can presumably just march to Mount Meru and nobody can possibly stop him in open battle
that might explain why I once saw someone saying that he was clearly not a war solar due to being insufficiently magic at war
The Bull of the North is just a Ride Dawn
need to send in Jimmy Endings whenever a war dawn shows up and stab them quick sharp
among all 300 solaroids, assuming an even distribution of supernals among the eight available to each caste, there are about 15 war solars/abyssals/infernals
(because both dawns and zeniths get war)
y'know
like
just because the peasants have elite drill and might 2
they're still just peasants and would lose in battle against elite soldiers right
seven or eight craft supernals, because only twilights get craft
ruleswise no, Tiger Warrior Training also confers the statline of Elite Troops (and the equipment, somehow, because otherwise using QC statblocks for them would be a pain)
huh, since nobody but Dawns have caste combat skills, there are only around 30 combat ability supernals, plus another 30 with Resistance or Dodge
(again, assuming even spread)
Don't some other Castes have Thrown?
I don't quite remember
Nope, just Dawns
Y'know I'll be real
The Night Caste
why does the Sun get a caste where he isn't there
Luna doesn't get a Noon caste
what da hell
...you know, it's kinda funny just how much Mastery White Reaper style has and how impactful a lot of it is (Turning dice non-charm, extending instant charms until their next turn etc).
Lunars: "I will invent a martial art I can't use for shit."
Every Lunar has access to their hybyrid form
btw, I hope the vibes/concept for that SMA I took a shot at seem okay? SMA are kinda weird and I tried to make it do enough Weird Shit, just through the lens of an impossible extrapolation of existing skills.
well, all the other solars can learn to fight the normal way if they want, and some of the Sids won't be fighty, but only a few of them are going to have access to E5 Invincible Sword Princess stuff the moment they exalt
Sids all having MA as caste does mean they do pretty well in terms of potential scary combatants at least, although Lunars have everyone beat on that because a) there are loads of them and b) having at least one choppy attribute is easy
Also all they gotta do is shoot one Big Animal with a gun
they do still need decent punching stats because if they turn into a bear with dex 1 strength 2 they are still a pretty weedy bear
but every full moon has at least one caste stat they can attack with and a decent number of the others are going to favour dex or strength even if it's literally random, so there are probably a couple of hundred lunars who are naturally pretty great at fite
I always figure pretty much every exalt can be counted on to have, by essence 3 or so, dex 3, skill 3, and excellency at bare minimum, which is generally gonna be enough to handle most mortal threats in theory
short of bgs and really heroic mortals
Jimmy PC who has two fully maxed out martial arts and 5/5/1 by that point is an outlier and should not be counted
although almost all Sids are going to have at least most of an MA by that stage judging by the ones in the various books
only Fulgent Melody is genuinely a noncombat sid
some combination of dex 1 ability 2 or the reverse
All of the forum Sids are martial artists except I think Briar's
those are PCs, though, and I'm pretty sure PC solars are 50% melee supernal by mass
Yeah but Sid PCs are also 50% of all Sids by quantity
this is true
also I am steadily becoming more and more impressed with Ways of Exaltation
apparently if you pretend to be a deeb it gives you anima flux, for the purposes of blending in to the deeb squad you're wyld hunting with
🤔 do you think Stamina or Strength contributes more to a Creation person's mass (that is, are Dawn's above or below average mass)?
Maybe every exalt is actually a Sidereal. Some are just so deeply undercover they don't realize it
I'm going to go with Strength, because the lunar charm that lets you become huge and turn into a Tyrant Lizard is a Strength charm
water deeb Ways of Exaltation is good as hell, as it turns out
+Anima dice and Anima/2 flat values to Martial Arts attacks and parries + Terminal Sanction bureaucracy roll, anima flux, an anima banner that is totally innocuous and in fact adds significant social status
Sids: learn to swim good
... maybe I should revisit my 2e sid who was a seafolk
She had an artifact atlatl and hated paperwork.
Id' have to change her relationship with her people some, since one of her core things isn't hideously illegal (or that useful) in 3e anymore
Wouldn't
Wouldn't water deebs be shit at paperwork
If you spend too much essence all your paper gets fucking wet
Clay tablet time.
All major paperwork in the realm is inscribed on stone tablets
clay tablets wouldnt' work, they're reusable by wetting them
I am in a weird position with this character where I might adjust myself to have two of my caste attributes lower becuase they're not that important for my build right now and will be cheaper to buy up later
There's a term for this that I don't remember the name of it but it annoys me
I just call it "XP arbitrage"
if anyone else does it your paper catches on fire, gets coated in a thin layer of poison or gets blown away, I'm not sure they're really the worst pick here
earth might be the best pick but the shaking will ruin your handwriting
Decisive Sidereal Victory
(until you try to use a Sidereal Martial Art other than Charcoal March and headbutt the cap over and over)
Like I do think Exalted does benefit from cool "I pop 10 charms in one turn" moments
but also it seems like the balance of the game suffers due to Alpha Striking Every Situation
🤔 what if every splat had a different way to break the mote spending cap
really this is only a problem with a) solaroids and b) particular grappling setups
like, what if for solaroids that became the supernal thing, sidereals could do it for MAs once they've reach the form, DBs can do it while something something
Each Deeb around you raises your cap
it feels like almost every grappling setup just Fucking Gets You once they successfully grab you
Hmm. Two free charms left from chargen still. Do i get the first two from air dragon or do I get a couple crafting charms that can let me do in-session crafting At Speed. I guess the air dragon charms are more xp efficient. What do I even get from the first couple there?
they really do, unless they're going for tech other than Savaging
you can tell they realised this for Lunars because after core they stopped adding animal splats with hugely juiced savaging tech
the core ones were not intended to be used with a 22 dice pool
Sid grapple is more tech-oriented
limited ignore of onslaught/similar penalties plus no ambush penalty on evasion (ugh I'm parry pased) and ignoring terrain penalties/walk on things you normally couldn't
Yeah like
Wondering
"You are capped at 5+Essence Motes per turn until you hit Bonfire"
hmm. I gotta wonder if I really even want air dragon. It does a lto of stuff this character isn't particularly built for (dodging, stealth)
and, well, it's an immaculate style on a non-db
it's also the only other martial art that uses chakrams, though
you would have to delete the hearthstone that lets you bank anima, because that just becomes the Go Loud button from Demon: The Descent
I think it works, although it leads to some interesting charm breakpointing
and is a major buff to deebs (fine) and sids (possibly not fine) because they have excellencies they can afford while capped
yeah the more I'm comparing charms back and forth th emore I think that air dragon doesn't really blend well with thousand wounds gear on a non-DB
(on a DB I think it'd be pretty good though, TWG doesn't seem terribly harsh on terrestrials)
how come Alchemicals don't count as Terrestial
cuz they seem pretty terrestial in nature
how so?
tbf the vibe i got from them was smaller scale than celestial until i got to reading
well instead of getting their power from the heavens they get their power from being robots
nature abhors a vacuum. clearly this means deebs should now occupy that power niche
although their excellency is quite small until they get higher essence
so they may still be lower end of Celestial until they get ramped up a bit
yeah, I think I go with the craft charms, and I probably dont' need air dragon at any point.
TPAA doesn't apply to their dice limit so they can only add 6 dice at E1
I'm not talking about power tier
as in doesnt' increase it?
the thing is the classification is a power tier
hmm, looks like TPAA doesn't increase dice limits, yeah
Then shouldn't a sufficently powerful Deeb be able to not be affected by Terrestial keywords
the dots count towards pre-reqs and, wel,l rolls obviously
yeah, for all intents and purposes calling them "celestial" means "you can mix them with creation's celestials" although with that excellency I would feel safer mixing them with Sids and Lunars
they're going to struggle keeping up with solaroids who have a way better excellency and solar bullshit
So back in ex2 that was effectively a thing they could do, yes
when the MAs were split across tiers, they could learn Enlightenment charms to let them learn celestial martial arts
even now, if you learn an immaculate MA you can knock terrestrial off momentarily by spending aura
and--yeah
but yes, I would say that to put a deeb in an E1 celestial party you would need them to be a large deeb of higher essence (3-ish, probably - at that point they get their signature charms which are a big power spike)
they're still going to have less juice, especially as the XP starts coming in, but you can give them some social/merit advantages on top
Yeah I think that's how they recommend doing that
also playing up that Deebs are beloved by most of Creation
somewhere between E2 and E3 most celestials will reach the point that no totally rules-as-written E5 deeb of similar optimisation will be able to throw down with them
but at E1-2 it can just about hold together
and of course you do get players who don't mind being on the weaker side in raw power terms
Yeah I will say deebs are like
Conceptually more interesting to me in scale than sklaroids
I like the vibes of being an Abyssal dark lord in my doom tower, even if I do have to pick bits of solar out of the charmset
in most other ways I prefer a juice level around the point of medium sized deebs or smaller Side/Lunars, about where Alchs are
Deebs could use a little punching up, they do have a few charms that are basically worse than just using your Excellency, but, they're far from awful
the 3e iconic abyssals are less dark-lord-y than I expected
these are just some people
half of these don't seem like they'd escape the Resonance hit from not looking goth enough
resonance is no longer a thing at least
I suppose Trappings of Death can be up to diff 5 to notice, but they still don't really scream "exalt!"
At least girlie in the middle looks like a mortal kombat character
3 and 4 I will grant I think
I feel like guy on the left just needs better pants
the gauntlets are vaguely sinister, but otherwise I don't feel much
number 2 has an evil-ish sword I guess?
I feel 4 needs a bit more embellishment and it would work
2 I would accept as some random deeb
4 didn't have any artifact dots
the skull half mask is good, but could maybe use a bit more
5 does have the decoration on the jacket imitate a ribcage, so that's nice
Though I guess they wanted to show you don't have to be Sauron or an evil wizard
🤔 if there was a mote cap, how would people feel about solars ignoring/getting a much larger one (instead of Supernals). To capture that "early explosive power"?
I think that's the problem the mote cap is attempting to solve
Slowing the pace of fights and making it so things don't just have instant win combos
Essence tries to have a escalating power a bit by having anima levels have ever-more-powerful power unlocks as you get higher anima (as well as a more granular anima track, amusingly). I imagine hypothetically the Ex3 initiative track was supposed to do that too (that is, lead up to a more climatic conclusion), though obviously that part didn't work
it works pretty well in my experience, it just doesn't quite stand up to abilities that skip large parts of it
if you don't take your turn in initiative order and you have enough damage boosters/double damage effects to kill people without needing significant amounts of initiative, you aren't really using the init track
which I think is also the problem with certain grapple setups - a lunar on 3 init picks you up in bear form and you turn into soup because they have so many ways to boost that
some changes to the savaging rules to make it less lethal and then a slight toning-down of soak stacking would fix most things that aren't issues with Solars or other corebook stats
(bears and the legendary size dinos, mostly, and luckily the lunar books already put out rebalanced versions of the latter)
very funny that Sids and only Sids are kind of tempted by Gunzosha Armour because for them, successes count as a single charm die rather than two
downside is that they hate heavy artifact armour, so there you go
the gold faction rocking up in silken armour versions like SC2 Ghost uniforms
Oh, can exalts use Gunzosha Armour? I thought it was mortal only
And do life-reducing things affect sids 🤔
they can, and it doesn't halve their lifespan
all the evocations are priced either in willpower or in your choice of motes/init so someone without a mote pool can use them
Burn Life is a sid specialty, yeah
although it isn't much life
a few days per transformation sequence
also lets you take a martial arts form, which is nifty
I can't believe I find sids so cool despite them being the Mage parallels
most gunzosha stuff isn't super useful for Exalts, but I could see picking up Sensory Augmentation Visor and Kinetic Armor Reinforcement
which is a nice-to-have damage reducer
they gave me the punchjuice im gonna make a heavenly maiden of the drunken fist
she can do so much by giving the right guy a sip of the crazy good celestial wine
kind of fascinated by the idea of light armour gunzosha now but I think you'd just make that first age silken armour (and then be sad because only solars and abyssals can make some)
Literally a Sentai Outfit.
...how is Sid Archery? I know it's got Weird Shit but I don't know how well it does as a Real Combat Style.
it has some fun moves, not sure how it is as a primary damage dealing device since I've never used it
definitely one of those "make five billion gambits" trees
The talk about Starcraft Ghost outfits as Silk Armour Gunzosha Armour 100% does has me pondering a Sid with a Dragon Sigh Wand. XD
Sid archery left my mind unfortunately
Sid thrown is just too funny
Especially since it means Drifts can do Boogie Woogie
The Ultimate sid solar team up
Hmm...do you think Secrets of Future Strife, Joy-In-Adversary Stance and Blade of the Battle Maiden fine for 'Basic starting charms' for someone doing VBOS? I could go all the way to form but I've got a lot of other stuff I want to do beyond just 'hitting people with a staff'.
Flight Of Mercury seemed the most 'I can likely skip this at chargen' of the VBOS pre-form charms.
weird question but does anyone know any good tutorials or lets plays for exalted
i can’t seem to find any
probably fine, yes - the form is very good here, especially for JIA Stance because it halves the cost outright, but it's also kind of annoying to enter reflexively
so that's a perfectly adequate kit for a non-combat character
I might eventually go up to form just so it's there
Do duels usually last for multiple Decisive attacks?
It seems worth it to just spend the action to enter the form early for the discount alone
they do if you're playing the Wound Penalty Style
tag 'em, get form, play very defensively so they don't crash you and trigger Initiative Shift before you can get more init, profit
I have seen some standout duels go 20+ rounds of back and forth, but the more people you add to a fight the faster it will end
the usual party vs opfor setup is like 3-4 rounds, maybe a bit longer if there are some beefy exalts on both sides
Makes sense. I haven't fought anybody yet Properly so I'm getting an idea of it.
high soak on either side slows down the rate of init gain, so if both sides have proper Lunar soak monsters bashing at each other nothing happens
luckily, Jimmy Endings is here with his friend the RIghteous Devil to solve this quick sharp
my super-elder E5 Sidereal combat build is set up for mote attrition drag-out combat rather than burst, but that's because I was playing around trying to figure out how to solo a wyld hunt and he's not intended to play in a party
he's just Around as a whiteroom experiment
e5 exalted party has to be a wild experience
what do you do at that point, go storm yu'shan for a rager?
historically yes, in 2e
less so these days
elders are no longer either super-mega-invincible or total pushovers, and yu-shan has a dozen or so of them
E5 solar fightman gets to have a standout duel with Anys Syn and probably win but it's definitely not guaranteed
The more books they print the more her power grows
especially if the GM takes advantage of the fact that her character sheet is a shorthand and she actually knows Basically Every MA Charm
it helps that high essence exalted combat is not total xianxia nonsense and still bears some relation to two people hitting each other with swords
I like to imagine it as a 50/50 merge of Abstract Weapon and a really good stickman fight animation
You should post said animation, I think I know the one you're talking about but you never showed me it when you mentioned it last
does this have any plot worthy of actually attaching dialogue to? no
is it technically quite impressive? yes
The final brawl between two Legendary fighters
Watch Part 1 here- https://www.youtube.com/watch?v=d_qGO4GrbQM
Watch CENSORED version here- https://www.youtube.com/watch?v=XEtHpGSSTOU
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conveniently the Sidereal Battles Elder and the Solar Brawler are colour-coded
(unsure what they censored in the first place, other than perhaps some sniper-elite style x-ray impacts - it's a pretty standard Big Shonen Fight Scene)
the omnislash-dodge is an especially good perfect defence
the reason the setting has not been broken in half by all of the shonen fight scenes is that the median Exalt is more like one of the two Solars from Adversaries of the Righteous - local crimelord in too deep with their demon patron and nomad tribe culture-hero happy to sit on her patch and defend her people
neither are particularly optimised and neither are out to become the Wheel-Turning King, even if they fight to drive the Realm from their door or knock a kingdom or two over
yet, anyway
players are these strange freakish prodigies with wild goals, even by Silver Pact/Sidereal Faction standards