#Exalted
1 messages · Page 40 of 1
True
I say go for it, there’s clearly been a decision made that charms of this nature are fine
I do like stat swaps charms and solars lack them by default.
Most exalts after them got some. XD
yeah, Brawl and Melee have Charms that let you use Strength for attack rolls
at least Abyssals do, and i know i'm taking the flavor-agnostic charms back to Solars to perk em up a lil
Might also want to stick something Perception-y on Dodge too, since for archers that will often be the defense in use
I think I'd avoid double dipping there, as most exalts don't get to swap both attack and defence to the same stat.
yeah
Alchs get Perception Ranged Attacks but Intelligence Dodge and Stamina Parry etc
we will see when i do the theme decisions for Dodge
I gave Wanderers Manipulation Dodge as Wanderer Manipulation is 'Oh, The Doctor is here being an annoying asshole that somehow avoids getting shot in the face'
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 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 Athletics]) when rolling to disengage or withdraw.
The general tone of Wanderer manipulation is less 'machavelian genius' and more 'bugs bunny smugging about as people fail to stop him'
Stamina dodge as an athletics charm could be very funny
“You don’t evade, you do fuckin’ dark souls dodge rolls to hurl yourself out of the way”
How does this seem btw? Exalted tends to play kinda careful with 'You're not dead' effects but I figured that 'You're still out cold and you still lost' was relatively fair. It's survival but not 'more likely to win'.
it seems fine to me but i am not like
a Numbers/Balance Expert
i am a Juice Sage
and in that respect i think it's neat
taking Mist as inspiration was a pretty good idea
Cool. Juice is really my focus more than precise numbers, as I'm a much worse judge of that.
The big thing I'm trying to avoid is well...stepping on Sidereal (As Wanderers also do some Weird Metaphysical Shit) and Lunar (The other in-creation attribute exalt, who do some wyld stuff) toes. XD
it's important to remember that Sidereal Weird Shit is like. weaving Fate or using it for foresight and shit. so rail against that, do weird stuff outside the bounds of Fate.
Lunar Wyld stuff is not generally such a Focus
Yeah. I'm trying to...Sid stuff is Fate and Reality Rules (Since they're the same thing in exalted). I'm trying for Wanderer stuff to be more 'Narrative Logic overtakes Real Logic'.
I'm also a bit inspired by one of the Dr Who RPGs in how their Initiative System worked.
The Init order was: People who want to talk, people who want to run, people who want to interact with things, people who want to fight.
So fighting wasn't lacking in power/was plenty dangerous but people who wanted to fight would generally get circles run around them by people who wanted to get other stuff done.
Lunars have a bunch of Fake Death charms, which it looks like you've patterned these off of
Traveler's Rest does look rather better than Bear Sleep Technique just because of the free ability to share it - what happens if you stack both, do you get 100x heal rate, 20x or only 10x assuming E5 Stam 5?
I'd assume they'd stack additively, not multiplicatively.
should probably mention that
Embraced by the Darkness is very good, the Lunar tech for "when incapacitated, don't be, instead fake death" is E5 and costs willpower
although Soul Beyond Shape is a little bit silly because you can't take damage from anything other than attacks and any time someone tries to kill you it just deletes one of your animal shapes instead, which you can have a functionally infinite number of
...I'll admit, I'd not looked at the Lunar versions.
so the correct solution to this is "beat the false death technique roll, which has Double 8s, and then stand there stabbing the lunar over and over dozens or hundreds of times, recieving no feedback that this is working because the dead forms only appear once the Lunar actually dies or wakes"
jankiest Lunar capstone by far
I feel lmost of the like
cost of soul beyond shape prereq wise comes from 'you are functionally unable to be killed at all' instead of 'they need to be perceptive and double tap you'
if you actually know, in-universe, how it works, the extra durability is not really an issue because they literally stand there hitting you for hours until you die, but if they don't its a strange kind of immortality attached to a functionally uncapped store of 1-ups
it annoys me, just a very strangely written charm
I would probably give Embraced by the Darkness a 1wp cost to trigger, so you can't pop it if you're completely exhausted, and specify that your opponents get to actually roll to notice you're not dead without specifically having to go "I take an action to inspect the body" or what have you, but I don't dislike the idea
Makes sense.
And yeah, it's supposed to be sorta an Exalt-tier version of Mists 'Never Found The Body'
ah, Abyssals also have one
also a capstone
although this is more "oh shit, book it"
...huh...I guess I should push this up in essence. I'm kinda surprised exalted ranks this effect so highly.
Abyssals have two technically, although Immortal Malevolence has infinity prereqs and is easily the strongest of the three
if you have the 14-ish integrity charms needed to use this, then fuck it, sure
Immortal Malevolence my love
I wish Abyssal Integrity's charm effects beyond this one and the oath charm appealed to me more because they all have banger names
shame WORLD-ENDING VOID APOSTLE.... waives the cost of a few charms
Abyssal Integrity is the "Strongest Hater" tree
it's good to waive the cost of charms, but still
it's a bit of a downer after that name
me too, honestly, especially given how strong False Death Technique is at Essence 1
I think it's that False Death is a Simple charm, whereas "when you would die, simply don't" is a good recipe for being incredibly annoying
Dual Magnus Prana got a bad rep for a reason
nods
Avoidance is kind of the gold standard for get-out-of-jail-free cards because it has a bit more in the way of counterplay and has to be hit ahead of time
checked, yeah, Immortal Malevolence has 13 prereqs
I was honestly tempted to have Crimson start with it but I simply do not need that much Integrity
it's almost entirely defensive, other than Bound By The Old Laws, and the shaping defence/upgrades to the oath charm aren't even in the prereq chain that leads to IM
Oh that’s really fun in how it relates to the narrative of the Dowager coming back from death
In some ways this is Deathlord Immortality But Better
I like that
it's probably one of my favorite Abyssal Charms
I'll have to ponder what I'm doing with the 'fake death' stuff. As I did want to give them a cool mist-like effect. Oh well, pondering.
I would pattern off False Death Technique and then give it a high-essence reflexive activation upgrade, honestly
trade some power for not having a bazillion prereqs
@winged swallow Would charms that involve becoming or at their highest level disintegrating into sunlight make sense for integrity?
I think I might give a bit of a staged effect.
Basic Version: Action.
Essence 3: Reflexive/Stops dying if caused by a non-attack source (Like going off a cliff)
Essense 5: Works on any attack.
I would probably make those repurchases, but yeah, I liket his
hmmm
Oh yeah, I meant with repurchases.
a hypothetical capstone i contemplated was that like
Legendary Last Stand type shit
so like, you don't avoid death
but in return for your death, you can pull off some crazy shit and cement yourself as a storied character of some degree
That would be fun.
it felt an appropriate mirror to Immortal Malevolence
...vague pondering:
Maybe make the 'last stand' part a secondary effect of another charm. So that people want to have the charm not just 'the one time they die'
I’m kinda thinking in the sense that integrity is the “what are you made of?” ability
Answer: light
So like 'You can do X, or you can last stand, getting a bigger bonus but dying at the end of the scene'
yeah that's a good shout
Maybe make the base effect 'small second wind self-heal'
And the last stand turbocharge it.
delilah suggested that the last stand let you ignore wound penalties
power through, and drop at the end of the scene
might take a bit of inspiration from HEART zenith moves
So, I have a related but slightly shinier version if it's a Last Stand.
Invert wound penalties
Like the Berserker Trait does for attacks
Full 'Cu tied to a standing stone facing an entire army as he bleeds out'
Embraced By the Darkness
Cost: 5m; Mins: Stamina 2, Essence 1
Type: Simple
Keywords: Mute
Duration: Indefinite
Prerequisite Charms: None
The Wanderer has an uncanny ability to hang on even past the most grievous blows.
The Wanderer falls unconscious, the darkness moving to shield her from further harm with deception. If her body is available, the difficulty to identify she is not actually dead increases to (Essence + Stamina).
With an Essence 3 Repurchase, she can activate this charm reflexively if she would be incapacitated by a non-attack source, including uncountable damage. This leaves her unconscious rather than dead or dying. If her body is out of sight (For example, if she has just fallen off a cliff or vanished in the explosion of an entire manse) this also allows her to successfully Withdraw from the scene as her body is carried to a hidden and safe place among the destruction.
With a second Essence 5 Repurchase, she can also benefit from the Essence 3 effect on any attack that would incapacitate her.
There we go. Base version is 'Pretend to be Dead Good' with an essence 3 repurchase to survive environmental stuff and the Essence 5 version works on attack.s
...I am now also realizing that essence 5 'works on attacks' would let you get the 'If you can't see my body, I withdraw from the scene' with Heaven Thunder Hammer yeeting you into orbit.
lmfao
Team Rocket Blasting Off Again
waking up with a sly chuckle as i'm halfway to the firmament
I love berserker lunars so much
Relentless Lunar Fury is life
It does seem like 'animal with berseker' is pretty damn monsterous. XD
There are regrettably few of them
Clearly they're going to release in another book Tyrant Lizard 2: Tyrant Lizard Harder with Berseker too 😛
Bears, hellboars, and those polar bears from one of the enemy books
There are notably no creatures of legendary size with berserker, so one has to wait until essence 2 to do that
And I think that’s reasonable
But I do wish we had more smaller berserker creatures, or ways to get berserker onto Deadly Beastman Transformation
How am I supposed to be a very angry ratel girl like this
hellboar build very very scary indeed
one of the only ways to get your E2 lunar to chomp multiple enemy exalts
the main issue with Lunar zerker builds is that you Lune all over a bunch of people and then you need to sleep for two weeks straight to reattach all your bits, even with Bear Sleep, because -4 health level damage takes a while to fix
Get a sid friend XD
But yeah “can go absolutely wild but takes time to recover” is the berserker fantasy, so that seems right
Just wish Legendary Size animal shape wasn’t the only way to do it practically
How many health levels can a lunar have?
pain tolerance moment
Many
7 base, 1 Giant, 4x5 ox-body
so 28 before any esoteric means
the Giant merit is rather lacking in downsides when you're a Lunar, since you can just turn into a smaller lad
And giant can be a mutation from shapeshifting
Right, so after a certain point Alchs likely can't heal them. Which is a pity as being able to heal them at like 13x speed would be handy for them.
deebs can turn Lethal to Bashing, which does help significantly, and they can turn agg to lethal
so deeb doctor will speed things up greatly
In fairness you’re not always going to fill up the entire track, and sleeping off part of it for the alch to cover the rest still works
oh hey, Rebirth of Flesh and Ivy lets you heal people with Plant Kintsugi, that's sick as hell
works in combat time too
I'm liking deeb medicine
...here's an odd pondering - How long does it take other exalts to put someone's arm back on if it comes off?
Solars: unclear, their medicine charms are so oddly written that it's hard to tell which charm lets them treat permanent crippling injuries
Sids: Citrine Pox master pressure point strikes you seven times and your arm regrows in one round, assuming that's the only thing wrong with you
...wait, nevermind. Alchs can't fix severed arms...I think Alch Medicine is just bad.
Abyssals... hang on, I'll check
Like 'interval 1 month, goal number 60 and it can't even cure a lost limb' feels like...a lot of hoops
OK, abyssal doc can put your arm back on in an hour and fifteen minutes at essence 1, but if you need a new arm or the arm's been missing for more than a few hours, you need Charnel Chirurgeon Deftness, which is one-month interval, goal number 20, need to do it a few times for full severed limbs, same as the Alch one
they're quite bad at this
that can't regrow your arm either, but they can stick a new zombie one on
I suppose the alch one can likely put the arm back on as long as you've got it but it's not fast.
I think the Alch medicine charms might be a little half-baked right now. There's a few areas that don't seem to quite work for them.
ah, Solars have the same thing as Abyssals and Alchs, in the extended roll that takes a couple of months
Like 'Hey mate. Gunna give rules for this needle option?'
I think this is just the normal Limb Rebuild time
Essence Template Restoration from a Sid or Get citrine pox stylist might actually be the one way to literally one-tap a limb from nowhere in combat time
Oh, if you just want the Alch to help with the Aggravated damage they can actually help a lot
As they've got an upgrade for that 'heal a guy up to 13x faster' that doubles it's rate when applying to aggravated damage.
So it's not instant but 26x faster aggravated healing is nice
looks like you can put your own arm back on over a few days
ah, found the lunar doctor charms, one second
Oh yeah, alchs can self-repair really easily. Notably: Going to the vats can heal any crippling effect.
So even without charms, alchs can go 'Screw you, I'm going home' and get new arms.
...I had been needing an extra int-based charm for the jadeborn. I might give them a medical one, as it's very tied into their themes as 'Oh look, it's the Tuatha De Dannan'
OK, Lunars have the usual goal number 20/40/60 limb reconstruction charm
yeah, I think Citrine Pox has the fastest rearming charm
Lunars also have no way to treat agg, although it's an example in the homebrewing-new-charms section so I presume there's no real in-setting barrier to them figuring out how
Jadeborn Submodules:
Surgical Reconstruction System
Airgetlám Reconstruction (6xp, Essence 4): The Jadeborn can repair the body with artificial means as well as medical ones. Doing so decreases the interval for the charm from 1 month to 1 week and allows for replacement of missing tissue, such as a missing limb. However, the results are clearly artificial, repairing with stone and metal what was once flesh.
googles
huh, I didn't know Lludd had an Irish counterpart, I am not too up on Irish mythology
and yeah, I like this
Drawing a chunk on the Tuatha for Jadeborn inspiration since well...they're Underground Elves and I'm super into Irish Mythology. XD
I limit myself to brutally ripping off the Mabinogion because there's some fun stuff in there
one of my Sids is in line for a slightly reflavoured version of Guided By The Design that manifests as various Ludd and Llefelys-style visions that lead you to the proverbial dragon pits
I love that myth purely because most of the artistic representations of the dragons makes them look really quite wretched compared to how people show them these days
look at these poor bastards
That's less 'fate of a nation' and more 'gunna need to call animal control'
unsure how much of it is the standard artistic lack-of-perspective in this era and how much of it is "these guys had not had their expectations of dragons calibrated by Smaug"
this brief search through medicine charms has actually answered one question I had, which was "why is Essence Template Restoration so expensive"
sure, I'll pay 30+ motes and 3-4 willpower for Instant Arm if the alternative is going to any other doc and waiting two or three months
It does track, crippling wounds should be a big deal
And healing them instantly should be a big deal
Essence Template Restoration
Looking it over, I guess while Alchs can't heal others notably better, the Alch 'fuck it, going to the vats' gives them almost unmatched self-healing of normally permanent injuries.
This takes a few hours for anything short of a severed limb or severe organ damage. Such grievous injuries take a day to repair, in addition to thetime required to install Charms.
Alchs have Plug and Play body parts
little harder to dip for this than it is for the Solar equivalent but I suppose if you are qualified for SMAs, you can always stick 60-70xp into Citrine and medicine dots and become the omnidoc without worrying about compatibility at all
your combat SMAs already require you to take your armour off
Solars pay 59xp to run from "basic medicine" up to "extended roll, rebuild arm" anyway, so it's basically the same
man, Citrine is good, even if it's not the best personal combat suite
and yeah, Alchs do not care
I wonder if Lunars have an easy arm regrow for themselves somewhere
ah, just found it myself
so yeah, they don't much care either, if invested
benefits of being attribute exalts
I wonder if Gets will share this or whether they'll be the weird att exalts
...that's a lot of exp. I guess I feel less weird about there being so few alchemical ones when they can get to 'fix a limb' in 5 charms total and 2 of those charms are '+1 Intelligence' so they're very omni-purpose/not limited to just medicine stuff.
It's a lean medical charmset but an efficient one, I suppose. XD
alchs are like that everywhere, because their charms are half price too
so anything that's mostly downtime you can just leave back at base and get half off
very jealous of their ability to build very affordable craft suites
RiRi doesn't have a lot of charms yet but she's likely to not have her 'do war stuff' charms on all the time. Like in theory a city could come under attack and she needs it right now but most of the time if you're going to war you have a couple of days to prepare.
oh Gets are attribute based?
interesting
Attribute Based + SMA access feels like it could get kinda busted.
No other exalt so far has had more than basic 'no mastery but no terrestial' martial art access, in part because of how well it synergises together.
current word on the grapevine is that they have a Sid-style Versatile charms setup rather than full attribute compatibility because they have Mastery/SMA
not unprecedented, I think some of the exigents are similarly attribute based but don't have full combo ability
Architects yeah
They're terrestial and they can't combo architect charms and martial arts together
But yeah, less compatibility than Lunars/Alchs makes sense with the improved martial art access.
It's why I've kinda got Wanderers pegged in at 'I dunno, same martial art access as Lunars/Alchs, just for safety purposes'. XD
I had kinda assumed they'd be ability based, but I guess makin them more opposite to Sids in that regard too makes sense
On the topic of Jadeborn - Playing into their focus on artifice, I gave them Favoured Charm prices on Evocations (So they buy them at 8xp instead of 10xp). Do you think that's useful/interesting for an exalt type?
They've got Resonance with Jade, Neutrality with other Magical Materials and Dissonance with artifacts not made of magical materials (Though there's only like 1-2 of the latter printed right now).
I would personally not mess around with xp costs, they start pigeonholing you very quickly
and I don't think anyone gets evocations for less than 10, even Solaroids
nods
I wanted to do something to make even people who don't Do Crafting have some connection to artifice but...hmm...that's fair.
(deebs get upcharged, they get them for 12, which kinda sucks)
That's no fun. Especially since 'the realm' is likely the single largest collection of artifacts in Creation.
evocations are also one of the main ways a DB can hit above their power level
the reason for that is apparently that they're Resonant with jade, which means they theoretically get solar-tier charms out of artifacts
therefore those should be more pricy, since most Exalts can punch one tier above their weight in their specialties but very few can go two
basically just deebs using jade, sovereigns getting their solar-level anima powers at E3 and arguably Sids going from Celestial to Solar+ in martial arts
in practice, raising the XP cost just feels real bad for deebs
...that reminds me, I need to work out the caste anima powers for Jadeborn. They're mostly going to be playing jukebox with existing alchemical ones for combos that don't currently exist but I still need to work out which ones fit thematically. XD
I know I'm going to make them all Defensive Leaning. Jadeborn are durable and enduring but they're not monsters offensively.
I think part of the thing with alchemical medicine is that autochthon has easy access to good prosthetsises, too
so a lot of 'fix that missing arm' is 'make a new one, then sew it on'
(I kinda stole all of these from existing Alchemical castes but I'll try to make them feel distinct when the overall package is there)
first glance at Immortal Skill makes me think "oh, this also works on swording, that's quick reflexes", may want to add "non-combat" or non-attack
You'd likely want to throw that at the original achemical writers but that's very fair.
meh, manuscript
It's supposed to not apply to attacks yeah
I will throw bricks at them if the PDF comes out and they haven't fixed the ritual that lets you autocast death ray
they actually broke the Abyssal equivalent between the manuscript and the PDF, so we'll see
Whoops
I think I'm going to put this on the soldier as their permanent effect.
Geass-Bound (Permanent): The Jadeborn gains +2 non-Charm Resolve against influence that would cause her to intentionally harm someone she has a positive Tie toward. This increases to +3 for Major and Defining Ties.
It doesn't work on all social stuff but it makes you very resistant to doing things that would Hurt Your Friends
whoops, they wired an unrelated system into the Craft Success Engine
Oh god
I roll Crimson's full craft suite, bank 70 necromantic motes and shotgun Birth of Sanity's Sorrow with 30 motes to spare
annoyingly the errata form had closed by the time I got around to reporting this so lets' hope someone else did
worst case scenario, we patch it ourselves
oh yeah, super easy fix, you just stick "Max [something that caps at 5]" on there
Craft or Int or whatever
...do charms ever interact with your anima effects? I guess if anyone did it, it would be in DB, as they've all got 'elemental aura damage' as a common anima effect.
I know there's a couple of things that go 'No, dawns can't reset this' but that's more a carve-out than a direct interaction
Does the sovereign 'get an extra anima power' one count?
Sovereigns have that one, Ways of Exaltation specifies that all the Greater Signs share the same cooldown, the Greensid capstone lets them reset said Greater Sign
unsure how worth this is as a mega-capstone but hey
nods
That's fun.
Okay, then I could theoretically do what I'm plotting.
Though on the Jadeborn front I should likely prioritize trying to get this 'Be good at fighting big things' charm.
Just got to work out the right levers to pull/the right cost for it, as it's supposed to be their replacement for access to Colossus in a 'hey have a cool big fight thing'. XD
'Ignore the defensive benefits of legendary size' is itself pretty nice but I feel like a little more Oomph is called for. Especially since Colossus is free mote-wise and this likely will be scene-long.
Pondering making it a Form, to let it have a bit more oomph/a special activation. It also makes it a cost as Alchs/Jadeborn love martial arts.
highly useful image for the Solar charmset
I do not understand unfortunately
mork borg
Morke was one of the previous awful devs
and the anime girl reminded me of RiRi's concerned face so I spent twenty whole seconds in MS Paint
did not know the dev bit
impressive work for 20s of mspaint
well, I did one crop and them dragged the images on top of each other, it wasn't rocket science
my image editing skills basically cap out there
gorke an morke
@tulip folio everyone's favorite alchemical is a meme now
Oh boy
Hey @bleak hazel you get the craft system - What are some good 'make craft points' charms? As I've got no ability to judge which ones are good or not and I kinda want to make one for Wanderers since their Medicine and Craft trees are interlinked where 'Doing medicine for people' can give you craft points.
I admit I have not gone into this in great detail, my craft builds tend to mostly ignore Getting Craft XP for various reasons
anything that just gives you a few as part of doing things you want to do anyway is attractive - the sorcery/necromancy initiations for crafting stuff, Sid Craft's organisation-forming charm that just kicks out a decent chunk of gold points every story, etc.
the basic thing that does need to exist is an appropriately-scaled Craft XP converter - if you want to run a dedicated artifact maker you grab that and just convert silver directly up to half as many gold points rather than fucking around with two layers of fuel projects
Right. Something to avoid 'I have to do a project to turn X into Y'
only Solaroids get to convert gold to white points, everyone else gets to convert up to gold or down to gold/silver (although I don't know why you would go the other way)
deebs only get to convert up at E4, because fuck you, deebs
Okay, cool. I'll likely give them one that gives them some very basic points for doing medical treatment (With a carveout for 'it doesn't' work if you're fixing something you're responsible for causing so you can't just keep breaking the same guy's leg and setting it for craft exp farming) and something to convert silver to gold.
Something to let 'Oh yeah, i'm doing doctoring' just passively generate some craft exp.
the other thing that non-Solar splats generally have somewhere is a white point sink
because they can't use them for legendary projects and will never get enough to do First Age even if that wasn't a giant trap
Sids roll a lot of that into this charm, which is mostly a grab-bag and I'd rather spread its bits out among other charms so as not to spend XP on removing XP taxes, but works fine enough
Lunars can use their white points for sorcerous workings, Alchs can turn them into Evocations at a 1:1 ratio which I do think is a bit too close to Free Combat Charms
And DB can just go take a hike? XD
it's funny becuase like
Alchs can actually reasonably do first age artifice... since they just use regular craft (artifact) stuff for it, as long as they have access to autochthonian logistics and support structures
deebs can spend wxp to reset a couple of charms but the issue is that those are still deeb craft charms
...I think I know what I'll do.
I'd been pondering the right cost for that 'make the elixer of immortality' charm.
if you're purely being an optimising bastard, Alchs are actually Craft Utility Monsters
I think I'll give it an exp cost (Like the 'turning your familiar into a god' charm has) but specifically mention you can spend white craft exp for it.
As you are literally Making The Potion of Immortality
any non-legendary craft opportunity should go to the Alch because they get evocations for crafting artifacts
I could get an artifact with this moonsilver or I could give it to Jimmy Alch and get an artifact and 5 splat XP
I also ended up working out the Immortal Statline. It's not that insane. It's pretty decent but not like 'second circle demon' insane however notably: It, itself, counts as the doing the Internal Alchemy Sorcerous Initiation.
So you're able to Make Sorcerers with it.
Which is why it's a high essence effect, like the Lunar 'Oh yeah, I made that bear a sorcerer, that's fun'. XD
I did not know Lunars could do that
Witch-Beast Ascendancy
neat
ah, here's the lunar white point sink
actually very good, although to get white points you'll need Craft (Artifacts) already so it mostly just lets you go wide
Lunar: 'This is my Tyrant Lizard. He knows invincible skin of bronze and wood talons'
the Sid sinks are less cool than "free ability dots" and "free evocations" but they do have "free prophecies" and "daiklaive printer go brrr"
really Sids can't bitch about craft capabilities when they're wandering around with World-Shaping Artistic Vision so hey
'What if I just did this instead of having a whole charmset just to make artifacts' is pretty great.
Sid, currently paying 3 motes for full martial arts excellencies: "you got Geomancy for free, what is this nonsense?!"
little does his opponent know that his WSAV spec is "while aggrieved"
I am dangerously tempted to have a WSAV spec of 'Smugly'
WSAV spec of 'While Bitching About Other Exalts'
it's really hard to lock up WSAV in the theorycrafting white room because WSAV (White Rooms) is so much more powerful than any other spec choice
Turns out that Carjack's WSAV spec is 'Against younger people' because he's a powergamer 😛
Okay so:
Wanderer Craft Point Generator:
-Gain a Craft/2 dice bonus on Medicine and Survival rolls related to plants, toxins and drugs.
-You gain some silver exp for doing medicine. Don't bother tracking every single medical thing you do, I'll give you a passive flow as long as you're doing medical stuff during downtime
-You can get Gold points for Achieving Major Goals with Medicine.
Wanderer White Point Spending
-Big Medical Charms will let you spend white points.
Vague Pondering.
this is why he hasn't caught Rakan Thulio yet
Mithridate and Panacea Pills
Cost: 3m, 1wp; Mins: Intelligence 5, Essence 3
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: (A Few Charms To Get Here)
The Wanderer grinds substances that should not exist into drugs that should not work and yet form miracle cures.
The Wanderer treats a crippling effect or similar physical malady through repeated treatments of concoctions. This is an extended (Intelligence + Medicine) action. It has difficulty 5 and an interval of one month. The goal number and terminus depend on the injury’s severity, using the same levels as crippling injuries (Exalted, p. 201).
<BEGIN TABLE>
Severity Goal Number Terminus
1-2 damage 20 N//A
3-4 damage 40 15
5 damage 60 10
<END TABLE>
The Wanderer must spend at least a day each interval treating patient, unless the interval is lower than one day. Success fully mends the treated malady. This can’t regenerate damaged or missing tissue, like a severed limb. If the Wanderer fails, she can’t use this Charm to treat the same malady again.
The Wanderer may spend White Points when using this Charm. Each White Point provides one of the following effects:
-Reduces the Interval by a degree (Month to Week, Week to Day, Day to Hour, Hours to Minute, Minute to Round). This effect may have multiple White Points spent on it.
-Allow the regeneration of damaged or missing tissue.
-Allows the treatment to sustain itself. The motes for this charm are spent instead of committed and the Wanderer need not spend time treating her patient per interval.
Standard 'I do surgery' but with the Wanderer 'my craft and medical systems are linked' so they can spend White Points to make it zoomy.
Yeah.
I'll admit, I've not seen many charms that interact with derangements.
I know I'v seen a few looking through splat's medicine charms
I think abyssals is in medicine
Solars, Abyssals and Citrine Pox have anti-derangement stuff but Citrines' one is ludicrously expensive due to being locked behind about 30xp's worth of shuffling-motes-around tech
I think the best anyone can do is get them to Minor
Yeah, even Alch Hug can't reduce past minor.
Though they do get 'The alch can spend willpower for them to resist derangements while they're getting regular hugs' as a bonus
Sids have Illusion-Piercing Vigilance, which lets you reduce the cost to resist by 1wp if they're on you
pretty sure that the way Derangements work means that you can just slam the Resist option for 0wp every time and you're good
Makes sense. The Alch hug one is also their anti-psyche effects one.
neat
RiRi is aiming for this one the moment she hits essence 3 as it's just a really good effect.
not sure why Derangements are so incredibly difficult to shift given not a ton of the system actually hooks into them at all and you'd think Glorious Exalted Bullshit would be able to un-depress people, but it's mostly an artifact of Core anyway
and I think functionally all anti-Derangement stuff also works on psyche/shaping
I think it's because the primary way you get them is Flaws.
And they don't want people to get rid of flaws.
Which is silly
This isn't 2e. You're not getting extra points for flaws
all the physical flaws can be punched or duct-taped off you by a sufficiently invested celestial medic
besides addiction, which is neither a crippling effect or a derangement, so you might just have to eat that one
And you want to keep flaws because it's only when flaws matter that you get the bonus.
Sids have perhaps the funniest way to deal with them, which is "load your Derangement into an arrow and shoot it into someone else, you are now fine"
it's even Versatile
'I'm fine' - The person who has to keep repeatedly shooting people with arrows to handle the stress of work.
you don't even have to keep doing it, I'm pretty sure it just Ends Target Derangement
at the cost of making that guy over there really sad
they also have spooky scary skeleton charm, but that's much easier to get rid of
Hmm...who has a charm that produces silver points? Trying to work out what's a good slow feed for 'As long as you're doing treatment and medical stuff in the background, you can get these points'.
every splat has about five zillion of them
I have honestly not bothered to figure out which are best
Fair
The Abyssal one is kinda weird.
In that it expressly doesn't work in downtime
It's per-day but doesn't work during downtime
I'm basicly trying to find a 'look, less busywork' one for just 'Oh yeah, we're assuming you're doing some general medical stuff in the background. Enjoy your constant feed of silver points'. XD
Solars have something similar, yeah
Ah, found the Abyssal one. Perfect!
slightly hamhanded attempt to prevent downtime giving you infinite craft XP while still using real-time intervals for your drip-feed of points
Which goes 'End of each story, make a roll and get points from it'
oh, yeah, that's a copy of one of the only good ones in the Solar giant pile of craft charms
well, it's still kind of meh depending on how long your ST makes stories
but it can be reasonable
Yeah. I guess if your GM makes stories long you've got inspiring darkness instead. XD
Pick charm based on GM playstyle
meanwhile, in the "Solar Momentum" tree
honestly these are extra useless for Solars, at least for other exalts I can see why you'd want one or two CXP charms so you can reliably be cooking some kind of artifact once you get your artifact speeder upper
but Solars and Abyssals only need to crank the engine a couple of times and then they just go infinite because of sheer power
Ironically, I think that '10 on a roll gives a silver point' would be pretty decent if it wasn't on craft rolls. As it goes 'craft more to craft more' instead of 'generate points while Doing Stuff'
"I spend 20 gold points to make an artifact 2-3 in one roll, getting me 20-30 gold points for super-early completion, then at the end of the story I get 5 more for each artifact I made" is where Jimmy Solar will eventually end up
at which point tweaking your silver gain is a tiny bit below your notice
Makes sense.
infinitely expanding brain powers
Sids are extra good at scraping for silver because their standard issue Give Me Craft Points charm gives you a basic project for each horoscope charm you use
so you can theoretically make like an Elder Scrolls protag and just run around town spamming blessings on mortals
trigger condition for Ascending Battles Horoscope
1m each, duration one story, can be uncommitted early
bar fight for inspiration
Hahah
honestly "the battles is in yu-shan furiously arguing with the other smiths" is a good downtime scene anyway
Experimental Insights
Cost: —; Mins: Wits 2, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
For each 10 on a Medicine roll, Survival roll or a roll to resist Poison or Disease, the Wanderer earns a silver point, up to (Essence) points. A Wanderer cannot gain points from Poisons and Diseases she willingly had applied to her, though those caused by her own recklessness are fair game.
At the end of each story, the Wanderer gains 3 Silver Points for each of Medicine or Survival if they solved a notable problem in the story with that skill, or 5 Silver if they solved a notable problem with that skill and it is at rating 5+.
She also gains 5 gold points for each of those skills if their usage was key to the solution of the entire story (Such as the curing of a major supernatural plague or the location of a lost site the story was about finding).
Silly pondering to make a more interesting version of that Solar Charm that lets you do things other than 'craft to do more craft'.
Lore Background: Swords
my battles has the world's smallest brain so this is not good for him, but it's reflexive and Sids have great mote efficiency
another thing for Soulfire Sid to eyeball
It doesn't bypass the 1/scene limit on facts, which is for the best. XD
Otherwise it would ramp init into the sky real fast
But it's a very good spend.
if I ever run Anys Syn as an NPC I'm giving her this one
well-meaning auntie knows the guy who made your daiklaive, +9 init for her
Run a fight where Ayns Syn is just sitting nearby at a table and watching the players do things, occasionally advising the PCs.
this also has the very neat tempo benefit of being init when you want it, so you can decisive someone and then boost back up out of the init 3 danger zone to avoid them crashing you
not many of those around
putting that on the potentials list for high essence redsid
I know anything that's just 'generate some silver points' isn't that interesting but I hope this looks a bit more 'oh yeah, get some points while you do other related things rather than just crafting' interesting?
It works, yeah. There's also a clause in the craft rules where you get 3 or 5 silver for each Craft you used during the story, you could extend that to Medicine and Survival with this charm
Wanderer, Tripping Balls On The Great Contagion: "I HAVE SO MANY PLANS IF I DON'T DIE"
This must be what happened to the Dowager when they killed ber
Cool, added:
At the end of each story, the Wanderer gains 3 Silver Points for each of Medicine or Survival if they solved a notable problem in the story with that skill, or 5 Silver if they solved a notable problem with that skill and it is at rating 5+.
She also gains 5 gold points for each of those skills if their usage was key to the solution of the entire story (Such as the curing of a major supernatural plague or discovering the location of a lost site the story was about finding).
As basicly the 'you're using these skills for non-craft things of comparable difficulty to doing projects and making artifacts).
Bedside Detective Manner
Cost: 3m; Mins: Intelligence 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Wanderer steps past what is to what could have been, tracing sicknesses back to their true cause.
The Wanderer doubles 9s on a roll with any Attribute to diagnose a patient or examine a body. In addition, she treats the roll as if it was also an attempt to Case the Scene in relation to any maladies the target is suffering. This allows her not only to determine how her patient is suffering but to gain clue on the greater cause of that harm.
For example, if her Patient has a disease she could learn that it must have come from the local stream being tainted by a necromantic ritual, of if the victim was killed with a sword she could identify the circumstances in which he was killed.
Tried to make an interesting charm that hooks into Diagnosis. As let's be honest: Nobody fucking cares about Diagnosis as a rule. XD
Got halfway through writing up my preferred Craft houserules and was suddenly struck for a half-decent idea for a Bureaucracy subsystem based on Battlegroups
It would be quite a lot of work to make sure existing Bureaucracy charms locked into it, though
on the upside, locking your standard strategic unit at "a thousand dudes" would probably handle the "I social the Realm" problem from previous editions
oh? What are you pondering?
Battlegroups solved the old Mass Combat problem by simply making mass combat regular combat with big blocks of dudes as the units, and that means that Join War no longer deactivates all the killy powers of Dawn McDawn
therefore, just extend that principle - bureaucracy actions are carried out by battlegroups, they get a +size boost to their dice pools and static values and a -size modifier to doing stuff sneakily
I send my size 2 battlegroup of spies to do a Case Scene action on a city, I send my size 3 battlegroup of medics to do treatment actions on the arriving refugees, I enlist my three size 5 battlegroups of Warcraft III peons to build my manse under my direction
Is this just Gru?
This is a good system for ordering around your guys, but may require a bit of adapting work to make it work for intrigue, because organisations don't have discrete stats here, and a bunch of extra words for logistics, which I'm imagining works on Big Range Bands
I have supply in Strategic Close Range of my city, I negotiate with the local guildsmen in normal scale to send barges of food up the river, I then have supply in Strategic Short Range and can march my army over there without penalty
What, the main character from Despicable Me?
I'm guessing bigger groups will also have a higher resolve as it's a lot harder to get an entire building worth of dudes to be convinced to walk off site than a single one?
Yeah, +size/2 to static values
I'm not sure how to do leaders/sublieutenants, which obviously should exist
but the main advantage of this over "I puppet my organisation to do a Subvert Asset action on the enemy organisation" is that it fits right into the existing systems - Dragonblooded Deckard doesn't need to have anti-Subvert Asset charms to find my replicant infiltrators, he just throws Investigate and Read Intentions actions at the battlegroup's values
it also means that sending a lone hero with a big pool to do something is likely to be very comparable or better to sending huge waves of meat unless the job specifically requires lots of lads
which honestly is fine by me, this is a game about being a big hero boy
also, most existing charms still work: behold, this works totally fine on my Size 4 skeleton construction crew
My thoughts is that the battlegroup can use the leader's dice pool if it's bigger than theirs (But not if they lack a dice pool entirely). So an Assassin can lead Bandits in Sneaking About better but he wouldn't much help Medium Infantry trying to sneak about as they don't have the base skill.
Just a minor idea.
that hangs a bit too much mechanical heft on which dice pools they bothered to give the QCs, honestly, but some kind of order action or use-leader's-pool setup seems sensible
I just don't want it to collapse into "give everyone Size 5 escorts that they can draw Size bonuses from, then play Exalted as normal with bigger numbers"
sending Nameless in to assassinate the king of Qin should be better than sending Nameless and a thousand random flunkie assassins who exist to cheer him on
Makes sense.
I could see an order action to give bonuses to the mooks. To make it so that a guy with an 8 pool helping guys with a 6 pool is useful but a guy with a 15 pool isn't really boosting the 6 pool enough to make up for not doing things yourself. XD
Man looking through corebook systems there's a lot of actions that just get zero charm support/focus in books.
Devs went 'yeah, we do not care about this action' and just moved on
And to be fair: I haven't heard many players complain about 'Not enough Profile Character or Diagnosis Charms' so they're likely right.
I do occasionally throw Profile Character around
diagnosis is just kind of irrelevant, to the point one of the neat benefits of going Citrine Pox is not having anything that hangs off Diagnosis
Sids do have a Profile Character enhancer in Marvelous Inclusion of Details, combined with Case Scene
Incredibly cheap and useful charm
2 motes!
Who up raising they profane monument
omg meeeee
Interesting. Makes me think I need a hair more beef to that Case The Scene/Diagnosis charm I made. XD
someone has made a cute animated history of Exalted on youtube, I am very much enjoying the art style
Well link it then silly billy
only three episodes in so far but honestly I'm impressed with the production value
Bedside Detective Manner
Cost: 3m; Mins: Intelligence 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Wanderer steps past what is to what could have been, tracing sicknesses back to their true cause.
The Wanderer doubles 9s on a roll with any Attribute to diagnose a patient or examine a body. In addition she treats the roll as if it was also an attempt to Case the Scene or Introduce a Fact, without needing a lore background, in relation to any maladies the target is suffering.
For example, if her Patient has a disease she could learn that it must have come from the local stream being tainted by a necromantic ritual, of if the victim is suffering from a mystical curse she could introduce the fact that a local plant may be able to help alleviate it.
Gave this a hair more beef.
Could change Detective to Inspector i think
Just as a less modern vibe that means the same thing
Otherwise seems alright
Ironically, working out the General Vibe for the Wanderer's combat charms is trickier than their non-combat stuff. As while I've yet to put pen to paper for all of them I have a pretty solid vibe for what the various non-combat charms will hook into for them.
I'm pondering focusing on Gravity and Redirection of Forces for their combat stuff but the specter of Heaven Thunder Hammer and Thunderbolt Attack Prana looms over that for 'king of moving people about' + 'king of moving oneself about' 😛
Hmm...pondering a hefty damage boost that requires you have moved 2+ zones this turn (And will accept falling as moving).
Giving you basicly a more versatile impaling without being limited to lance/mounted.
Strength Charm, likely only works with Melee to avoid 'Oh god, he's achieved air dragon and is now just ruining everyone's day'
AND IT'S THE WANDERER FROM THE TOP ROPE
...
their combat charms are based on professional wrestling
snrk
I'm not sure I'll quite do that but I do want them to have a 'I can beat social effects into you'
Though that's more wandering youxai
I meaaaannn
You ever see a man’s spirit break in a ladder match
Hahahah
Undeniable Presence
Cost: 3m; Mins: Appearance 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
Even unknown, the Wanderer's spirit draws all eyes towards them.
The Wanderer rolls Join Battle with (Appearance + [Presence, Performance or Socialize]), which also counts as a roll to Inspire a passion upon enemies and bystanders who can see her. The Wanderer's roll ignores multiple target penalties and may choose different passions for enemies and bystanders. Enemies who fail to resist the Passion subtract 1s from their successes on Join Battle.
Blue-Eyes Exhibition
Cost: 8m 1wp; Mins: Appearance 5, Essence 3
Type: Supplemental
Keywords: None
Duration: One scene
Prerequisite Charms: Undeniable Presense, A Good Few Others
There is nothing a crowd loves more than a hero and creation is no different, the wanderer playing to the stars and stones themselves and basking in their praise.
This supplements an Instill, Inspire or Threaten action targeting a character that can see her. If successful (Even if resisted by willpower), the target becomes Overawed by the Wanderer.
While he is Overawed, her Appearance adds bonus dice (Exalted, p. 218) on all physical rolls against him. Unlike most dice added by Appearance, these count as a bonus from Charms when added to attack rolls. In addition, she gains +1 to Parry and Evasion against that character if his Resolve is lower than her Appearance.
This effect ends if the Wanderer is crashed by the affected target.
Reset: Once per scene, unless reset by incapacitating a non-trivial character.
||Blue-Eyes is British Wrestling slang for what most people know as Faces||
Thanks @limpid badge, you did this 😛
It seems like the general descriptor for Wanderers for how they do stuff is going to be 'Smugly' 😛
Between this and The Doctor as a primary inspiration for Manipulation.
Though this has also made me go with a hard 'No, appearance will not get any of those passive stat swap charms'. As I don't want people double dipping with Blue Eyes Exhibition and App to a combat stat. XD
Yozi whose themes of regeneration and rebirth set off red flags for the Exalted host so instead of killing it outright they did the equivalent of chopping off all its limbs and mummifying what aas left. Reducing it to five souls.
Also @limpid badge I have a terrible idea for the 'Oh yeah, heal yourself a bit' stamina charm.
Dark Star Resurgence
Cost: 5m, 1wp ; Mins: Stamina 4, Essence 2
Type: Simple
Keywords: Perilous
Duration: Instant
The Wanderer draws upon the dreams of victory from those about her, rolling (Essence + Stamina) Dice and healing a level of non-aggravated damage for each success, minimum 1. This roll adds non-charm dice equal to the highest intimacy related to her or groups she is a member of among bystanders but cannot otherwise be modified by any means.
Reset: Once per day. It doesn’t reset if the Wanderer still has damage in her health track at the
beginning of the new day or doesn’t receive adequate sleep.
It's no Halting the Scarlet Flow (It's a simple instead of a reflexive and you need to be essence 5, Stamina 5 to match Scarlet Flow's total healing without some serious bystander support) but it's all at once and 'Not as good as the absolute gold standard in exalt-specific combat self healing' is sorta assumed.
I should also work out where they fall on the Magic/Martial Arts front. I've got them pencilled in right now with Alchemical/Lunar levels (No Terrestrial, No Mastery, Second Tier Magic in both paths but don't get third tier) but that's a placeholder.
i wanna say
what if you let them go deep on sorc, no necromancy, no mastery/terrestrial but general acess to T/CMA?
Well, 3e doesn't really have the C/CMA split. Or did you mean 'no martial arts at all'?
i was thinking about no martial arts
and generally letting them play with sorcery bc
sorcery is the tool of the primordials, it feels like something that a Fae can understand
but the martial arts rely on understanding creation
to mimic the beasts and elements, to mimic ideals and myths, to mimic concepts and laws
rathe than to change, to enforce will, to transform
yes?
That's an interesting idea, yeah
letting them go to Solar tier sorc but not touch MA at all? feels right
I could draw a bit from the 2e Infernals, where they basicly go 'Oh yeah, everyone can do magic even if they're not really super at occult'
why not get into gossamer weaving :3
you should make a new subsystem
They actually have one! Touchstones. Locations they are emotionally connected to.
Touchstones
As eternal travellers, Wanderers are unbound to the places they visit but buoyed up by the connections to places and people they meet within them. Even if they only visit a place briefly, it can leave a mark upon them as they carry it within their memories.
These take the form of Touchstones, specific locations that allow the Wanderer to draw upon their power. Even a small village that lacks the refined essence for a Manse could easily be a touchstone, as the power they draw does not come from dragon lines but from their own emotional connection.
They're supposed to give you places in Creation the Wanderer is connected to/can draw power from.
Honestly I worry a bit about if Touchstones are mechanically interesting. XD
are the touchstones actually Your Territory (TM) in a way that gives you power over them, or are they touchstones for you but could also be someone else's manse or whatever?
Oglaf providing surprisingly good Abyssal content here
The latter. You don't control them, they just have emotional value for
...I wonder what the third party rules are for publishing things for White Wolf Games/Exalted. I know they've got that place you can put it.
there's Storyteller's Vault, yeah
iirc it's all Paradox owned nowadays, so.. i feel like it might come under the Dark Pack rules?
idk for sure tho
Pondering since I did do up those martial arts/that 'how to do Enlightened Jadeborn in 3e as a variant Alchemical'.
finally sitting down to draft Misc's Big Guide To Crafting
wondering whether I should format this as "here's splat X, and a list of all their relevant crafting charms" or "here's the list of standard-type crafting charms and what they do, now I can just list name and type for the core power/speed charms of each splat"
I think the latter is more useful for a holistic view.
Stuff like 'Craft Point Generator' etc.
With maybe a note if a splat has a notably strong or notably weak version of that general area.
'Solar: Really strong but it's split among like 3 charms.'
the Solar and Sidereal sections will easily be the longest, the Solars because they have a bunch of stuff I need to explicitly label as useless and explain why on top of the usual tech and the Sids because they only have about half of the usual tech in the first place
Ah, bingo. You expressly can't release updates unless the devs have said they don't plan to update it and I imagine they don't plan to outright state that about various things.
Wait, what's this?
The rules for the storyteller's vault.
So that's like an OGL license for old White Wolf properties?
Yeah but you can only sell through their store.
Unfortunetly most of what I've made is not viable as it's updates of old stuff that hasn't made the transfer to 3e but the devs havn't said it's not going to be transfered.
Ah, so D&D Beyond
My big project that's actually basicly done is 'Hey, what if we updated the Mountain Folk into something Actually Playable'. XD
I've got a couple of martial arts that have nothing to do with previous editions but not enough for a full thing.
I suppose if I somehow got 400 more charms for Wanderers, I could put them up there but yeah, I guess 'putting anything I"ve made up on storyteller's vault' is off the table. XD
I thought those were crab claws at first
would also kind of work, honestly

there are also Infernal and Night versions

and house Cynis, of course
Siddie Bullshit of the Day: Vanished Within The Glass lets you throw people into mirrors, where they can't harm you until they steadily wear down your rounds of grapple control
Ascending Battles Horoscope allows people to make dramatic edits, which means that horoscoping a friend or getting a horoscope from a friend means you can stunt a mirror into existence and suplex your target into it
or, if you're in a suitable location, go "the marble hallways of this manse are polished to a mirror shine" and then terrorise your opponents by going inside their walls
Sids are in my walls
one Sid is in your walls, there are just Lots of Him
the Obsidian Shards/Charcoal March spars in the Crimson Panoply must get pretty wild, everyone has a zillion shadow clones who don't have to worry about hurting each other
Hmmm...should figure out what to to do with Wanderer sorcery/martial arts.
I am thinking that Necromancy is something they don't do well. They can form deathly Touchstones but being Wyld related they're not really connected to death intimately.
Fae don't really do death, that's something imposed on them by creation.
the classic 2:1 sorcery/necromancy split probably works
if they're unremarkable at both sorcery/necromancy and martial arts, having really good evocations seems sensible
almost every splat punches above the baseline Celestial template of 2/1 sorcery/necromancy, Neutral martial arts and Resonance with one thing somewhere
I was pondering stealing something from old infernals as I doubt they'll get it in 3e.
Nah, more how Infernals decoupled sorcery from occult/intelligence.
Basicly: Make sorcery for them have an essence requirement but not an Int or Occult requirement
So even the dumbest of wanderers can do some ritual magic
Shaping Gossamer
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: (Whatever I call their Terrestial Circle Sorcery Charm)
Sorcery comes naturally to Wanderers, a legacy of the unshaped Wyld that gave birth to the primordials.
When performing Shape Sorcery, Countermagic or Sorcerous Workings the Wanderer may use a dice pool of (6 or (2x Essence), whichever is higher) instead of the normal value. This can be enhanced by any Excellency the Wanderer has, up to the usual dice cap.
They're not better than a Twilight doing it but they can be 'good' with a single charm investment even if their stats don't fit with sorcery.
I think if Wanderers are going hard on Sorcery, there should be stuff in their charms related to how the Wyld's nature is a little more ... chaotic? Than the structured nature of Creational sorcery
Not a bad idea.
Could borrow something from one of the existing initiations and make it a charm of theirs.
Yeah, or initiation shenanigans
Maybe just make them uniquely, weirdly flexible with it?
One of the Initiations in the Lunar book has '1/story, pick a spell you don't know, you can cast it this story'.
I could see them getting a charm that gives them a Flexible Sorcery Slot
As if it can be picked up from an initiation, an exalt charmset should also be able to do it.
They might not have the raw power of Solars or Infernals, ultimately, but they can play around a bit more
Do the elemental dragons ever get involved in anything?
The big ones? Not really. Lesser Elemental Dragons do.
the same initiation has what's basically wild magic - your spell gains an unpredictable collateral effect but you get a bunch of extra motes for it
I have discovered that there is exactly one good Ink Monkeys charm
horse is now motorcycle
Terrestrial exalted seem cool
deebs are fun to game for
big circles of Celestials can be hard to run for at higher Essence because they'll just have so much concentrated power, especially in combat
but Terrestrial squads sit very nicely in the roughly-Hero level of nonsense where they're highly capable and agentic but you don't need to concentrate a notable percentage of all the celestial-tier opposition in the setting just to make it worth actually rolling dice
You can play someone who just wants to serve the people, and opposes the idea of being superior
to be fair, you can play that as any Exalt, your Salina-style antics will just appear more or less hypocritical depending on how much godkinging you end up doing
Alchemicals have a whole bunch of Glorious Champion of the People stuff and fit most naturally into the role, though
oh?
I lost the post, but it was by Ham on the exalted thread
Basically had Fokuf avoid sleeping with anyone to avoid any leverage on him, and lived in calm resignation of his role to be killed by the Empress
And earning his trust could give you a lot of useful knowledge
Author’s Note: I wrote this because the value judgment implicit in the canonical representation of Tepet Fokuf gave me The Bad Vibes. An unmarried man, sexually active but seemingly uninterested in sexual partners(that as a dynast he should have ease acquiring if he were to desire any), and this...
Incredible
...I wonder what the most abusable thing you can do with that 'I can use martial arts charms on spells' that the Sid artifact gives is.
hmm
Pattern Spider Touch is Simple, so you can't combine it with Cantata for discount Creation-Slaying Oblivion Kick
Yeah, it's one of those things that it's scary (And very expensive) but I do sorta go 'feels like most cool things you could do with this could be done already with A Weapon and some combat charms'.
I guess you can stack damage adders on Obsidian Butterflies but that's very expensive for what it is
I'll have to look at Celestial Circle and see if there's any good attack spells there
15m, 2wp is enormously pricey, yes
You're Essence 5, so it's not that bad, you'll probably have 70-ish motes after artifact attunement
but Sids are enormously willpower-hungry
It could also be an Alch or a Solar, I suppose. XD
But of them, only Solar really is a contender
(Had been pondering as I was thinking about things to make Wanderers Good At Sorcery in interesting ways)
Seven Star Alignment is a really juicy artifact but having MA + Sorcery + Evocations is a bit of a steep entry cost
going to be cutting deep into your native charms to do all that
Especially since the only guys who are really good at MA + Sorcery + Evocations + Can use Starmetal is Solars.
Sids can do the MA side but can't get the biggest sorcery toys
And starmetal alchs don't get either at highest levels.
And if you're a solar...you have solar melee and solar brawl.
You could have ended fights as a concept like 3 charmsets ago
...does Clarity in Hatred fail in the face of Patriotism Provoking Display (Assuming the latter applies to the intimacy in question)?
Clarity in Hatred requires you invoke a negative intimacy
And patriotism provoking display says 'Her targets they can’t use Intimacies based on selfishness, laziness, apathy, or cynicism to bolster their Resolve against her influence or resist it in a Decision Point.'
Also: Man, Clarity in Hatred just seems Flat Better than the Alchemical Infinite Clarity Consciousness Simulation, despite the latter being higher essence, requiring a big hoop to jump through and being 1/story reset.
I guess even in 3e, Solaroids still get to be Flat Better.
Sids are actually very good sorcerers at any point before Essence 5
Solars, due to the curse of linear time, don't actually have any sorcery boosting charms, so Sids having mucho excellency and basic sorcery buffs in occult actually puts them ahead under Solar Circle
Lunars look to be pretty damn nasty sorcerers before 5
They get a lot of sorcery specific charms
Yeah, Lunars are also very good, I'd say they're very slightly behind Sids as battlemages until 5 and then very slightly ahead, purely due to relative excellency efficiency and the E5 capstone respectively
and outside combat they're obviously about equivalent because mote efficiency and Join Battle tech matter less
The big benefits to lunar sorcerers is no one expects the housecat to cast death of obsidian butterflies
Solars are the worst sorcerors until E5 and then suddenly the best
really they should be at least average until E5, the only reason they don't have the standard set of sorcery charms that Sids and Lunars share is that they hadn't been invented yet
so if a Solar player wanted to be a sorc in my games I'd just quickly port 'em
I do wonder if Infernals will get a lotof sorcery charms. It was the area they surpassed solars in and solars lacking support charms for sorcery gives a natural area there.
same as the attack-with-strength stuff
dev chatter on the Exaltedcord indicated that the Infernal MA-and-Sorcery section has a lot of wordcount dedicated to Solar Circle Sorcery
which makes sense, it can't go in any other book at this point without wasting a bunch of space for other splats
You're not wrong but being e5 only does make it kinda not likely to matter even in most solar/infernal games so I hope they don't overfocus it.
well, they can always do other sorcery as well
Celestial Circle Sorcery is getting a bunch of stuff in the Sid companion
I wonder if they'll also get their own Infernal-enlightenment SMA and designated SMA teacher
I hope not, they were never super martial artsy
But why though
...that's disappointing
Shintai are no longer Forms, so presumably they will see if new Shintai break anything with MA and then write the compatibility rules accordingly
honestly I liked the idea of mega kung fu vs mega devil forms, it was nice to have a hard split there
I hope we'll get some teasers there soon. As at this stage I know it won't be a successor to 2e Infernals but I'm curious how they plan to make them distinct from solars mechanically.
collectively there is some talk about Devil-Bodies replacing Supernal as the "front-loaded power source" but nothing concrete
Clarity in Hatred is specifically psyche/shaping/curse and PPD isn't any of those, so they don't interact by default unless you find a way to Psyche-up your Persuade roll, but if you do I believe they can use it, yes
turning off psyche effects =/= Decision Point or bolstering resolve
Right
I hope we get a decent withering damage combat spell with the expansions for sorcery. The only one there is mists, which has its issues. A big energy drain nuke or something would be fun.
oh yeah, Mists is the definition of broken
AOE Withering is always priced very highly, but I could see one at Celestial or Solar
probably Celestial with the classic "get only X init from secondary targets" clause
I was thinking even a single target one would be fun. Slow a person down with ice or drain all his kinetic energy etc
they do different things, ICCS is perfect defence against any influence, whereas CiH is mindwhammy only
Ah yeah, good point
I would personally prefer to have ICCS on hand, if I was an Abyssal
because Immutable Graven Mythos + repurchase is already an extremely strong shaping defence
although the ability to Nope psyche is quite handy
shaping defences are one of those things that are highly variable across splats, Sids have a less powerful one that is general-purpose, works on Shaping, Psyche or anything that fucks with your magic
Solars basically don't have them, natural language rendered IPP, DMM and Order-Affirming Blow basically unreadable
Solars have one that <undefined error>
Dammit too slow
Alchemical ones are solid but requires some add-ons for full effect.
Lunars
tattoos as standard
As they're just vs CoD until you buy the upgrade
Lunars also have Laughing Into The Teeth of Madness, which works fine but is pretty expensive
since if it goes to opposed willpower rolls the Lunar has (Essence) extra dice, but both parties pay 1wp per failed dice on the roll, so you're going to be exhausted afterwards
at E5 WP10, you're probably losing nine willpower there, and you spent one on Resisting The Lure so that's you out
admittedly they're losing about six and probably spent at least one to Shape you, but oof
...it would be very funny if Infernals had demon summoning work like alchemical machine spirit summoning.
Where you can't bind (you lost the war, asshole) but they're inclined to like you by default
this is one place where I quite like the Sufficient Velocity infernal rewrites
all their soul hierarchy stuff was balanced directly against Demon of the X Circle, so you could have as many disco elysium souls in your mind palace as you wanted, but could only summon them at the usual rate and essence level
and they weren't bound, so if you summon a second circle based off your greed to help you fight and he runs off to loot the baggage train that's kind of on you
the upside is that you didn't have to be a sorceror and you got to make your own demons who presumably like you lots
just Malfeas things
Keep using psyche defenses against my therapist
get more adorjan charms and blow up your self-loathing
if the 2CD based on that self-loathing takes offense, hit 'em with the spirit killer, I'm sure there will be no downside to this
Telling me to fix my shit: unacceptable mental influence
I'm looking forward to digging into Adorjan again
even better than Ebon Dragon at getting you to act like a complete freakazoid
Murder Is Meat/Freedom Lets Go
I really hope they keep the psyche-warping-gate-charm thing in the trees, even if said trees are ability-based now
it was such a good piece of design
and is compatible with not having trees that are incredibly annoying to go down, at least these days
The thing I really hope they keep is that sorcery had so many ways in/basicly any infernal could do sorcery because it wasn't something of the exalted, it was something of the primordials.
I kinda want being an Infernal Sorcerer to feel good and even non-dedicated-mage infernals to be something they've got pretty easy access to.
And this isn't just because my primary infernal was a sorcerer (Though it's not unrelated) 😛
really it should be Terrestrial/Celestial/Primordial Circle, since it fits the scheme better
I don't actually have an Infernal, I have always appreciated them at a distance
brb, summoning a SWLIHN soul.
I am strongly considering making a Scourge based on the Diabolik film
except they aren't scourges any longer are they
...what are the castes now?
the fuck is Adorjan Caste these days
...oh...
Scraps the wanderer castes
it works all right, I can just never remember what they correspond to without having to work through the whole analogy to the Solar castes
stole this from one of the many incomplete wikis but looking through Essence it looks like they no longer have castes assigned per yozi
I will proceed to completely ignore that, I want my Nadir to be old-school Scourge
...gunna put this out there - Why are the infernals associated with anarchy in 3e? The primordial situation is revanchist, not remotely anarchist.
Iunno
I think the basic deal is "infernals are exalted and told to just go sicko mode as an act of revenge, not coordinated in anything like a Reclamation"
Sorry, bit of a bugbear as an anarchist. XD
'I channel my essense to provoke an act of anarchy'
Mortals: "I am going to...go organize a food co-op."
If they keep the wording 'acts of anarchy', I am going to cause so many GMs headaches :3
Ascendant anima colours should be red and black.
admittedly the 2e castes were kinda strangely assigned
why does Malfeas have the Dawn equivalents, Malfeas should have the Zeniths
holy fire, kingship, awe, being really tanky
Adorjan should have the Dawns, she's the killy one
Especially since Athletics is a Dawn ability generally.
...I also feel like it's kinda weird to put 'can santify oaths' with their spy caste.
As that's likely going to be Ebby associated.
And Ebby is kinda not really one for Binding Oaths.
Breaking them, though...
Yeah, if I had to give a spy/broker/ebby anima effect?
I'd give the the ability to break psyche/shaping/binding effects
Sorcerer's summon getting slapped and finding out it no longer has to obey the guy who brought it here etc
I think all the abilities are to some extent Yozi Soup now
although I would be surprised if Adorjan is not most of Athletics and Integrity
I'm kinda hoping that integrity is Malfeas. As he had a lot of that in 2e.
Leveraging his hatred and pride to resist control.
Though most importantly: If perform isn't Malfeas associated, I riot. Let me dance white wolf, let me dance!
😛
Oramus should also be good at dancing
he didn't have much lore, so I can't remember if "he's the best musician in Malfeas" is actual Oramus lore or merely fan writeups, but I liked it when he had Azathoth vibes
got to have the piping of eldritch flutes
some fun Emerald Gyre stuff from the exalted server art channel
Fanart? That's very cool.
I believe it's just Cool Chronomancy Art that someone found, but it's very neat
the artist is apparently James Firnhaber, thank you google image search
I'm trying to write up artifact armour for my lads and every time I sit down to do evocations I'm reminded of that one Chejop dril account
Undeniable Presence
Cost: 3m; Mins: Appearance 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
Even unknown, the Wanderer's spirit draws all eyes towards them.
The Wanderer rolls Join Battle with (Appearance + [Presence, Performance or Socialize]), which also counts as a roll to Inspire a passion upon enemies and bystanders who can see her. The Wanderer's roll ignores multiple target penalties and may choose different passions for enemies and bystanders. Enemies Affected by the Passion subtract 1s from their successes on Join Battle.
I am having fun giving Wanderer's a combat Appearance path that is basicly 'Overdramatic Fucker'.
Blue-Eyes Exhibition
Cost: 8m 1wp; Mins: Appearance 5, Essence 3
Type: Supplemental
Keywords: None
Duration: One scene
Prerequisite Charms: Undeniable Presence, A Good Few Others
There is nothing a crowd loves more than a hero and creation is no different, the wanderer playing to the stars and stones themselves and basking in their praise.
This supplements an Instill, Inspire or Threaten action targeting a character that can see her. If successful (Even if resisted by willpower), the target becomes Overawed by the Wanderer.
While he is Overawed, her Appearance adds bonus dice (Exalted, p. 218) on all physical rolls against him. Unlike most dice added by Appearance, these count as a bonus from Charms when added to attack rolls. In addition, she gains +1 to Parry and Evasion against that character if his Resolve is lower than her Appearance.
This effect ends if the Wanderer is Crashed.
Reset: Once per scene, unless reset by incapacitating a non-trivial character.
This is likely going to have the 'I can do social effects by beating your ass' charms.
I love this artifact
That one thunder spell from Heirs is a good shout
If it works
It might not since it doesn’t technically make an attack?
Er, not in Heirs, in DB book
Thunder Wolf Howl
Oh, Unslakeable Thirst of the Devil Maw
significantly higher mote cost on this, I think
you're probably going to trigger the passion effect on maxed join battle pools, which is almost every join battle pool, and (roughly) -2i on every enemy is easily worth like 5-6 motes by itself
reflexive influence roll is usually 4m, stat swap I'll call neutral but does allow you to dump Wits and Awareness somewhat on a fighty type which is pretty big, so I might put this at 8m
...I'll admit I'm not sure 8m isn't a bit overpriced. Though 3 is likely a bit cheap. Flawless Assassination Style gets a stat swap join battle + use the join battle to enter concealment for 3m but yeah, likely a bit underpriced at the current price.
Flawless Assassination Style is an almost direct port of Blinding Battle Feint, which is one of the more annoying charms in Solar Stealth because it lets you use your various "ban GM from interacting with you" charms to annihilate people rather than also having to be decently good at fite
would probably not use it as an example
what if 5m1wp
that's fair
||I'll freely admit: Blue-Eyes Exhibition is a 'more hoops to start up, only affects one person at a time, ends if crashed' tinkering of games of divinity form.||
wait, can you stack those together?
Not unless sids or solars have a way to steal charms from other exalts?
The intent is yes, if you're willign to spend a fair chunk of motes on the join battle roll, yeah. Hence one being a prereq for the other.
Sids actually do have a charm to steal charms from other exalts but they can't use the stolen power unless it's a Sid/Eclipse/MA charm or a vaguely plausible evocation
The Appearance combat charms is 'I do a WWE entrance, everyone knows I'm the face and am booked to win' + 'It's easier to do social things if I beat you up while doing so' 😛
So I've just informed that the vast majority of white wolf's back catalogue (including exalted 1e and 2e books) of pdfs is upwards of 30% off on drivethrurpg right now, figured i'd share the news in case anyone wants to pick up older edition books for cheaper
wonder what direction to take the name and flavor text on the archery "attack with perception instead of dexterity" charm. keeping in mind the archery tree is focused around Dawn/Winter/Discipline (Temperance) themes
The prefect moment? So it's less about spreed and more prediction?
i hadn't considered prediction
also weighing an idea in my head of late: solars can learn to become resonant with one non-orichalcum material that can be found in creation (jade, adamant, or moonsilver) through a charm. i think it's neat, if you're so infused with divine skill, then you can learn and train yourself to resonate. starmetal and soulsteel are off da books though.
I dont like that
Half-measuring it feels off to me
The charm bit i like, mind, just i dont like the exceptions for soulsteel and star metal
i don't think it's a half measure
well, moreso that i don't quite get the restriction
I wonder if we'll ever get an actual adamant exalt. Adamant alchemicals have very few artifacts easily available for informing design without such an exalt to help with artifact themes.
sovereigns
sovereigns and hearteaters, so the two possible variants of aurorals
i've plans to do up Aurorals when i'm done with this solar fuckery
well i'm kinda trying to cement the solars in this rework as champions of creation, and giving them potential ties to the magical materials you can natively find in creation felt like a good idea in tandem with the resonance charms. soulsteel comes from the underworld and is also full of tormented shades, and starmetal falls from the stars after enough godly anima has like. coalesced.
all their works be in Creation, y'know? that's the place they fucked up in the first age, and that's the place their tales are largely set
It does just feel like you do a double kick to Lunars thoughb
"1. Your metal is not cool enough to be solar proof."
"2. You are the only celestial who can be showed up by Solars"
1 - it's not about "not being cool enough". it's a way to reinforce two themes (skill and Creation) and provide an avenue to still use cool non-orichalcum artifacts.
2 - solarkin and lunars have different strengths, and in the former's focused fields, almost everyone will lose. whereas a lunar will likely run circles around the solarkin in areas they're not so focused in. Attribute vs Ability Exalts be like that. not to mention the power scale for solars is tuned down compared to core because of the supernal changes AND not to mention the nerfs to the craziest solar stuff.
I would be maybe more fine if it was just Soulsteel
Because Sids are of Creation
The Maidens are right there
the Sidereals have much stronger ties to Heaven
if you're going to go down to only a few materials, I could see this instead being a Bond charm that lets you share resonance with your Lunar and vice versa
I was also thinking thay
but at the same time
if i was gonna make a bond charm for sharing resonances, i would just make that a lunar charm. since they're largely the ones dealing in bond fuckery
Also thematically yeah I know this makes sense, but I dont think it actually fully addresses The Issue that Solars being resonant with everything actually is. The Issue, imo, is the mechanical reinforcement that Solars can show up and do your thing better than you, and that thus they are The Best Splat.
this is either "you can become resonant with moonsilver if you have a Lunar mate" or "you can form a bond with any old exalt for their resonance"
they shouldn't be, let Solars get bond stuff too
And like, i think if youre limiting someone or saying they can use so much printed content, you need to prioritize mechanics over thematics
"Does this feel good" should matter a lot
The half measure i think results in a combination of both approaches problems and neither of their solutions
i'll just toss it then
I think the idea of them being native to orcialchum but being able to resonant with a charm is a good idea
yeah, i do like craftsperson pushing themself to resonate with a material they like working with
but isn't that then still just doing the thing you talked about here?
like if a solar becomes resonant with soulsteel, then it's like. they're doing the soulsteel stuff with fewer inherent disadvantages than an abyssal, no?
i think it was an interesting idea but it seems like themes and balance concerns are gonna end up clashing
Yes, but if you want multiple resonances I would say it still worksn
But I would probably prefer orichalcum only personally
But I think that's also something you can't even homebrew at this point
Considering the way artifacts are written
wdym
in any case, unrelated to this idea
this charm name shit difficult, man
flavor text i can conjure with relative ease
but a snappy charm name that's like.. appropriate to the essence level and the effect?
daymn
Yeag
I'll write this out when I get home
ogay
i think weirdly it's been harder to come up with interesting names inspired by the tree themes for the standard stuff like "reflexively reload without needing ammo", "banish weapon elsewhere", and whatnot
Without also being like, 'this should be a db charm', huh?
ohw ait tree like charm tree
not as in 'the charms are tree themed'
I can context
given the seasons themes with the charm trees, i’ve also had to be a lil more careful
yeah
for stuff like Call The Blade I'd just take the stock names
they work, people know them by that name
if people pick up the Solar tree and have to go "where's call the blade" for five minutes it'll be a pain
i mean. i think that’s a bit silly.
saves you a lot of annoying work and is probably better for the general audience
i also call some of the stuff i do for my visual art annoying but like, i still ultimately enjoy the process and the final product, y'know.
people are already gonna be reading this document with more attention than they might to like, Golden Calibration, because a lot of it is Wholly Different
supernal's changed, resonance has changed, they have a splat mechanic now, some of the anima powers are different, the flavor has very much been altered, etc.
also: damnit
here I am recovering from Tennocon and all I can think of is:
Tenno, Chosen of the Lotus
honestly they're very deeb in vibes sometimes
multicoloured power rangers with artifact gear who run around in squads after killing off the former rulers of the galaxy who were all about the gold and marble
have a mysterious advisor with lotus theming
they have many exalted blades
my main has ten of them, one for each finger
angriest kitty
Would I actually make Tenno Exigents: no, probably not, I still need to finish myt ake on aurorals and my exigent of warstriders
though, would it not be more accurate to call them Chosen of the Void
i look forward to seeing your take on aurorals too btw
Oh I have a lot of names for them if I did them as exigents
spoilers up to '99 encore (I havent' done the iselweaver content yet, was taking a break at the time): ||Chosen of the Void, Chosen of the Indifference, Chosen of the Lotus, Chosen of Ballas, Chosen of Marguilis... many patrons have held control over the survivors of the city-ship Zariman in the ages since the Divine Revolution. None have told them the whole truth. Doubtless, none ever will.||
like there is absolutely juice here, you could transplant a lot in very easily
but i have too many projects already
hopefully Titania is still good, I have considered getting back into Warframe
Titania's legit
there's no real bad frames unless you're pushing level cap (read: excessively long endurance) missions
like 'enemies spawning in at level 9999' tier stuff
Valkyr's my main, though i also play a lot of saryn, jade, and vauban. I...
okay Loki is still kinda bad except for some very niche builds but he's due another rework soon.
I played Trinity and got salty at people.
mesa and valkyr my leove
I want to defend radial disarm loki but he just ain't it y'all I tried, I tried so hard
I remember people telling me trinity was bad because good players don't take damage.
mained titania, had a developed Volt, Loki and Mesa on top
I remember when Trin gave everyone 99% DR
99% DR and infinite energy
those were the days
Glory: so I have aurorals set up as aspect-based, attribute-based celestial-tier exalts becuase I think that's a niche that is underfunded, and I specifically have them set up as, ah... the post-game, sort of, deal, for a campaign I'm actively running, based in Uluiru where the goal is to either ressurect or reincarnate Aurora
hey i was thinking of aspect aurorals too!
i WAS torn between attribute or like. a select ability list
similar to sovereigns
since they're like
muses and whatnot, so i figured they'd benefit from a smaller list of abilities y'know
the last time I played WF, you could do everything with an AK-47 and Saul Goodman cosplay
the Sovereign inspiration I'm taking is in how their excellencies manifest, I think. And like, doing them as an exigent with a set ability list would definitely be easier, but i am insane
Opaline Rebirth
Cost: 10xp, 20m, 2wp. Mins: Ess 1, App 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Auroral must use this charm while touching the opal bones of a heart-eater after it's exaltation has been sealed into them. It does not function on a heart-eater who has any pawns remaining. The heart-eater's opaline skeleton crumbles into dust, and the exaltation within them is inverted again, turning into a new Auroral exaltation that immediately returns to Heaven. As part of this process, an Aurora can be seen for the next month, centered on the location this charm was used and visible out to five hundred miles.
Special: All Aurorals know this charm by default, until all Heart-eater exaltations have been saved. Should that occur, all Aurorals immediately gain a point of essence (up to essence 6), a point of willpower (up to willpower 10), and two free charms they qualify for.
Also, this charm.
I admit I'm not entirely sure what the point of Aurorals are but have at 'em by all means
i like them more than i like liminals, admittedly
Incarnae (p. XX), Aurora ruled over the lights that
bear his name. Artistic, passionate, and gentle, Aurora
nonetheless joined in his siblings’ Divine Revolution.
His Chosen, the Aurorals, were muses, teachers, and
spiritual guides, strengthening the morale and protect-
ing the hearts of the Exalted’s forces.```
canon: aurora had appearance 10, and the primordials knew they'd be fucked worse if he survived too long
lol
I see aurorals as a counterpart to sidereals; they aren't advisors, they're muses, inspiring people to work their best instead of giving advice or manipulating the scenario to their advantage
a sidereal uses astrology to tip the odds for the exalted host; an auroral can just straight up spend motes on other people's rolls (at least with my setup for them)
So basically if you take the Current Solars and just made them only resonant with Orichalcum, a cool and good thing I wish they'd done, you instead completely fuck over Solars since out of all of 3e's current printed Roster, Ori has the least amount of content by a country mile. So you lock all Solars, the obstensible main characters, to like 3 swords and a staff and make it so now people have to homebrew your homebrew, which makes it harder to play and harder to use
I mean you can use artifacts you're not resonant with.
Which if it's just for a writing project, Is Fine, but if you're intending people to USE it, you effectively punish all but Solar Melee
Most exalts are resonant with a single metal at most.
Yes I know
But this was specifically about Solar resonance
which is the outlier issue and one of the Sick Bones of 3e
I know what Aurorals are, I just think that's kind of a niche that's already pretty filled by Zeniths/Bluesids/Wood Deebs/unusually friendly No Moons
it's a very short description, so there are understandable limits, but they're just kind of the Nice Exalts, since that's intended mostly to be a contrast to the Heart-Eaters they turned into
20 orichalcum artifacts across Core, Arms of the Chosen, and Alchemicals (though that last one is perhaps a lil' weird for Creation play, so more like 18)
also, encouraging people to come up with unique artifacts is, to me at least, not a bad thing? people already homebrew orichalcum stuff
Solars having very few artifacts is also largely an artifact (no pun intended) of them not getting a real companion
it's the same reason we have about half a QC of two different Solars and that's it
I also think coming up with unique artifacts is cool
setting-shaking potential of the Solars not really being held up by Fehim, failexalt, and generic tribesman lady with a couple of melee charms
can't remember her name
I also think it's fucking hard as hell because Exalted game design is Hostile to design for
Harrowing Silence, apparently
i think if you're playing the game, you've made your peace wi- really?
Harrowing Silence the Solar
crazy
is she a dawn?
Night
yeah that tracks better
she has a bad caste of Fantasy Tribal Outfit
I don't think people playing Exalted necessarily sign up to do game design for it
and is apparently a giant reactionary, which is funny
That reactionary intimacy doesn't have a level
no, but if you've made your peace with the jank enough to play it, you can largely understand how to make like three starter evocations
it's on the major section
it's Major, they're in sublist
yeah
Ah I thought they fucked up
OK, this is not the worst Fantasy Tribal I've ever seen by a long shot but she also has just way too many belts
just kinda generic
it's a sign of health for a fantasy assassin to have a buncha belts
which I normally see on fantasy art where they've added a breastplate and don't really know how to blend it into the hip region
interesting to see on a lady who is just kind of wearing a shirt
Roundabout Corset
but also this poor Night, she has Excellent Strike, One Weapon Two Blows and an 11 dice knifing pool
wat
she's kinda sneaky but not with any of the "you cannot interact with me" solar charms, so I think she'd probably land a vaguely passable ambush and then just kinda explode
Soak 7 and no real combat pool
she's better off than Fehim at least, who is an E3 twilight whose attack pool sans accuracy is 4 dice
wild
he's kind of a legendary failexalt, he even has a sidebar indicating how he is basically just going to have rings ran around him by a 2CD unless the PCs bail him out
PCs are held to different optimization standards than NPCs, comma, also, jesus christ
twilights why
why are all of you like this
imagine being a twilight owned by a 2cd
like
what
bro
you had one job
ONE JOB
more modern NPCs are a lot scarier in general, they went way too easy on the first few books
It's real painful as an Ori Alch. You use Ori but can't use anything designed for solars.
which is so funny considering the PCs are yoked
Weeping Raiton isn't even that fighty and she'd handily dumpster both of those two at once without any real difficulty
she has soak 12, they can barely hurt her
another W for the slayers of creation
I suppose Harrowing Silence has one shot to get in a decent ambush because Raiton's senses pool is pretty bad, but that's it
if she has mild difficulty, send a zombie to the gym to fetch Beni and watch her just walk through 'em
although admittedly she is E4
...christ i think RiRi could dumpster her and she's a sorcery social character with combat tertiary at best. XD
(somehow)
basically if you have >1 ox-bodies and maxed combat pools you've probably got this, her only shot is to one tap you from ambush with Blinding Battle Feint
or I suppose one bot-body with high stamina because Alchs are hench
we also have Volfer, who admittedly only has 2/3 of his starting charms because he was the tutorial dawn
dex 3, soak 7, 6 dice join battle
I am unsurprised this man was Team Rocketed by a warstrider
my Endings is admittedly only at 7, I need to up his Wits
Harrow, dusk all over this man instantly and return his exaltation to the unconquered sun
Faka Kun in the same book would utterly rinse him with pools of JB 10, Thrown 10, Stealth 10, Dodge 10
the NPC nights are better dawns than the dawns
At least the statted dusk is good at murder in Abyssals. She's absolutely useless at things other than murder but...dusk.
she is the Most Dusk
if she was interested in anything other than punching people she would not have made it to E4 in about ten minutes
you talkin' about the benignant annihilator of hope and falsehood?
I still want to stat a Fae some time with 'Most things: 14 dice. Humility: 2 dice'
