#Exalted
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340 square miles on average, we're nearly beating Benediction of Archgenesis, and that just makes crops grow good
Sidereal named The Singular Red Wing: "Do you see any borders from up here, buddy?"
There is a canon Sid called Red-Handed Kijamano who is a battles, a radical goldie and high enough essence to lay that prophecy
henceforth calling her Solo Wing Siddie
Shadow Wizard Forest Witch + Red-Handed Solitary Wing
I don't think it's her temperament but we'll find out in Sid companion
hell yeah
Here's an unrelated pondering: Do you think a passive effect for an artifact weapon would be interesting if it was an automatic success on non-combat uses of the weapon skill associated with it? So like it would apply to a powerbow William Telling or Robin Hood Arrow Splitting but not hurting people?
"We'll restart from scratch. That's what this Deeb is for."
...
Trigger would make an excellent infernal in the 'failed once and it shaped hte rest of his life' vein of ex2
With enough flying Warstriders you can just do Ace Combat Exalted
Demon Lord Of the Round Table is also a sutible moniker for an Exalt
Water DB screaming Salvation at Skullsone
Love the idea that the Deeb doing this is just fucking
strapped to a missile
so you can't get them
Also fun fact
It says forcibly moved by an enemy
So you could
Charge this up in complete safety
Journeys Sid drop them wherever the fuck you want them to go
Funny thought: Alchs lack a nuke like this but if you try this on a city an alch is protecting they can put up the Disney Atlantis Shields and leave it untouched.
As they can protect other an entire region against uncountable damage
Maybe they'll get a nuke in thier expansion
Wait hold on
I always kinda assumed As In The Beginning was like
a beam you shot out
is it a blast centered on yourself?
I could honestly see why Autobot would be reluctant to give his Exalts nuclear arsenals while they're inside his body
and yes, it's a burst
what if your antibodies could detonate limbs off your body
... I mean
drop the deeb out of the five metal shrike into the middle of Thorns, he's ready
Divine Rod Intercession
Intelligence 8, Essence 5
Hang on, we've figured out City Perfect Parry
City perfect dodge is to use Neighborhood Relocation to put it thirty miles away retroactively
City perfect parry is to use the same charm to superimpose a metropolis who can then raise shields
may result in very odd alterations to the floor plan of both
Oh yeah, it's a combo move
I can't remember if the 3e version kept the martyrdom clause for fast charge
It does not seem to
Oh wait
Every aura that gets added adds another non-charm dice
So our max dicepool is
18+4? 22
What's the maximum here actually
It'd just be the dicepool+3 in miles I guess
So 25 mile maximum
So big it hits multiple states
So in addition to the uncountable damage
You also take
Assuming you fail all the checks
10L + Short Fall +6L+4L+Potentially Extreme Range Fall+1B
How does this seem btw?
Isn't that already just like
If you use artifacts as exceptional equipment
which you should legally be able to do, I'd reckon
It's a bit more than exceptional equipment.
also applies to shit like the Strength + [Battles] roll for sid curses
which can be rolled with Melee or what have you
Its a passive that works and doesn't seem unbalanced but I would probably put a cap on its frequency
So that you don't have a player trying to justify archery for every possible roll
Just as a "Hey don't be annoying with this" precaution
Gamble Your Life
Cost: 10m, 1wp; Mins: Essence 2
Type: Supplemental
Keywords: Mute
Duration: One Scene
Prerequisites: None
This Charm supplements an attempt to play a game or gamble (such as Survival to pick a winning horse, War to play Gateway, Socialize for a hand of cards or even an unmodified coinflip) against characters in Medium Range, raising the stakes to their peak.
For the rest of the scene, each loser of the contest suffers one die of lethal damage per threshold success the winning character received, which ignores hardness. This can affect multiple attempts at the same contest (Such as repeated hands of cards at the same table but not unrelated games of cards in the same room). For effects where there is not an opposed roll (Such as a coin flip) the winner is considered to have threshold successes equal to their essence.
A character who attempts to cheat in this contest is treated as having automatically botched. This does not apply to effects that merely tilt the odds, such as using an excellency to be more skilled than the opponent or the assistance of a Plentimon's Ladybug but does affect effects that would try to force a result. If all characters attempt to cheat, they are all considered losers and suffer (Essence +2) dice of lethal damage.
Characters are immediately aware of the effects of this charm, though the source of it is not obvious. A character can avoid being affected by this charm by bowing out and accepting any consequences for failure.
Also cleared up the wording on this. Making it clear that the effects are obvious, though who used it is not.
So you can pull someone into a shadow game but he will know he's in it.
Even if he doesn't know which of the 6 people at the table did it.
Also pondering any lead-in charms to this as I'm really tempted to put this on an artifact.
light throwing weapon that's a deck of cards
I was pondering gloves that let you use Improvised Thrown Weapons without penalty, with artifact stats if they're gambling related (Like yes, cards)
First Formless Loko
Second Secret Loko
Third Tiered Loko
Fourth Forbidden Loko
the 4loko martial arts
that's all I have, thank you
...heheheh
Idea on prereq charms.
They each let you gamble for different metaphysical things.
Or things that the person couldn't just hand over.
So you can gamble for a guy's kingdom and if he accepts and if you win? You get it. Not just 'You legally own it' but 'as far as everyone is concerned, you always owned it'
Wager Heart
Supplements a game. If you win, you can change intimacies that *other characters have* towards that guy to you instead. The guy who lost can't spend willpower to resist (He had his chance when he accepted your game) but the people affected *can* spend willpower to resist (In which case they don't swap the intimacy to you but they still lose the original one because it was lost in the card game).
The idea with the metaphysical stuff is the guy betting can't avoid losing it. Anti-shaping charms? Nope, don't work. Willpower? Nope, don't work.
Why? Becuase he agreed to it.
And anti-shaping charms won't stop shaping effects you choose to let affect you.
If it affects someone who wasn't part of the bet they can try to resist it.
Because they're being dragged into this against their will.
But you can't agree to something, lose and then go 'turns out I didn't really agree to it'
Do you think that's too much? It's a powerful thing to ignore a lot of defensive charms entirely but it has the gate of 'If you didn't want to lose the thing, you wouldn't have agreed to the contest where you can lose the thing'.
And I tend to give 'You were a dumbass, you did this to yourself' leeway
Gambler's Hand
Cost: —(+2m); Mins: Essence 1
Type: Permanent
Keywords: Mute, Dissonant, Resonant
Duration: Permanent
Prerequisites: None
At the start of each Story, the bearer roll 6 d10s and records their values. These numbers are their Hand. After dice are rolled, the wielder can replace dice in a roll that they make or that that has been made by another character but would affect the Gambler (Such as a damage roll against them) with dice from their Hand. Doing so costs 2 motes per die and can be done to a maximum of (Essence/2, Rounded Up) dice in a single roll. Dice used this way cannot be used again until the start of the next story.
Dissonant: The bearer rolls 5 d10s at the start of each story.
Resonant: The bearer rolls 7 d10s at the start of each story.
Ponderings
Gambling artifact entry charm gives them a limited amount of Dice Fuckery.
It's worse than 'An Excellency' in raw efficiency (As that's 2 motes for a flat success) and has a very limited tank that could be gone in like a single good combat turn but also, you know, doesn't count to the dice cap. XD
uncapped accuracy bonus on anything, bonk
this is like an E5 effect, it's a whole new resource of good stuff
especially since it's post-roll
Back to the drawing board, I suppose.
I figured the hefty cap on both number of dice and the usage of them per-roll would have kept it under control. As it's 5-7 dice for the entire story.
(I also find it a bit funny that the Basic Effect of a Malifaux Fated is so powerful in Exalted. XD)
yeah, this is pretty stock Tzeench stuff too
but Exalted is deliberately very reticent to allow generally applicable dice buffs to anything, the only one I remember is Fate-Shifting Solar Arete and that is basically in the Solar Charms Memory Hole with Dual Magnus Prana, God-King's Shrike and Divine Mantle
...well, now I'm really not sure how to start this artifact. I have plenty of ideas for higher essence effects but not the basic ones.
As it's supposed to be about gambling but notably - Not about winning via cheating. It can bend the odds but it can't auto-win (And in fact if you try to use an auto-win effect, you get punished for violating the spirit of gambling)
As I know I want it to allow people to put weirder things on the line (See this basic sketchout) at higher essences but the lower essence is trickier.
A basic 'seal a bet so the other guy can't welsh out of it without getting punished' could be fun but that's also the Eclipse Caste Power and I shouldn't be borrowing caste powers. XD
Hmm...ironically the E1 area is proving the trickiest to design.
.....I may have slightly overestimated how much medicine investment a Sid would need to pull the atomization move on Thousand-Corpse Goliaths
I could see a fairly reasonable interpretation of this as "no, this kills exactly one zombie, go actually buy Storm-Following Silence to kill the zombie agglomeration" but ruleswise the TCG is a single E1 mindless undead character
Roses are red
Your undead are mindless
I use the Invocation
of Storm-Following Silence
Wager: Several of the charms of <Name Here> refer to Wagers. A Wager is anything that is actively being bet upon, generally games of skill or chance. There are an endless number of things people wager on in Creation, from Horse Racing to Cards to Gateway Games and even to things as simple as a Coin Flip. Something is considered a Wager if all parties involved have agreed to the stakes and the method for determining victory. Each party does not need to be competing for the same stakes, as long as all parties are competing for some stake.
If a character takes part in a Wager that is enhanced by one of this artifacts Charms, it is sealed by the magic of the artifact. Any attempt to cheat in the wager is considered to automatically botch. This does not apply to effects that merely tilt the odds through skill or luck, such as using an excellency to be more skilled than the opponent or the assistance of a Plentimon's Ladybug but does affect effects that would try to force a result.
Characters are immediately aware of the supernatural enforcement of this Wager if they take part, though they are not made aware of the source or the specifics of the enforcement. This artifact gives a chance to withdraw before the wager begins if magical enforcement leaves them unwilling to compete, though the mundane consequences of surrender are to to society to enforce.
How's this wording read for basicly determining 'What a wager is for the various 'bet X on a wager' charms + if one of these charms are involved you can't Cheat The Wager, it has to be legitimate'.
Doing this to avoid endlessly repeating 'Hey, X is a wager and it whacks you if you attempt to cheat it'.
-the emissary of nexus
Considering different exalts have different excellencies in 3e it would be fun if Infernals got access to the 'drain other people's dice/successes' excellency from 2e.
Making people stink at their attempts to oppose you was fun.
the problem then is that like, what if you're not up against people, y'know
i think it would be better served as a charm mechanic across different trees
Eh...maybe? I'm really hoping they get an interesting excellency.
The Solar one is boring as sin, especially in comparison to their 2e one. XD
I will admit I don't miss the numbered excellencies much
Alchemicals had, waht, eight?
it was a lot to keep track of lol
Oh yeah, more stuff like how Sids right now have a fun excellency and the Alch/Lunar ones might be simple but they're broad in nice ways.
Solar excellencies right now are specific and simple
i mean
excellencies being straightforward and simple is fine tbh
that is what they’re meant to do/be. easy and raw power boosts
they are also still of the solar.. genus lol
Sure but well...it would feel really weird to go from being the exalt with perhaps the most interesting excellencies previously to 'And here are, back to the Solar Excellency'.
Anyway, on other things - Does this seem okay for defining a 'wager' for an artifact that's about Gambling?
Sounds good to me, I think!
i guess it’s just like
how would you do an excellency that’s meaningfully different, and still fits within the ability exalt.. space
Sids have an interesting Excellency thats also elegant in its design, there's not too many moving parts and it stands on its own
...I mean, I'd likely not change them to being an Ability-Exalt. We don't yet have a Celestial-tier Essence-Based Exalt, when 'Ability Based', 'Attribute Based' and 'Essence Based' are the three types expressed in the Exergient book, withe Essence-based lining up pretty well with how their previous charm setup worked.
Sets sids apart in dealing with things not with raw power but by shuffling numbers around
how's the essence-based setup work again?
infernals will almost certainly be ability-based exalts
you have like.. categories of charms, rather than stuff linked to ability/attribute trees
we can hope they aren't going to be ability based, or if they are they are in such a way as to be meaningfully different
because we already ahve two flavors of solar, something that isn't just 'solars, but green and more rebellious' would be nice
I feel like Essence-based charmsets are easier to do when there's less charms to design
if this was like.. an exaltation entirely removed from solars, then yeah i can see there being interesting spaces with just having.. Yozi Categories, but they are corrupted solar exaltations
That didn't stop them in ex2 from doing something weird and different with them?
also if charm prereqs are purely by essence number, i feel like that also flattens build niches?
Like. Not everything about ex2 infernals is good, obviously, but the way they differed, that made them unique and exotic, was very cool
and keeping that would be very nice
we don't need a third flavor of solar
maybe they'll shift tracks and do something different with infernals in 3e but at this point i expect them to be ability based
While I'm just in the weird place of...well, I liked Infernals and would like to see a tuned up, updated Infernals rather than 'something that doesn't share much resemblance but has the same name'.
i almost feel like abyssals and now infernals are going to be the current devs trying to do solars right this time, since they wont just go back and replace core
I think Solar excellencies are fine
i just think that holding on to what 2e did with a lot of stuff, and hoping to get that same kinda thing But Newer in 3e is going to lead to disappointment, is all
Sure but like...if I like Infernals my choices are 'hope infernals get updated in a way that's recognisably infernals' or 'not have any 3e rep for the thing I liked'. XD
I think I need to stop picking white wolf gamelines that get replaced as my favorite. XD
I also like Changeling(Dreaming) and Demon(Fallen).
I agree, it is probably going to lead to disappointment, that's why we're pissy about it
Hell I've done my Lunar Rant in here enough times and I really like the mechanical changes to lunars in ex3, lol
I would rather see infernals be attribute based than ability based, personally
Atrribute-based would be pretty nice
Keeps some of the notable wideness of the excellency
Ability-based just feels like the wrong vibe for someone who is expressing an underlying demonic nature
I'd also still like yozi excellencies
honestly att-based would work better than essence if you want a shakeup compared to abyssals and as well solars
'Here are the Manipulation Charms. They are based on Ebby'
You could have weird cross-attribute qualification stuff, maybe?
It could be interesting if infernals were attribute-based, but their excellencies were still narrative, and aside from 1-2 free starting excellencies they had to purchase excellencies like how deebs do
I can see why having attribute or ability minimums for getting charms is mechanically good, but Infernals could absolutely have weird mixed-up multi-prereq charm trees and it would still feel better than just "this is Infernal socialize"
Anyway, to change the topic - You've been hired by the devs to invent a New Celestial Exalt. What do you do/what do you think could be the basis for such?
Oof, there's a tough one
Aurorals For Real This Time
that is a fair move
Actually, question
this is actually my plan for after the solar reforging
A--damnit it got stolen from me
What astrological feature do Getimians relate to
last time the devs had to do a celestial exalt they made a type of guy that doesnt exist
Gkat: the stars that don't exist?
Seasons, apparently
oho?
Okay, I guess that tracks
If I had to link them to something, I'd link them to Rogue Stars.
An intergalactic star, also known as an intracluster star or a rogue star, is a star not gravitationally bound to any galaxy. Although a source of much discussion in the scientific community during the late 1990s, intergalactic stars are now generally thought to have originated in galaxies, like other stars, before being expelled as the result o...
wait so we do have acknowledgement that essence fluff/stats are not locked infor the ex3 versions?
Alright, so for me personally, it's important celestial exalted be related to something you see up in space. Stars, planets, moon, and sun are all taken. But you know what isn't taken?
Juno, Pallas, Ceres, Vesta, asteroids not dwarf planets
I do like Aurorals, as most of you are aware, so i'd probably pick them
failing that, Nocturnals/Umbrals, whatever the first age/real version of the soulsteel exalts was supposed to be
Related to a hypothetical incarnae that by its nature never fully instantiates into a proper being, but which exists in the act of burning hot and bright and then burning out
dark matter exalts?
Pleiades Exalted have some phoenix shit going on
Where they self-annihilate in the fire of their own essence and yet somehow keep going
Hmm. The darkness between stars. The unseen and unheard bodies that exist, but cannot be known.
Their essence is uniquely destructive even to them
I think I'd make a Wyld-Focused Exalt. A result of prototype exaltations getting lost in the wyld when the three spheres cataclysm happened. I'd base them on stuff people used to think was part of space but isn't really. Aether, Quintessence etc.
Attribute-based, probably
Were you around for yesterday's discussion of this?
I don't think so?
One idea that was being kicked around were exalts (or maybe just exigents) who are like a living container for a piece of an unshaped raksha that could not normally exist inside of Creation
nods
Voy and I had different versions of it
I was thinking that, thematically, I'd base them on wonder and exploration. They're outsiders both to the Wyld and Creation but rather than treating it as 'I have no place', put more focus on the wonder of so many new places to learn about and strange things to experience.
I kinda like the idea that they're almost viewports for the unshaped
Something the deepest wyld invented to be able to look at Creation without looking at it
(Hi I'm just posting in here to have it appear on my dash in the server since I'm familiarizing myself with the game)
My version of it is people who just so happen to be at the "climax" of their lives, the crescendo, being whisked into the deep Wyld to fufill a Raksha's need for a hero to fufill their desires for them.
My pondering is I think I'd base a lot of their stuff on Forces. Light, Gravity etc and being able to mess with them. So they don't Jump Good, they are going full Gravity Rush mobility-wise.
So they're Actively Uncanny but not like...inherently malevolent.
And because Exalt = Hero in Creation, they end up as dark parodies of the Chosen whilst in Creation
There are exalts beyond those in the 3e rulebook, correct?
yes
Yeah, solars are the default assumed PC exalted
The core book is also the setting book, so yes
b r u h
The reason for this is that exalted charm lists are typically like 200-300 pages
idk that that really warrants a bruh
that's how it be with Storyteller/Storytelling system games usually
...oh
I think I'd also draw a fair bit on Pulp Sci-Fi/Early Sci-Fi in some theming, to link into 'wonder' and 'exploration'. Sorta like how Alchemicals draw a lot from Cyberpunk and more Industrial sci-fi. XD
It's also because WW loves splats
yeah
so that's How The Game Works
you got your Werewolf, your Vampire, your Mage, your Changeling, etc.
for Exalted of course, this is Lunars, Abyssals, Sidereals, etc.
A Lunar is a kind of Werewolf sometimes
An Abyssal is very Vampire-adjacent
Sidereals are certainly very Mage-coded
No clue what I'd call them. Shrug
Admittedly the character concept I am thinking up is probably best served by being a Solar
I think Deep Ocean Exalts would be fun
But could also be served by being dragon-blooded
great news, i am working on a ground-up rework of Solars
Dragon-Blooded are also pretty neat in 3e
Solars are sorta your standard untethered demigod types
The funny thing about 3e Solars is they're pretty cool but by virtue of being first they are also the Least Cool Exalt Type in 3e
This is a feature but for many of us they feel a bit ... basic?
(in terms of sauce)
Solars do have Sauce and can style on everyone
it's wild to me because "Divine Skill" can be so cool if you know how to do it
I'm thinking of making a Risen (in Destiny terms) but Solar seems like the best fit because otherwise
A Risen is a Solar, a Dragon-Blooded, and an Exigent
at
the same fucking time
a risen huh
but in comparison they lack sauce because everyone else has sauce abound
Jesus
3e
She Exalt On My Risen Until I Splat
there are no Liminals for 3e
Solars have a lot of power to throw around, but other exalts have The Weird Shit
The ones out now are:
Solars
Dragon Bloods
Lunars
Sidereals
Abyssals
Abyssals Exalt before their last heartbeat
alchemicals too
but they are technically out
The whole thing with 'Risen' in Destiny is 'revived by tiny agents of their god, who possess command of the elements as magical powers'
which
I know won't pan out one to one
an Exaltation is a kind of agent
You might be interested in alchemicals?
...dammit, now I'm kinda tempted to play about with this exalt idea. I tricked myself.
the latterr is entirely Dragonblood?
yeah if you want elemental stuff, go DB
You could do a void-guardian-themed abyssal really easily
yeah
You could also be a half-ghost Dragonblood
I mean yes, but them being risen/exalted post death is entirely in the space of a Liminal
Eh, abyssals are still like
they died, but in that last moment before their spirit left, came back
sometimes from a death that they really shouldn't have survived
I think I need to distance myself from the idea of a Guardian
yeah, I think if you're making a Guardian you're making an -
The deal with alchemicals is that they are animated with the soul of an especially heroic mortal
fair
abyssals are explicitly exalted before they die for real, but you can get pretty loose with that tbh
cuz I feel like that's maybe
unfair to the system lmao
and brings with it
baggage
yes
Aye, exalted is pretty setting-specific
I think you can be guardian themed
but being An Actual Guardian With A Ghost And Everything, maybe less so, but adapting the idea can work
's one reason "just play exalted" is not a good answer for "I want a high-power wuxia demigods game"
abyssals can be very guardian-y except you're being animated by the darkness instead of the traveler
Exalted is that, but in its own way
I just like the idea of 'brought back from the dead to help save the universe and given power over the elements/light'
abyssal on the road to redemption
which seems like alchemical might be the play?
I thought abyssals were risen as kind of being evil
evil is subjective :3
lol
you swear an oath to dead-but-not-dying titans to end the world, yes
They can be good, but if they don't keep up the goth act they start leaking bad mojo
if you want "save the universe" you definitely want alchs
you can even pick a Last City
Alchemicals are notably the Exalted who are most integrated with and dependent on mortals
I migh just fuckin do Solar and say they had a near death experience cuz mechanically I wanna make them the classic dawnblade
your golden gun? essence pulse cannon, boom
armored wizard on wings of fire with a flaming sword
lolol
hard to get a lot of "wizard" out of exalted tbh
Also worth noting that anybody can have elemental powers to a degree by using evocations
Lunars also have a lot of witch/wizard in their charmset
You're never gonna do the wacky sometimes-literal, sometimes-metaphorical stuff deebs do, but it's easy enough to have a flaming sword
you can even make it appear seemingly from nowhere
I will say that like, technically this is every non-terrestial Exalt
solars cover the like, Big kinds of folk or culture hero, gilgamesh, or in a game im running i have Solar Genghis Khan, but it does need stating that Solars have sick bones in 3e, their mechanics need help
Exaltations carry a chunk of the "soul" of the previous incarnation with it
What essense do you think 'No damage from falling/being slammed into things' would be for a Celestial Exalt? We've got a few charms that reduce falling damage by 1 level but not many that go 'oh yeah, drop from orbit. You'll be fine' unless you're dealing with 'can soak uncountable damage'. XD
guardian of a last city fits in kind of well with Alchemicals in Authochthonia, which is its own semi-silo'd off setting
unless you break the Seal
I like alchs as sorta ... inheritors of a soul that did incredibly worthy stuff, who now have to live up to that soul
also they're the people's exalts
You can have an alchemical in Creation though
y'know i just kinda realized infernals tread on the Hive-esque concept of Throne Worlds, and i fuck with that
It's noted explicitly that there are a small number of them hidden on ice, in some cases having never had a soul implanted
I love my Communism-Powered Robot Exalts.
"Political power grows out of the barrel of an Essence Cannon" - Lux
Creation Alchs have more of a amnesiac hero looking for purpose vibe
your robodad left
fuck lux, all my homies hate lux
The plus side is you aren't anathema
But even then their nature kinda guides them towards serving mortal communities
so everyone just thinks you're a weird cool thing
lol the title for alchemicals is "Alchemicals: Forged by the Machine God"
yeah
hmmmmmmmmmmmm
:)
Jade Alchemical that just goes about covincing people they're a Mountain Folk.
My alchemical OC was worshipped as a statue of Mela before being accidentally awakened
You aren't anathema until you are! which one of my alchs in my Creation game is, having started preaching an Authochthon cult. The other alch is a wandering exorcist, to which the Immaculates go "hey good work keep it up"
Both in a psychological way, and because alchemicals need a pit crew
So an alchemical is always going to need people they can trust
and a manse
but being honest, as far as requirements go, a cool magic palace of some variety is honestly pretty sick
unless you're playing a game where you're schmooving around creation
I love manses
I have never felt the need to buy a manse tbh
I love manses
I love manses
I loved them more when they had a boutique customization system that let you juice them up into something beautiful, but just having Magic Home Base is always fun
im in no house gang
yeah i would like to see some kinda
manse-building thing
I think you could do fun things if you took a bit from Blades in The Dark bases for 'You have your Cool Base'.
yeah for real
I always assume my characters are going around doing stuff
In general it's easy enough to say "my manse is hidden/well defended and it only needs to come up occasionally"
But it can be a good home base
Also I like hearthstones
Bling good
...hmm...is it poor form when homebrewing to take a basic charm from another exalt and reflavour it? My pondering is basicly that - Earth Forsaking Attitude already 95% does what I'm looking at for some Basic Personal Gravity Manipulation/Gravity-Rush Movement Stuff.
It is not poor form
my sids, who logically should have manses the most what with their salary and being in heaven, just have apartments there which is a comical mismatch i find appropriate for the resources 2 sid who doesnt know how to manage money, and the other sid just doesnt care
That is explicitly said to be waht you should do in exigents even
that feels like the only way to stay sane
Graceful Crane shows up on like four different exalts
as someone New To This
As my thoughts is basicly 'Spider Pounce + Earth Forsaking' reflavours with theming of 'I can manipulate what direction is Down for me'
So they go straight up a zone by going 'I'm going to Fall Up now'
yeah like
i'll b real iki
i'm taking a fair few abyssal charms out for the reforging
the ones that mainly just do dice stuff
sorcery looks really fucking complicated damn
Orbit-Dancing Steps
Cost: 3m; Mins: Dexterity 3, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
The <Need An Exalt Name> dances across the circles of the celestial spheres, gracefully stepping along rings of stellar dust.
The <Exalt Name> gains perfect balance and can stand or run on surfaces too narrow or weak to support her normally without needing to roll, including substances as insubstantial as mist.
With an Dexterity 6, Essence 2 repurchase, the <Exalt Name> may pay a two-mote, one-willpower surcharge to stand upon empty air, defying the loom of fate. This effect ends if she is crashed, gliding gracefully downward and taking no falling damage.
defying the loom of fate
sidereal stare
Well, the loom of fate is physics in exalted 😛
So sorcery isn't as complicated as it looks, the core book is just... not the best at explaining it
Core Book Moment
the short version is that you learn how to do magic (via taking a charm if exalted, or a merit if mortal), which lets you pick HOW you learned how to do magic--this is your sorcerous initiation. From there, you pick one initiation ritual which lets you gather sorcerous motes in a way unique to that initiation. From there, you can learn spells, which you cast by taking a turn to gather the sorcerous motes for it and spend a willpower; once you have enough motes to cast it, you do, and follow the instructions on the spell as if it were a charm
But yeah, my thoughts is that most of their theming is very 'space', to add a bit more variety to the Wyld package beyond just 'welcome to Elfland'. Odd orbits/physics getting weird. Fighting them is less 'Wuxia Wire Work' and more 'Why is one guy here working on zero-G rules?'
...I think I might use 'Wanderers' as the exalt name. Wandering stars was an old term for planets and comets.
...oh...I can draw from mythology of beings that live in space.
Which gives me an idea for a healing charm for them.
Draw from the Lunar Rabbits making the Elixir of Life
Sorry for rambling.
Void Assumption
Cost: 5m, 1wp; Mins: Dexterity 6, Essence 3
Type: Reflexive
Keywords: None
Duration: Until next turn
Prerequisite Charms: <Some Stuff>
The blow falls and yet, there is nothing to strike.
The Wanderer can use this Charm after successfully defending against an attack. She ceases to exist until the start of her next turn. She cannot act while she does not exist, nor can others affect her during this time.
'My combo breaker is Taking My Ball and Going Home'
i am curious
what is this exalt's method of going over the 5dt cap for attributes
Honestly not sure yet. I'm borrowing formatting from the alchemical book as I'm looking at Attribute-based. XD
They might not get it but we'll have to see. I'm still pondering their Big Tricks for their base setup.
Right now I've got themes more precisely worked out than exact mechanics. The wyld, wonder, space and forces (Gravity etc)
I think my general plotting on history is:
-Autocthon making exaltations for various exalts that never got finished.
-Three Spheres Cataclysm happened.
-Unshaped Fey went 'hey, what is this weird shaped thing in our lands? Lets mess with it!'
-Unshaped Fey finished off the exaltation, which proceeded to rush off to various places on the edge of creation and join with people.
So you end up with an exaltation that's not entirely of creation or of the wyld but is sort of stuck between. It picks people without a place of their own.
oh that’s a fun exaltation condition
Yeah. My thoughts is that it picks those with nowhere to go. Orphans, Sole Survivors, Exiles, Those cast out by their family etc
Do you think 'Autocthon had some unfinished exaltations sitting about at one point during the war' is too silly?
I would say a little bit
Since it assumes they'd be sealed somewhere, a monumental task the other primordials seemingly couldn't do until the jade vault
I was basing it a bit on 3e going 'Oh yeah, autocthon had a lot of projects sitting unfinished. That's why alchemicals can exist in creation'.
...that's really not the vibe I'm going for.
As it's supposed to be well, an exaltation that picks people, like other exaltations
Wanderer Exaltation
Wanderers are chosen from those who have been left with nowhere to go. A child orphaned, a person cast out of their family by kin who won't accept who they are, sole survivors of lost tribes. The darkness of true loneliness envelops them, even in the middle of the largest cities. Those who surrender to it or deny themselves to crawl back to those cast them out find the Exaltation passes them by.
Others find the darkness comforting. A chance to live a new life, decided on one's own terms and bound to no one. Memories of a past that support but do not bind. Those who embrace this chance are embraced in turn, finding in a sudden surge of power that the void was not emptiness but an endless well of possibility.
This endless possibility fills them, giving a moment of wondrous reinvention. Body, mind and soul find themselves transformed into what the wanderer always wishes they were. Who they were is gone forever but a new, wondrous self remains.
I mean more the idea that you can just have exaltations "sitting around"
Not doing anything
Well, they were not finished. They were an unfinished project until they ended up in the Wyld.
Wasn't that the Jade Prison?
Yeah
Which was a monumental setting defining moment and having Anotha One just off to the side that also happened feels a little setting-bending
Like I dont have a problem with the specific exaltations
Just the means here
It feels like you could justify it way more in setting like
"They were tasked to explore the deep wyld and only just now their exaltations returned"
Or if its like 10 guys it could have just been one expedition
...ehh...that feels like it removes the intended flavour a lot. In that they're not creations purely of Creation.
They're both Wyld and Creation.
They were never finished within creation
And it was the wyld that gave them life
I believe Abyssals just have this, and Sids have an early fall damage reducer even if it kinda sucks, so I'd say pretty accessible. E1/2.
It would probably be a reducer rather than "never take fall damage" but it can just be there
I checked abyssals and they do have a 'never take fall damage'
It just scales in cost depending on how far that fall was.
Which does lead to a funny situation where an abyssal can have Too Few Motes and just pancakes because they have to pay for the entire distance, not just part of it.
Yeah, it's very neat
Sids are strangely bad at dealing with fall damage, +1TN on falling damage rolls just does not do it
got to get that Crane Style or CMOS
Yeah, with 'gravity' as one of the subthemes of these guys (As they're heavily based on the space between celestial objects) I kinda want these guys to be Good At Falling. XD
Air Aspects get to go "yeah I don't care" with their anima powers, so it fits
I don't think anyone's too worried about inter-splat power creep in the highly competitive area of not instantly dying to a short fall
Heaven Thunder Hammer: "I TAKE OFFENCE AT THAT!"
😛
Orbit-Dancing Steps
Cost: 3m; Mins: Dexterity 3, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Wanderer dances across the circles of the celestial spheres, gracefully stepping along rings of stellar dust.
The Wanderer gains perfect balance and can stand or run on surfaces too narrow or weak to support her normally without needing to roll, including substances as insubstantial as mist.
With an Dexterity 6, Essence 2 repurchase, the Wanderer may pay a two-mote, one-willpower surcharge to stand upon empty air, defying the loom of fate. This effect ends if she is crashed, gliding gracefully downward and taking no falling damage.
One of my ponderings is rather than putting a tonne of extra power in the base 'good balance' charm, give it a repurchase that lets you Stand In Mid-Air Ala Charcoal March of Spiders, though without the 'every movement action I take is also a Free Threaten because I'm Being Too Ominous in my movement'.
Still before I go about making a lot of charms I should think about Basic Mechanics. What makes them distinct/unusual for an exalt. Like Lunar Shapechanging or Alchemical Reconfigurations.
Hmm...something to do with Exploration, the Wyld or Environmental Stuff...
Vague Pondering - They can attune to locations (Though only one at a time). While they are attuned to that a couple of specific bonuses based on the environmental type.
So like it's stuff like 'Wyld', 'Shadowlands', 'Urban', 'Mountain', 'Jungle' etc
So they've got some flexible bonuses, if not quite 'redo own charms' or 'lots of animal forms' flexible.
...oh, I'll made the enviromental stuff the same that there is for Demeses (Though likely with slightly different names for those named after specific exaltations + Wyld as one of them).
So it will be 'Hey, I'm currently attuned to Fire' or 'I'm currently attuned to Death'. It doesn't let them draw on those powers but adjusts their own powers to handle it.
So like, being attuned to death won't let you raise zombies
But it would let you travel shadowlands without problems.
More about 'I can travel and survive here' than 'I am a master of here'. Environments, not Elements.
If that sounds interesting/makes sense?
For Example:
Environments
Wyld
Unchanging Paths: The Wanderer is Immune to Wyld Exposure.
Through the Looking Glass: Fae and Wyld Mutants unconsciously recognise the Wanderer as kin, which can be leveraged as a Minor Tie of trust and respect.
Kaleidoscopic Self: The Wanderer is much less affected by Shaping effects she suffers. While they cosmetically still have their effects (A Wanderer shaped into a duck is still duck-shaped, while one who's history has been changed will remember the new history alongside her old one), they will not kill her or prevent her taking actions she could normally take, though it may impose some amount of penalty (Such as a difficulty reaching the top shelf or being taken seriously in court as a duck).
A Wanderer who becomes attuned to the Wyld has her existing shaping effects become cosmetic, like those she suffered while attuned to the Wyld. Shaping effects cannot prevent her becoming attuned to the Wyld, even if they would otherwise prevent her taking any other actions.
So the bonuses are 'Overall useful but particularly tailored to survival in this environment'
cooler moonsilver tattoos
under the classic duck punch scenario are you still using Duck Stats?
My intent was that it's still purely cosmetic. So like, you're a Strength 5 duck if you were a strength 5 human before.
But you still are duck shaped and have cosmetic duck problems so you're likely not happy about that.
The intent is to make it unpleasent but not 'stops you doing hero things'.
I would put the repurchase at E3, where most flight effects are, and maybe make it a mote or two more expensive, but this fits with the usual curve - getting a slightly less juiced version of SMA effects at higher essence has precedent with Alchs
see Auxiliary Battle Consciousness, which is half of CMOS Form but with embedded discounts for some of your other stuff instead of second track
Makes sense.
Added a hair to Kaledioscoptic self to go 'Oh yeah, it can penalize you a bit' to make it clear it's still not fun
Just not 'game over'
they will not kill her or prevent her taking actions she could normally take, though it may impose some amount of penalty (Such as a difficulty reaching the top shelf or being taken seriously in court as a duck).
https://docs.google.com/document/d/1nPuvyr8jz-s3giKxDVFvk-s2UaAFjpgkTkoKHywCRDE/edit?usp=sharing Wrote up some basic stuff for 'they pick locations to link with'. They'll only get a few of them at once but I wanted to put some fluff/mechanics to it.
Wanderers: Endless Movement of the Heavens Wanderer Exaltation Wanderers are chosen from those who have been left with nowhere to go. A child orphaned, a person cast out of their family by kin who won't accept who they are, sole survivors of lost tribes. The darkness of true loneliness envelops t...
I had a magnificent idea for a Creation-based Alchemical's merit - an Autochthonian scientist that's basically able to communicate with you across the Seal of Eight Divinities because you're a living tether of Autochthon's workings; functioning like Al from Quantum Leap, trying to help you with what you're doing and also find you a way back to Autochthonia.
Tbf you can also use that undead work force to grow and harvest your crops. Make loads of money off all that agriculture.
i’m using an undead workforce to implement necrocommunism
Okay, got the rules for Touchstones (The Main Mechanic of Wanderers, like how Lunars Shapeshift or Sids do anime 'I knew that would happen' glasses glinting) in alpha state. How do they seem?
They're passive defensive/social benefits for the place you're currently linked to.
I think I want to do one for each of exalted 'Main Elements', one for Deathly Stuff, one for Hellish Stuff one for Heavenly Stuff and one for Urban Stuff.
Beyond that? Not sure. I think that's likely enough.
As that lets them go Anywhere In Creation (And several places outside of it) easily.
Attribute Exalts in general have really grown on me
I do really like attribute exalts for being much more versatile than ability exalts.
An attribute excellency can often see use in a lot of situations, while an ability excellency will only turn up in 1-2.
They're also much harder to build for imo
Hmm...yeah, I think that list is good for 'stuff to make touchstone types for'. I can't think of too much in creation that wouldn't fall under one or more of those categories.
Sorry for rambling so much about design.
Today I learned that battlegroups cannot fly as flight is a 'supernatural' merit, and therefore gets rolled into Might when a battlegroup. (Also battlegroups of spirits cannot materialize OR dematerialize because doing so is a charm action)
That seems like...not rules as intended/very silly.
Like, War Ghosts exist
They're a notable army.
And yet
Everyone ignores that part of the Battlegroup rules
Added two more Touchstone types. About halfway there with them.
Do you think having a couple of these added to an exalted character sheet would be a far bit of extra work in making a character? My intent is that a starting character will have like 2 of them, with a maxed out character having like 6.
It's not any more complicated than like, fluffing out merit dots I feel like?
That's fair. I'm intending it to be less complicated than Lunar Shapechanging and more just a small set of variable passive defensive/social buffs (With you able to have one at a time and them all tied to a place you've been/the people you've met there).
makes sense!
In other news: I keep forgetting that air covers cold and lightning in exalted.
Water is looking considerably better than air there - sticking a bunch of penalties on enemy Decisives is very powerful, because they have smaller pools and most people don't actually have broad-spectrum attack penalty negators. It might actually just be Sids, although I could be completely wrong because my knowledge of Lunar and Alchemical charms is not comprehensive.
I don't actually mind in this case because not being turned to jam by grapples is good tech to have on hand, though
Alchs have some very broad attack penalty negators. I think it's 1 charm + 1 submodule for 'fuck off all penalties you could suffer that isn't an actual TN modification'
doesn't surprise me honestly, they're kind of in the same boat as the Sids where they don't get many Excellency dice so they need good anti-penalty tech
And yeah, that's fair. I'l admit I kinda pushed Flowing Movements a bit as I felt like 'breathing water' while nice is less powerful than the broadest of the 'fuck off environmental hazards' bonuses.
I might make it -3 because that's the normal Big Penalty
snake form, nest of living strands, osoi form
Lunars get -2 on No Moons, which actually makes No Moons better duelists than Full Moons, all stats and charms equal
Are No Moons all attacks or on grapples? I know there's an Alch caste that can get -2 dice on hostile actions against them.
And that's fair, I'll knock it down a hair. The 'unless enhanced by magic' already makes it 'Fuck off Mooks. Only Real People can Grapple me'.
All attacks, it's very mean
That'll do it, yeah
Stacking seven billion attack penalties is the usual elder Sid cheese since even Solar Brawl struggles to connect at -9 to hit against Def 10 before Excellency
Makes sense
but that needs Anys Syn levels of XP
The solar can't hit you if you disable his dice pool
Starts looking a bit 1e, with stacked persistent defences
The fire one is very potent within the very narrow area of 'You are being shot with a Flame Piece' or 'A Lore-Focused Fire DB is all into throwing fireballs instead of stabbing with Fire Dragon.'
The intent on the Touchstone Defensive Things are 'Quite good but very specific, don't expect them to constantly matter'
what slot are these going in, splat-wise?
big big to be passive anima powers, is it the Arcane Fate/Shapeshifting/Devil-Body equivalent?
It's the Shapeshifting/Devil Body/Prophesy area.
As your Splat-Specific Trick
Rather than learning Bodies like a Lunar, they learn Places
If you learn a Specific Place, you become immune to enviromental threats in it and people there feel a bit of connection to you. You can pick one of them at a time to be Attuned and get some protective/social benefits that last even outside of that area.
Their capstone 'travel places' charm is going to be 'When traveling to a Touchstone of yours, it never takes more than 5 days. This doesn't allow you to go anywhere in creation within 5 days but if you're traveling to a touchstone you find impossible paths to get you there quickly'.
huh
Wyld-Sids
I like it, since usually high essence charms aren't big travel buttons and more should be
The thematic idea for them is that they're Between Places. Hence 'Wanderers' as the title. They find places that resonate with them but they don't tend to stay specific places long-term. Very 'Cowboy who comes through town, solves some problems, changes some lives and keeps moving'.
So I kinda want 'going places' to be an area they're kinda strong at. They're not great at Ruling or Leadership charms (So they're likely to have a rather limited charmset for interacting with Organizations) but they cant travel well.
Also drawing on a bit of both Less Hostile Fey theming and some Mythologically Space Stuff theming.
Like I know their Capstone Medical one will be the Elixir of Life from the tale of Princess Kaguya.
this fucks, iki
ironically, the mechanics behind the Elixer of Life one is something I'm stealing from 2e Infernals. XD
But hey, I liked it in 2e Infernals.
2e Infernals had a charm that Turned Mortals Into Demons. The Elixir of Life one is basicly going to do that but for minor spirits, at a hefty cost (Likely make it a big craft project).
Being turned into a Field Guardian (Or similar tiny god) A) Makes one Very Immortal (Both Unaging and if you get killed by most things you'll come back) B) Isn't something you can do to an Exalt so you can't make an Immortal Exalt using it.
I'll likely do up a custom spirit statline for this rather than making it 'any sort of spirit' as that could get Very Silly.
...you know, it's kinda surprising how few charms require you do do things as Projects.
As I'm pondering the Elixer of Life thing and wondering if like 'As a superior project, make XXXX' makes sense for making it costly for each one or if that's silly?
I'm kinda tempted that since they're an Attribute Exalt, to fold a chunk of their Crafting and Medical Charms together and have them have an uncanny knowledge of how to produce mythological drugs and medicines.
Or maybe sorcerous workings? I dunno, maybe I'm overthinking combining things.
project charms are Fun because they produce points, which makes being a fullblown crafter less annoying
always something I appreciate
Makes sense. Then yeah, I might give their craft charmset a bit of a medical leaning too.
Earn some of the basic craft points by Treating Patients, not just making iron daggers etc. XD
I have an "artifact pills and potions" ruleset sitting around somewhere if you want to steal it
for when you want to make xianxia bullshit drugs that unlock new powers
That sounds interesting/very much the sort of thing I'm thinking of.
was really not too difficult, they're basically 2-4 dots that don't have attunement costs and unlock exactly one evocation
It should also hopefully give a bit of a vibe to the exalt's craft charms instead of being just a Numbers Thing. As man I love that Sid Craft Tree being not just about playing Daiklaive Clicker. XD
in my craft system appendix you can have [essence/2] pills at once to stop Solars spamming the hell out of them, but if you made this a charm I'd probably say "yeah, you get one, if you take another one it replaces the first evo"
Makes sense...though this also does make me think of the Black Lotus cult from LOTW and how exalted has already established...heheheheh
-Mortals may use these evocations, paying an additional one willpower instead of the motes cost. While the drug remains within their system, they age at twice the normal rate.
Give it the Exalted Power Armour rules for mortals
Where sure, you can use it as a mortal.
But uh...you ain't gunna last long while you do so.
Thousand Year Herb Elixir
Cost: —; Mins: Intelligence 4, Essence 2?
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The endless travels of the wanderer have brought her into contact with an number of herbs and medicines thought to be miracle cures, allowing her to distil their mythological essence into reality.
The Wanderer can use Intelligence + [Craft(Alchemy), Survival or Medicine] in order to craft Elixirs. Elixirs are artifact potions, pills or other drugs that grant impossible powers to the imbiber. They are crafted as consumable artifacts (Even if the Wanderer lacks the requirements to otherwise make artifacts) that have no passive effects, attunement cost and a single evocation. Upon consuming the drug and attuning to it, the imbiber gains access to the evocation.
A person may only have a single Elixir within their system at a time and consuming another Elixer will purge the previous one's effects. Unlike other artifacts, mortals may consume and attune to Elixirs, paying an additional 1 willpower cost instead of motes for the Evocation. However, consuming such a drug is dangerous to the body, taking with it a year of the mortal's lifespan and causing him to age at twice his normal rate until the Elixir is purged from his system.
Sidebar: "What Dot Value Is The Drug?"
Elixirs can be any dot value of an artifact, depending on the power of the evocation, however most are between 2 and 4 dots as they are easier to create than traditional artifacts. Generally, when setting a dot value for an Elixir, it will be roughly 1 dot less than a comparable artifact due to the specific nature of the charm, only providing a singular Evocation and the limitation on only a single one at a time.
Quick shot at it.
I would be tempted to make this your craft tree's white point sink, but that requires it to be dedicated craft rather than a side thing
...and now I'm being attacked by friends sending me pictures after I mentioned this.
I mentioned this charm and the capstone being princess Kaguya style elixer of life
And a friend immediately sent me this
...silly pondering: Give them an follow up upgrade that allows you (And only you) to have a few Elixirs in your system. Sorta their version of the various 'Hey, you can learn evocations personally/eclipse charms' that a lot of exalt types have one of.
hang on, when I'm done Darktiding I'll write up my version of said pills and potions and see how I can turn it into a charm
Sure, my own version is kinda rough right now
Just to check, these are attribute Exalts and pay the normal 10xp for evocations, right?
Yeah
wait, the Sid athletics capstone is just this
this also lets you flurry three actions at once, so bonus points if you manage to combine this with Emerald Gyre of Aeons form to flurry two martial arts attacks and a full defence at no penality, or similar
Huh, kinda surprised it doesn't scale past like...the week. As a lot of shit in creation is more than a week away.
Like 'divide the time by 5 if it's further than a week' or something
I would assume you just go "this would take X weeks, divide by 7"
That would make sense but it would be nice for it to be spelled out.
Elixir Of Immortality
Cost: —; Mins: Intelligence 7, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Thousand Year Herb Elixir, Flesh-Weaving Tonic, A Couple More Medical Ones
Death is not an inherent condition of reality but one imposed upon it. The Primordials were immortal until death was forced upon them and without the corruptive influence of Creation, the Fae are immortal. The Wanderer's connection with the energies of both immortals and the creation that forced Death upon them has given them the insight into the greatest of tonics, one that can banish the very concept of death from a mortal's soul.
The Wanderer can craft Elixirs of Immortality in the same way they can creation other Elixirs with Thousand Year Herb Elixir. Elixirs of Immortality are treated as 4 Dot Artifacts for this purpose and can only be consumed by mortals, as the refined essence of other beings resists alteration of its fundamental nature.
The Mortal who drinks the Elixir sheds their former humanity and becomes an Immortal, gaining the following statline. They may maintain any dice pool or statistic that is higher than the Immortal's statline. Becoming an Immortal with cure a mortal of any illness or injury they are suffering from, as well as allowing them to change their appearance as Flesh-Weaving Tonic would.
Creation of such an elixir is considered a severe crime by the Division of Endings and reckless production of such will soon gain the attention of Heaven.
One of the Big Wanderer things. Creation of the Elixer of Immortality. Only works on mortals but they turn into a low essence kinda god-ish. Honestly, not sure if 'Artifact 4 Per Dude' is too high a cost as it's doing a big effect but Sids have been turning animals into immortal gods since like essence 2. XD
ah, terminal sanction bait
I like it
I'm still trying to figure out whether I want higher dot-rating artifact pills to grant higher Essence evocations, I think my general answer is Yes because it's not like they can ramp up like artifacts do
essence [artifact -1], maybe
also I didn't realise that 2e BOKL had this
thank you Shyft for summarising the wall of text many years ago
I appreciate the idea of a Sid deploying his squads of forked-hims to go do stuff
it has a 50% failure rate, but theoretically you can Assume Direct Control of another Exalt, even
grotesquely overpowered but very fun
Yeah, I figured 'Hey, a non-standard exalt that's handing out immortality is a Thing that Endings will pay attention to'
But on the plus side: You get to make Taoist and/or Lunarian Immortal Buddies
Will need to work out a statline for those immortals. Considering the cost/essence, they can likely be Pretty Beefy, though obviously they're not exalt-grade.
At E4 and that requirement I think you could conceivably go all the way to Second Circle Demon levels, although you may want to stop before that for thematic reasons and because you can have several of them
Hmm...do you think it would be too stepping on Lunar toes to have a medical charm for an exalt that can entirely change someone's looks? No mechanical changes but like Full Plastic Surgery/HRT etc. It's something that could be easily done with like, a Sorcerous Working but I'm looking at getting it done simpler and easier than a full working.
...I had a fun idea. Make some charms have an upgrade if you've got a particular type of touchstone. Like thier Wyld related charms improving if you've got a wyld touchstone.
Not huge upgrades but ones that add some quality of life.
As a lunar stan, I say go ahead, that seems fine to me, especially if it just changes appearance, so like lunars still have a leg up on disguise because of how heart's blood works.
Performance-based charm that gets better if you have a malfeas touchstone, go dance with the green sun
Yeah, the intent was less 'I can change my face at-will' and more 'I can do really good cosmetic surgery, given an hour or so to make Magic Drugs'
The medicine tree for wanderers is increasingly looking 'Down as many weird cultivation drugs as possible'
Which I'm justifying with them using their connection to both the Wyld and Creation to take things that are mythological and turn them into reality.
1000 year ginseng A) Isn't likely something you can find B) Won't likely do much for even the most skilled Solar, as it's just Ginseng, not some mystical drug
it's probably really nice ginseng! but it is still only ginseng.
I think part of my inspiration for Wanderer mental stuff will be a narnia quote.
Suppose... suppose we have only dreamed and made up these things like sun, sky, stars, and moon, and Aslan himself. In that case, it seems to me that the made-up things are a good deal better than the real ones. And if this black pits of a kingdom is the best you can make, then it's a poor world.
I'm on Aslan's side even if there isn't any Aslan to lead it. I'm going to live as like a Narnian as I can even if there isn't any Narnia. So, thanking you kindly for our supper, if these two gentlemen and the young lady are ready, we're leaving your court at once and setting out in the dark to spend our lives looking for Overland.
The idea that they'd cling to a hopeful world that doesn't exist so it can become true even if it doesn't already exist.
Yukki Onna Unquestionable.
hmm?
I tossed around a few ideas for snow-themed Yozis but never quite had anything coherent. I feel like it's sort of a noticeable gap in Hell's aesthetics
Have one, Joklua. She is deeply depressed, desperate for affection, terrified of closeness, and hates conflict. The Yuki Onna Unquestionable would represent that need for intimacy paired with a conviction that she destroys everything she gets close to.
Domt necessarily know how that would manifest on a practical level
There's a fair number of 'can't use X type of intimacy' in charms. Are there any charms that are 'I can always use this intimacy, even if another charm would prevent it'?
The closest I've seen is Acrimony’s Seal, which bypasses the system by going 'Influence that opposes this intimacy is unacceptable' rather than being related to 'can you tag an intimacy for this' mechanism.
Pondering a social charm that prevent intimacies of Despair or Hatred being used, as Wanderers are fundamental about better futures.
there is one that I know off the top of my head, which is Sidereal Integrity's Dream-Sacrificing Maneuver, and that just obliterates the intimacy entirely and then goes "can't tag it, doesn't exist"
I think "spend [decent amount of motes] to prevent influence tagging an intimacy of type X" is a totally valid integrity charm, but it would need to be on the expensive side
I'm not sure there are many charms that prevent tagging certain kinds of intimacy on the offense, although I'm sure there are some
Oh yeah, I was thinking about the Alchemical one. Just a moment.
Patriotism Provoking Display, 3m, Essence 1.
Alchs are deadly vs mercenary or self-centered people in social situations.
I love the fluff is you literally just doing this.
that one's very fun, yeah
I am not very good at pricing social charms, so do as you will there
RiRi's a big fan of it. She's Too Friendly for cynicism to be an applicable defence against her 😛
necromancercon must get a bit awkward there
she can go talk to the sulky Sids in the corner who only get Ivory Circle, but nobody likes them because they come with Sid Medicine built in
RiRi: "You can't use Capitalism intimacies right now!"
The Guild: "But Alchemical, all our intimacies are capitalism ones!"
hard-counter to Crimson Rain, definitely
actually he's surprisingly non-money focused
his variant on the classic Abyssal oblivion philosophy is basically "grave goods are more grandiose than what they were in life, right? you put in a candle invested with great love and you get a beautiful artifact - clearly this means that the point of life is to feed the great beauty of the underworld, which will last for eternity, as will its properly motivated tenders"
if this means Creation is eventually exhausted, tapped of all the wondrous things it could possibly produce and left to shatter into the Wyld, then oh well
the downsides to this are a) he cares absolutely nothing for the actual lives of anything topside insofar as they're not capable of producing more beautiful things and b) he does not get on with nephracks
Hah, very fun.
the philosophy makes him do very mercenary things, but it's not a mercenary philosophy, if that makes sense
he runs an auction house, he would not destroy a competitor and all their works just to gain a personal advantage, that would ruin much beauty
he is trying to coup the guy who owns the next big island over in the West because that guy is a dick and he doesn't like his vibe or his control of the local trade lanes rather than because he's oppressing the locals fiercely
he also makes many artifacts and giant golems for the local Invincible Sword Prince and the various marauding Lunars, because as far as he's concerned them killing each other is totally value-neutral
My general ponderings for Wanderer social stuff:
-Their primary focus is Hope/Dreams and Hatred/Despair (In things they resist well)
-They are *really* good at Inspire.
-They are *really* bad at forming and reforming groups. They could stir up an angry mob just fine but don't have any special tools for making long-term groups or tearing them down.
-Their training charm is actually a social charm. When you successfully social a person with hopes and dreams, you can grant them a dot (Which they can go into exp debt to make permanent) related to that dream. If you convince cinderella to go to the ball, you can grant her a dot in socialize to make sure it goes well etc.
-They're really good at short term, intense emotions but they're more about moment-to-moment stuff than systemic stuff. They don't rule well.
seems clean enough, Lunar with a twist
I'm also tempted to give them a couple of appearance or charisma combat charms that do the Crane thing of 'I will beat you so hard you get socialled'. As I'm a huge fan of that in Legends of the Wulin and these guys are becoming very wandering Youxia. XD
while I absolutely love a wandering youxia, every time I think about a very charming social character wandering around in Exalted I'm immediately struck by this image
Intoxicating Revelry Invocation
Cost: 4m; Mins: Appearance 3, Essence 2
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: (Something)
The Wanderer invokes sacred hospitality, drowning the fervent flame of hatred and the ice of despair in the warm and comforting darkness of hazy memories and comradery.
The Wanderer makes an inspire roll over the course of a few minutes, adding (Essence) bonus dice. Affected characters suffer a −3 penalty on Perception rolls and Join Battle rolls and treat any Intimacies related to hatred, despair, or self-restraint as one step weaker for the rest of the scene.
With Appearance 5, Essence 3, if the Wanderer uses this Charm on characters engaged in a social event, like a gala, festival, or wedding, she may pay a one-Willpower surcharge to make memories of the event hazy and indistinct. Affected characters increase the difficulty to remember more than hazy overviews by (Essence). A guard who spots the Wanderer engaged in some larceny and gets knocked out in a brawl might vaguely remember he got into a fight but not why or who with.
Considering the Wyld origin of these guys, I think I'm going to give them a Manipualtion charm that does a nice simple and basic thing.
Removes the penalty you have when what your saying is implausible
You can tell the biggest whoppers and they're not less believable.
As the book does note that trying to convince someone of something blatantly false is at a hefty -5 penalty 😛
No penalty for going 'the sky is green', nice. Always handy to have
I feel like that was a bard spell in 3.5e dnd or pathfinder? either way, it's always fun
Also good for when you need to tell a difficult to believe truth XD
Glibness, 3.5
That's the one!
Gave you an absolute massive bonus to bluff and immunity to truth-telling magic
I think it was like +20
Excuse me, +30
ah, the Lesser/Greater Signs of Jupiter
Lasts for 10 min per level
for all 3.5e dnd was... not good, I do have fond memories of some parts of it
There's nothing else like it
.... I wonder what splat would be best suited for a nostalgia bomb style charm.
hey iki the wanderers should get a nostalgia bomb
It's a game with very serious problems that the players need to understand going in, but it's also an experience that doesn't exist anywhere else
...actually, that reminds me.
I'll want to have this charm kick Judge's Ear's Ass.
Or like, at least compete with it.
As Essence 1 shouldn't automatically beat all lying forever, even when charm assisted.
Fucking Solars
you would have to provide some significant boost, because the Solar perfect effects like traceless passage or judge's ear work on the old E2 [Essence Autosux] rules with other random stuff attached
Any magic which contests this effect goes to a roll-off against the Lawgiver’s (Perception + Investigation), with (Essence) automatic successes on the Solar’s roll, and 1s in the opposed roll acting as 10s to the Solar’s result.
Yeah, my thoughts was to give a hefty boost but only vs effects that would automatically detect deception, not those that would boost ability to detect but still work within the normal framework. So like, against mundane or even most charm-based anti-lying, it's a nice but not that insane boost but if you try to get into a 'I win' war, it can hold its own.
god solars suck
So it's really good at beating 'Hey, we've got a truthfulness ritual here' or 'Judge's ear' but doesn't make you automatically win vs people who just have like...good guile.
God, I hate how judges ear just fucking is kidneypunch after kidneypunch to 'hey, what if we competed'
'Opposed roll off if something contests' - I mean, you kinda already won against 90% of things.
(Essence) automatic successes - Oh, well fuck you.
'1s in the opposed roll act as 10s in the solars result' - Now you're just being mean.
...so here is a dumb question about Judge's Ear.
It' a roll off but umm...what does the guy lying roll?
Does it oppose the social check?
Do they roll essence as it's about magic vs magic?
Basicly: Trying to work out how to write up some wording for 'this can compete with judges ear' but then running into 'Okay but...what would the wanderer be rolling/when would the roll happen?'
Ontological Anchor in comparison lists what each side rolls.
Not just what the solar rolls.
Avoiding-the-Truth Technique indicates Manip + [Ability]
although it's not very good at it due to providing a much smaller buff
Yeah, it doesn't have the 'Why did you get two numberfuckeries on top of the base effect'
enemy 1s as 10s gives the Solar +0.2 sux per die the Sid rolls, whereas -1TN only gives +0.1 per die the Sid rolls
I'll be real, I don't think trying to foil a Core Solar ability is really a writing goal to aim for; if anything, I would write "hey you're expected to use this document with Solar reworks like Golden Calibration" and not worry about it henceforth
golden calibration does not assist with this
everything in Golden Calibration is either as strong as Core or stronger, they had an explicit No Nerfs policy
they made Solar War more powerful, I do not have enough faith in it to just write stuff assuming that GC will break less of my homebrew than core will
you can actually tell, looking through Lunar and after books, where they've stopped to add an extra paragraph to some abilities to deal with Fucking Core
Madman's Tongue
Cost: 5m, 1 wp; Mins: Manipulation 2, Essence 1
Type: Reflexive
Keywords: Mute
Duration: One Scene
Prerequisite Charms: None
Channelling the Wyld within her, the Wanderer invokes an understanding that something being a lie doesn't stop it being true. Those who find themselves disputing it find it difficult to elucidate why she is wrong in a realm where logic has no meaning.
The Wanderer ignores all penalties on social actions based on the improbability of her words, with both impossible truths and the most obvious of lies flowing easily from her lips.
In addition, cognitive dissonance leaves those about her off-balance, with both blades and minds unsteady. They must pay one Willpower to ignore her, or two Willpower to initiate hostilities. This protection is lost against all characters if the Wanderer or her companions initiate hostilities themselves.
Ended up going 'eh fuck it' and instead made it more 'Oh, you're doing that thing where the Doctor just fucking rambles and the Daleks just stare instead of attacking'. Where it's based more on Theurgic Override Matrix/Atelier-and-Embassy Auspice.
like the Sid forced movement preventer, which devotes >50% of its wordcount to "you can use this after the hit roll if someone uses HTH"
Instead of trying to compete with Judge's Ear it's more for 'Okay, who is this weirdo and why the fuck are they flouncing about?' (Aka: The first 10 minutes of any old dr who episode before they just stop bothering to interrogate him and let him wander about)
since when
they also buffed Thunderbolt Attack Prana, because that needed it
i like that Iki
I think I might make it the intro to a bit of a 'Social Stealth' tree for manipulation.
Very Dr Who 'okay, I guess you're here, sure' inspired.
Not quite 'It's Just The Maid' like Sids get and more 'We know you're there, we're just giving you more rope than you reasonably should be'
Hopeful Editorial Insight
Cost: —; Mins: Manipulation 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Wanderer is less concerned about what is true and what could be true. This wishful thinking becomes reality as creation itself is convinced that her version of events sounds better. She finds herself unconsciously stepping aside away from deadly blows and can evade capture easily by slipping through a convenient doorway.
The Wanderer gains the following benefits:
-She may substitute Manipulation for Dexterity when calculating her Evasion.
-She may use (Manipulation + [Socialize, Presence or Stealth]) when rolling to enter concealment, disengage or withdraw.
Not for everything but I feel like it's a fun inspiration for a chunk of the Manipulation tree. Giving you a bit of a social infiltration aspect that isn't 'Perfect Disguise' like Solars or 'Become a Maid' like Sids.
Legit
Possible Impossibility Invocations
Cost: 3m, 1wp; Mins: Manipulation 3 Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Madman's Tongue
The wonders of a closed container is that it could hold anything until opened. For Wanderers, that is a little more true than it is for most.
Rummaging through pockets, scarfs and bags, the Wanderer rolls (Manipulation + [Socialize, Presence or Stealth]) to produce a mundane object that’s no larger than her fist with a Resources rating less than or equal to her successes. She may not produce weapons or specific objects. For example, she may produce a generic company seal issued to any number of soldiers but not the one belonging to a specific officer of that company.
If used to produce an object of negligible value (Such as a bag of soft candy), this does not cost willpower.
Reset: Once per scene, unless used to produce an object of negligible value.
Also: Man, I love submodules. Designing charms without access to submodules for 'pay a little exp, improve this charm' is hard. Doing up 'This charm exists to just improve the previous one' hurts my design soul but Submodules are a very alchemical specific thing. 😛
...though...hmm...I could...hmm...
I had been pondering a 'If you have X touchstone, improve charm' stuff and I also like submodules.
I could give these guys a thing that's formatted like submodules where they're 'If you have X touchstone, you can get this extra shiny on the charm'
Gives an option for 'small upgrade of X' without just outright stealing submodules.
that's legit
Madman's Tongue
Cost: 5m, 1 wp; Mins: Manipulation 2, Essence 1
Type: Reflexive
Keywords: Mute, Path
Duration: One Scene
Prerequisite Charms: None
Channelling the Wyld within her, the Wanderer invokes an understanding that something being a lie doesn't stop it being true. Those who find themselves disputing it find it difficult to elucidate why she is wrong in a realm where logic has no meaning.
The Wanderer ignores all penalties on social actions based on the improbability of her words, with both impossible truths and the most obvious of lies flowing easily from her lips.
In addition, cognitive dissonance leaves those about her off-balance, with both blades and minds unsteady. They must pay one Willpower to ignore her, or two Willpower to initiate hostilities. This protection is lost against all characters if the Wanderer or her companions initiate hostilities themselves.
--Paths--
Ikinote: You get this bonus if you're currently attuned to a Touchstone of that Element. So you'll only ever get one of these at a time:
Wyld: You may contest any magic that would provide information that contradicts your statements (Such as Scrying an place you spoke of or the usage of Efficient Secretary Technique to ask about a verifiable fact), forcing an opposed (Willpower)roll. If the Wanderer succeeds, the magic aligns with her words rather than reality.
Water: If a character spends Willpower initiates hostilities against the Wanderer, they suffer a (Manipulation/2) penalty on Join Battle.
Fire: If the wanderer initiates hostilities and has successfully influenced or read the intentions of one of her enemies earlier in the scene, she gains Double 9s on Join Battle.
Potential Idea of how it would work.
Not every charm would have paths. A lot of the direct combat boosts wouldn't as I don't want 'X is the Do Fighting Touchstone Element' but those where there's a few different vibes it could have would have a couple.
So it's more like say...Mastery in martial arts. Not every martial art charm has mastery but there's always a few with mastery in a given charmset
... Hmm. Fivefold dragon's grasp is cool, but to really get the most use out of it you have to be from house ledaal...
Imagining a roll of example Solars to show how they fit into the setting, each one ending with "and then the Wyld Hunt killed them"
Hmm...do you think an interesting manipulation charm would be well...supernatural reverse psychology. You boost an attempt to persuade someone and everyone who's got a guile lower than your successes thinks you tried to convince them to not do that?
So you can go 'Only please, Brer Fox, please don't throw me into the briar patch' or 'It would be foolish to attack them' and disguise your intents?
Darkest Sky Deception
Cost: 3m; Mins: Manipulation 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
Grinning an infuriating grin, the Wanderer poisons her words, driving her foe into a rage to prove her wrong.
The Wanderer doubles 9s on a persuade roll to convince others to take a course of action.
If she gets more success than her Target's Guile, they they can’t use negative Intimacies towards the Wanderer or groups she belongs to to bolster their Resolve against her influence or resist it in a Decision Point. Observers with a Guile lower than her successes see her genuinely trying to argue against what she is convincing her target of.
oooh,t hat's spicy
Designing Manipulation trees is fun as they're all about 'Okay and now I am The Biggest Asshole'
...pondering a thing for read intents that is basicly 'when you succeed, the target accidently reveals the intimacy you discovered unless they spend a willpower'
Very classic 'oh shit, I didn't mean to say that'
Because there's a big distinction in 'I know you have this intimacy' and everyone knows you have this intimacy'
...Christ, Lunars have like 40 charms just for manipulation.
Making a full charmset is a lot. XD
Typically around 200 pages :P
A little yes. I may have bitten off more than I can chew ;-;
I saids id make everything for an exalted but a charm list for a reason
This game format is undeniably insane
I like the idea of this project and I like making charms but I get the feeling I'm not going to be able to make it to the end. XD
I might backburner this project for a while. I like it but maybe I shoudl focus on thigns that are likely to get finished.
you could always go for something more like the Design Seeds available for the other apocryphal exalted, those only have a few dozen charms each
...man, I'd not reallized how few charms Alchs have. XD
Though modules warp that heavily.
the submodules roll in so many things that would otherwise be entire charms
Sids feel almost just right honestly, I love their design philosophy
about the only place I would want more charms are Sail and Medicine
there are seventeen medicine charms/repurchases before the capstone, so if you want to take either Earth and Sky Bargain or the 10-medicine-charms entry to Citrine Pox, you need the vast majority of the tree
Makes sense.
And medicine wouldn't be bad to have more of
Especialy since Citrine tends to be not great at the 'healing' part of medicine 😛
i honestly think Sids are the ideal Exalted design charm wise
it's all killer, no filler
quite the opposite, actually
you don't notice on a first readthrough because of Good Game Design, but the one healing charm available in Citrine actually folds up basically all the raw capabilities of Solar Medicine into one convenient package
Oh that's fun
Things you might need to heal in Exalted:
- Normal damage
- Aggravated damage
- Poison
- Disease
- Crippling Injuries, temporary
- Crippling Injuries, permanent
Other stuff in the same ballpark that you probably don't need to care about much:
- Psyche effects
- Derangements
- Possession
- Shaping
- Curses
Perfect Reconstruction Method can handle everything in there besides Shaping, although it'll cost you well over 100xp to learn how to do it all
because all the extra stuff is a series of purchaseable upgrades
Right now I am back to that 'doing up Jadeborn as an Alchemical Variant' as that has a reasonable end in sight. Doing a run through of their Limit and Charm list. Pondering if these seem like decent 'gain limit' and 'lose limit' things.
assuming zero medicine investment, healing everything in the first category requires a Sid with Int 5 and 58xp worth of dots and charms to get Med 5 and Citrine 3
healing everything in the second category requires 100-ish xp, because psyche/derangement negation is locked behind charms that give your patients motes and willpower, which is mostly useful for combat heals
the basic "I can heal any physical injury" toolkit is actually slightly cheaper than the equivalent toolkit in Solar or Abyssal medicine and the enhanced "I cure all" toolkit is only slightly more expensive, it's the most direct example of SMA being Solar-Level
that's pretty damn nice
one of the petty reasons I'd like more medicine charms is because I'd like to make a Sid Doctor who gets 10 charms of usefulness out of the Medicine tree without buying its notably inferior heals
Ah, you'd like to bypass the 'Hey, what if we got a better version later in Citrine'
yeah
unfortunately that is basically only doable by taking ten straight charms of Turn Undead and psychopomp stuff
which Green Lady might have done but most other Sids probably haven't
I could see room for a fair bit of Doctor-y stuff with the endings/sid theming that isn't just Turn Undead.
one thing Citrine does like to have on hand is Mending Warped Designs from Craft, which is slightly better at mending heavily injured targets in raw health level terms because the difficulty of Perfect Reconstruction Method is [levels of damage target has taken, max 7]
I could see a Really Good Plastic Surgery charm for them with the theming of 'That person is dead, you are now this person'. The Endings sid takes 'deadname' very seriously.
so if you want to really fix someone up you use the Craft heal to fix all their health levels and then slam them with Essence Template Restoration to regrow their arm at diff 0
since ETR requires 12 sux, which is doable at diff 0 but not at any other difficulty unless you have Solar/Abyssal medicine's sux boosters
Solar Medic with Citrine can go wild, stack everything onto Perfect Reconstruction, roll 40 sux and one-tap someone from incapacitated to totally fine, which is cute, but they can't use the permanent crippling injury fixing tool there so they need their own
unfortunately Solar Medicine is so oddly worded that it's hard to tell which of their two relevant charms actually lets you stick limbs back on
that's some fun stuff there, you have super-autopsy, Assassin's Creed peaceful death and Shadow of the Reaper
which lets you confront people with the fear of death and if they can't cite an intimacy based around accepting it they eat a Major Derangement until they develop and employ one
unfortunately it requires two of the three healy charms
I find it funny that like half the deathlords would fail that one.
I suppose taking the poison/disease cure ones at least means you don't need to spend 8xp on Citrine later even if it is slightly inefficient
As a lot of them have so not come to terms with their inevitable end.
this feels fitting
Oh, it's fitting, it's just very funny
easy tap-in on Falafel, man has not accepted anything ever
or not man, now
walking fridge
Added an extra Divergence Gain option to the mortal one. Now killing mortals also grants it, so that one has some more teeth to it. It won't stop you killing spirits, animals or other exalts but mortals are under Sol's protection from your dumbfuckery.
my main gripe with the Medicine charms is that some of them are very cool stunts but not particularly useful in practice
Very 'how often do I need thick gimmicky trick?'
like this one
which is very cute, but really isn't contending that well with other Ability 5 E1 standout, Avoidance Kata
My hot take on this? This isn't a charm. This is a bureaucracy action.
precisely
the actual charm here is the prereq, which is a decent side pickup
free motes
don't mind taking that to get to the Evaporate Undead tree
My hottest take: I like Sid prediction stuff but I think that something the book should have had more sections on is 'Hey, what can I Do Paperwork to achieve/how hard would it be?'
sometimes the Sid charmset does get a bit murky about what is glorious exalted magic and what is just a minor magical assist for the job
Like what is the difficulty to send a note to the bureau of weather and get a storm in place for a big upcoming battle etc.
at least it's not like 2e, where Sid Prophecy involved no sids in any way whatsoever
THat sorta stuff
I actually really like Prophecy in 3e, I haven't gotten to lay any yet
because my only Sid campaign has had no downtime whatsoever and waived training times entirely, thus rendering crafting/workings/etc. almost completely pointless because the entire thing so far has taken about five days
Like to compare with another game. Malifaux's Through The Breach just released its book about playing Explorerer's society. Being a rich fuckmuppet backed up by a society of rich assholes in pith hats and monacles. XD
It has an system for 'I'm rich and can call in favours'
It's only a few pages long.
But it's good for getting across the vibe of 'Hey, what can my societal support get me?'
I'd have liked that for Sids
Just like 2-3 pages of 'Hey, here are the sort of favours you can call in among the spirits that turn reality's gears'
a general bureaucracy system has been on the collective Exalted fan wishlist for the last ever, I think it would work best as an auxiliary to that
I'm reminded of like...Journey To The West, whenever Monkey goes up to heaven and screams monkey noises at the Jade Emperor until he goes 'Sure, take some part of heaven to help with whatever nonsense you're currently doing right now'
but different pepple very much want different vibes there
I hope I'm being remotely coherant?
I want it to be Paperwork CK2, other people want to walk up to the Thousand Scales and abstract out anything more complicated than "roll bureau every week or two" until they run half the Realm
yeah, it makes sense, but I think in the case of Sids they already tore all those bits up and stashed them in Charms
Yeah, 100%
previous attempts at Mass Social Combat systems also went a bit wonkily
like old Taboo-Inflicting Diatribe, which RAW let you spend a day as a Immaculate monastery's janitor and then introduce Hug An Anathema Day across half the Realm
what
So made myself a small list of the charms and their categories I listed as 'not applicable for jadeborn' and...Intelligence likely needs an extra jadeborn charm or two.
Uni 2, Int 5, Wits 2, Cha 1
to be fair, wouldn't the penalty be insane
basically every Solar charm was like this, due to the general background opinion of "Solars are stronger than DBs, therefore they need to be stronger than DBs together, therefore the lopsidedness of every system needs to be such that 60 Dawns could obliterate the Realm"
well, the Scarlet Empress's total magnitude of descendants was only 9, it's exponential
damn
so realistically that's like a -5, maybe -6 penalty
And notably...there's no resistance roll for it. XD
You also run into things where a lot of groups leaders are not actually that impressive.
2e is a Game of All Time huh
The MDV of the leader of skullstone is a lot lower than the Mask's MDV
Sorry, not skullstone
Which one am I thinking of?
Oh, Thorns
Yeah. Thorns's leader has a much lower MDV than the deathlord 😛
So you can introduce 'kick a deathlord in the dick' day pretty easily there
OK. Mag 9 is 10k people and each level after that doubles that
so if you're willing to take a -9 penalty on a roll against Some Guy's MDV, you can make the entire population of Ireland love Solars
And 2e had smaller numbers than 3e for groups/nation sizes
hell, right now the listed leader of the Realm is Tepet Fokuf, failDB
...oh no
You mean the man famous for having mental breakdowns the moment he's under stress?
Somehow I don't think his MDV was notably good
Lmao
yeah, you'd need to roll a bit hot to hit the entire realm on a standard Solar 23 die pool but it's not like that charm has a reset clause
just try every week until you get 3 10s on 6 dice or whatever and suddenly the wyld hunt is solved
Okay so...I likely need to do up 1 more Int-based charm for Jadeborn and 2 more Wits-Based ones. One of those should likely be a big social defence as they lost the Alch Big Social Defence.
As this was one of the 'Doesn't work for Jadeborn' losses.
(Since they don't have Clarity)
ah, found the old MDV rolls, so yeah, (Cha + Ability + spec)/2
I find it hard to believe Fokuf has more than MDV 3 given he is notably weak in all these traits, so a 7 die pool has a good chance of getting him
Return of the Scarlet Empress: "HAHA, I AM HERE TO HELP! FOKUF IS A SECRET SOLAR WHO JUST PRETENDS TO BE WEAK WILLED. HIS MDV IS ACTUALLY REALLY HIGH!"
Shut up Return, nobody likes you.
so you're Solar Goodguy, you have Compassion 4, so you can channel that for 4 more dice
take a 20 die penalty, you can hit a magnitude 40 unit, which is....
2.14E13, so 20 trillion people
Likely enough
wait, was that actually in the book
It's one of the 'how does the realm get out of this' options.
wonderful
Where he reveals he's actually a solar and goes 'I'm in charge, you can't control the DB because they're mine'
Which is, notably, not any more protagonist-y for the DB than the 'they're all mind controlled by ebby' was.
oh wait it's penalty to sux, not to dice
slightly less nuts
160 million people with Virtue 5 and willpower
so like, half the USA
get any more dice from somewhere and you can go bigger, but I am not going to search 2e to find ways to get more dice on a socialize roll
there are probably a zillion
Almost certainly
Ah apparently I am completely wrong because there's a second magnitude scale for societies rather than mass combat units
Realm is mag 7
so yeah you just totally roll any conceivable resistance with a starting solar dice pool, one charm and an Excellency, don't even need anything more than Soc 3 and a decent virtue
Also finished up the 'Hey, remember how Jadeborn can Make Magical Materials?' thing, though I made it much more limited than the 2e version.
Creation-Crafting Pattern (6xp, Essence 4): The Jadeborn wields the very hammer of Autochthon, calling up the ore of magical materials from deep beneath the earth and forging it. Creating enough of a magical material for a weapon or armour has a goal number of 30, which rises if a large amount of material is needed (Such as for a warstrider). A Jadeborn cannot make Soulsteel this way, as while she could draw up the ore, she could not bind the souls within it.
Reset: Once Per Story
It's going to require 30 successes on an extended test, at 1 week per check (1 day if youre In A Manse) and can only be done once per story. So: Yeah, you can make (Most) magical materials but it's high essence and takes a lot of work.
While the 2e version let them just Minecraft Block cubes of magical materials at-will. XD
btw, any thoughts on this as a limit gain/loss setup?
Might want to specify that you lose one limit for X time spent underground rather than just "any timespan is 1 limit" but otherwise seems reasonable
That's fair. I'll clarify how long it is during extended downtime.
I wanted it to be a Bit Annoying but not 'It sucks to play'. So dinging you if you fail, not just actively choose to break oaths/help enemies of creation and having 'killing mortals' being a pretty consistent thing that could be a problem. XD
Hmm...Programming Language Eloquence, Infinite Clarity Consciousness Simulation and Colossus-Class Upgrade Installation are likely the 'You can't learn this' charms that most need a replacement. Programming Language is your Big General Influence Booster, Infinite Clarity is your Big Social Defence and Colossus-Class is your 'Hey, do a Cool High Essence Trick'. Colossus is the one where the replacement needs the least to be the same sort of thing and I'm actually pondering giving them an inverted version.
Where rather than Becoming Big, you get a charm that makes you king shit at fighting legendary size things as you've been dealing with underground hordes of giant abominations for centuries at this point. XD
Maybe something like:
-Something penalty for Battle Groups and Legendary Size things to hit you. If those units *already* have penalties from injuries or size (LIke how warstriders suck at hitting single dudes), get some extra bonus.
So they don't get the 'not big? fuck off, can't hurt me for shit' of legendary size but they're good at going Monser Hunter on big monsters and hordes.
monster hunter... 👀
Being able to go 'Hey, I ignore the Legendary Size resistance to harm' would itself be a pretty big shiny.
Not really a 'I duel insanely well' one but it would let them just beat the ever loving shit out of warstriders.
yeah
Not sure if I should make it permanent like warstrider or maybe more of a scene-long effect?
Hmm. Myabe an Indefinite effect?
Perhaps! Could also give it some more beefy and make it a Stance, so it competes with martial arts. My general thoughts is basicly -
-Battlegroups and Legendary Size Creatures have -X (Not sure exact value) on hostile actions against you.
-You ignore the defensive benefits of Legendary Size
-Some other cool bonuses, maybe in submodules.
Set it up as Monster Hunter Stuff, as that part of Normal Jadeborn Things doesn't get a tonne of focus. Would have to look more into monster hunter, that said 😛
lol
the Decisive Attack gods bless me this day, real disarm hours
also Sidereal Moment - with WSAV and Heroic Essence Replenishment, that cost a grand total of zero motes
“I came for Abyssal food. Turns out, I’m dyslexic, but Ethiopian food is pretty good, so it’s all a win.”
an acquaintance, riffing on the idea of an Exalted cooking contest
lol
meanwhile I'm pondering if a DB going into Lore, Sorcery, oen of Archery or Thrown, and Brawl is too far spread, because I started with the idea of 'what if beastman db with those ledaal-specific smashfists because elemental bolt attack is cool, and I can work a fun backstory in with hte caul and a prisoner of war and metal gear references', but then I got the thoughts of a snake beastman, and a lot of the snake-focused mutations are grappley, which db brawl is good at
it's broad, but Lore and Sorcery are utility, so you've only really got two combat trees there
just about workable
although if you're primarily going for ranged attacks with Elemental Bolt Attack I would consider going for Dodge instead of Brawl
if you're a wood deeb you could go for Snaketongue and Enhanced Toxins, which would boost your anima without being grapple-focused
Enhanced toxins looks fun
Blinding toxin wood deeb anima is terrifying, because that's like a -4 penalty, if they crash you while you're tagged by that you're done, fight probably over
the others are also good
you do need a natural poison for Enhanced Toxins, so you would probably also need poisonous blood
ask your GM if it works on wood deeb anima though, since arguably that's neither "natural poison" or "poison created by charms", although that's a very distinct edge case
nods
and yeah I was primarily going for ranged. I guessI can just
have mutationst hat are fluff without a mechanical bonus tbh
I really do like Snaketongue
improved senses (smell), improved senses vision), snaketongue, thermal vision, fangs, venomous, serpentine, enhanced toxin if the GM allows... that's a lot of merit dots tbh
I think you could stop short of Snakiest Snake that ever Snaked
especially if most of them will do very little for your fireball-throwing lad
yeah
probably just ask the GM if I can just take 'Flaw: Lunar Dadmom Caused Mutations' and leave it at that, just grab a couple fun ones
because mutations are expensive
i just really like elemental bolt attack tbh, and those ledaal smashfists seem really fun
Oh the ones that want you to cycle through different blasts?
Those are very cool
From Heirs
yeah
require you to be a ledaal heir to get the most out of them, but that's workable
i am very late and also not totally on topic but i think that it might be fun to go digging backwards from Br'er Rabbit (et Br'er Bouki) and go digging around Anansi stories for the wanderers? I think there's juice here, since, it's a tale that Anansi went and bought all the stories that will be told from Nyambe the sky.
i love tricking my gms with the old briar patch maneuver
no no, cried br’er lapin, don’t throw me in that briar patch
That would be really fun, yeah.
That's what the charm does. XD
Darkest Sky Deception
Cost: 3m; Mins: Manipulation 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
Grinning an infuriating grin, the Wanderer poisons her words, driving her foe into a rage to prove her wrong.
The Wanderer doubles 9s on a persuade roll to convince others to take a course of action.
If she gets more success than her Target's Guile, they they can’t use negative Intimacies towards the Wanderer or groups she belongs to to bolster their Resolve against her influence or resist it in a Decision Point. Observers with a Guile lower than her successes see her genuinely trying to argue against what she is convincing her target of.
Hmm...how would you price a charm that is 'reflexive, when your incapacitated box would be filled - You're unconscious instead of dying, even if it was lethal damage'.
No, if the damage that filled your incapacitated box is lethal or aggravated, you're dying or dead.
still saveable with certain charms, but otherwise yeah, you're On The Way Out
I'm basicly doing up an exalt-tier version of Mist's 'Never Found The Body', where the character just Keeps Fucking Surviving (Even if it won't help them win a fight)
Ligier with the one ring.
Traveler's Rest
Cost: 10m; Mins: Stamina 2, Essence 1
Type: Simple
Keywords: Mute
Duration: Indefinite
Prerequisite Charms: Void-Body Resilience
The Wanderer is at home anywhere in creation, recovering better around a campfire than many would at a grand hospital.
The Wanderer enters a deep sleep. The rate at which she heals naturally is multiplied by (Essence + Stamina). This also adds (Essence) to checks to recover from diseases and multiplies the rate at which she may roll to recover from diseases, though failed rolls cannot worsen the disease until its usual interval has passed.
With Essence 3+ she may share this benefit with willing or incapacitated beings she has embraced while she sleeps.
Special Activation Rules: This charm may be activated reflexively for free when the Wanderer's incapacitated box is filled.
Embraced By the Darkness
Cost: —; Mins: Stamina 4, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Traveler's Rest
The Wanderer has an uncanny ability to hang on even past the most grievous blows.
When the Wanderer fills her incapacitated box, she is always considered to be unconscious rather than dead. This can protect against uncountable, leaving her with all boxes filled but alive. This will not protect her from an further attempt to execute her while unconscious but the darkness protects her by hiding the signs of her life. If her body is available, the difficulty to identify she is not actually dead increases to (Essence + Stamina), unless the source of execution should have caused serious bodily destruction (Such as decapitation).
If instead her body has been lost from sight (For example, if she has fallen off a cliff or vanished in the explosion of an entire manse), the difficulty to locate it is increased to (Essence + Stamina) as it is carried to a hidden and safe place among the destruction.
Stamina Charms. The 'heal faster' and 'fake death' charm. Unlike most of them, it requires you Actually Be Unconsious but on the plus side - It activates without needing an action/can save your ass from getting double tapped.
how do we feel about autumn as the melee season theme for solars? i felt as though summer was the like Easy Choice
and maybe i'm preemptively leaning away from the easy choice as the correct one, but hey that's why i have my feedback goons
Dawn, Virtue of Justice, and Season of Autumn
there's surely some fun ground here
and Summer feels more suited to like Brawl
which means we can save Spring for something like War, since War's got a Compassion Virtue theme to it
and i like the interplay of those two
Autumn seems fun. Falling leaves around the swordmaster is always a fun theme.
sunlight dappled through falling leaves
Falling leaves in the air
Pinnacle Thrown charm named Blades Like Falling Leaves or something
I do like heavy seasonal theming on Solars, that makes a lot of sense
Really home in on the “continuous cutting motion” idea?
yeah! initially i was a bit concerned it might skew too close to DB stuff but like
seasons are defined, usually, by the sunlight
and even if it doesn't really work like that in Creation
it's still good juice
the Dawn, Season of Calibration, and Virtue of Justice. The Morning Light cuts away all that threatens the world at its weakest, most unstable time. I suppose we can get a lil' weirder w it too tho
From The Book of Five Rings, btw:
The primary thing when you take a sword in your hands is your intention to cut the enemy, whatever the means. Whenever you parry, hit, spring, strike or touch the enemy's cutting sword, you must cut the enemy in the same movement. It is essential to attain this. If you think only of hitting, springing, striking or touching the enemy, you will not be able actually to cut him.
(I’m pretty sure this is at least in part the inspiration for K6BD’s stuff about royalty)
Royalty ultimately is inspired by CHIM from Morrowind, but I'm sure you knew that and I'm simply allowing the dork within to flourish momentarily, anyway
i think this has potential
but i mustn't get carried away because i still gotta finish the E1 archery charms
XD