#Exalted
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Dusk Classic
Cathak Cainan is kind of getting there but he has too much other stuff going on
We mathed out some time she's almost certainly cha 1 manip 1, so she went tertiary social and put all her points into app
textbook ISP
i realize now that og harrow was definitely a kind of invincible sword princess
the only unusual thing is that she has a heavy weapon not the classic medium daiklaive
I'm not knocking the concept of the Invincible Sword Princess here, they're great, it's just a fun archetype to spot
Glacier Jade would likely have a bad time with Benny. She's incredibly gokubrained for a Sid and a melodramatic fucker. She'd 100% walk into the blender going 'Nah, I'd win'. XD
I think she'd be a pretty decent fight for Vigil or Rival at E4, honestly
at that point the SMA bullshit is well and truly online
and she's big and scary and beefy but not just an instant barrage of [solar mote pool/10] attacks
man now I'm reminded I need to find another abyssal game at some point for Queen because she keeps living in my head rent-free but wasn't good for the game I was going to play her in due to ghosts being immune to disease.
and poison.
And environmetnal effects.
(well,m ost of all three)
still not sure on what SMA to put on my Detective Sid
coinflip between Obsidian Shards for drip and CMOS for well-roundedness and different drip
admittedly Endings Swordsman with Obsidian Shards is probably insanely stereotypical but what can you do
Emerald Gyre feels kind fo detective-y ish?
it's probably the closest fitting, but doesn't really work with Sid Melee's combat style
darn
it's very much about piling on and raining in attacks to build onslaught, whereas Sid Melee likes to take the occasional turn to aim + full defend to recover motes and set up decisives
you can play Sid Melee aggressively like that, they have a great charm for it, but I haven't been
designated bullying charm
(if you're using VBOS, you should have this)
I home-brewed up Mystic Eyes of Death Perception a SMA for jade.
Emerald Gyre does have Striking Through Eternity, which is really fun
stab
"that wasn't so bad, I guess I'll leave"
stab wraps around the infinite cycle of time and hits them again on the way out the door
but in general I just really like Obsidian Shards and its steadily escalating chain of nonsense capstones
futures best avoided also looks really fun
every single Obsidian Shards charm feels like it should be accompanied by its name slamming onto the screen one word at a time like the popups in SuperHot
BLACK
SHARDS
FALL
LIKE
ICE
slashslashslashslashslash
incredible anti-ambush defence, unfortunately I already have really good Awareness investment so it feels a little redundant
it beats Expected Pain, granted, but also... Expected Pain
I have yet to figure out how to use that
you could get five dots in Citrine Poxes before learning it, then just fill in the entire physical healing suite
well, my immediate thought wa s'you learn sorcery by taking charms'
and technically each time you take it it oculd be a different future, so that's a different spell you could pick up...
really you want to learn four charms you actually want in reserve and keep the last slot "open", rotating it through the charms you actually want to learn
which a GM would be well within their rights to say 'no'
I'd say yes, but i'm stupid
because that's one of the only listed training speed multipliers in the game
x9 training is really convenient
that's also true
the best charm in Emerald Gyre is Lotus Labyrinth Durance, though
hard to land, but so juicy
defining intimacy of my choice or fuck you
https://docs.google.com/document/d/1AIBgU41XmOoG64RyeaLlbXiS8dLyohKjfCUdnbpIFjk/edit?usp=drivesdk Will have to put this to the test but I had fun making it.
Virescent Eyes of Division There are few who can say they have fought a master of Albicant Sepulcher of Extinction and survived. There are even fewer who can claim they have stood within the tombs of the Neverborn themselves. The Green Lady is the only one among the living who can claim both. A r...
The Moment That Is Murder is so cool
which can be used for cute little zen koans or can throw you into a groundhog day loop of being butchered by a Sidereal over and over and over until you internalise OBEY
especially with it's enlightenment effect
locking unarmed users outta any ma is wiiiiild i gotta say
basically excellency only but man is it a good excellency
They've got it too good. đ
the main thing is that using it reflexively to open a fight means you don't get any of that +onslaught damage or auto-ambush triggers
th-they do not
I feel this would be a good place for the old effect of Blade of the Battle Maiden
where the unarmed strikes have the exact same effect as they would if you were wielding an invisible sword
hmm, would "your unarmed strikes are mundane medium weapons" break anything too badly if shared with other MAs
trying to figure this out
doesn't boost overwhelming, has a slightly lower accuracy bonus but gives +1 parry and a little bit of damage
I don't think it would
also, does the Form have a reflexive activation condition?
you can already do this with Invulnerable Skin of Bronze IIRC
makes your unarmed count as medium instead of light
that is specifically attacks, so you don't get the +1 noncharm parry
I guess you could just do that here too
someday I want to see the PAOC/VIOD duel where someone goes for Time-Slicing Blade and it gets hit with Essence Redirection Technique
time is only meant to go one direction, stopping in one place is one thing but it probably shouldn't be able to go ana or kata
sometimes I consider writing an SMA for all the weird information theory stuff I've found myself reading these days but I genuinely cannot come up with any good charms for it
I suppose I could somewhat reinterpret Scarlet Patterned Battlefield and try to actually give it the juice
The juice is tricky with sma and my big worry, if things are cool enough.
As sma have a high bar for cool effects
both the 2e and Essence variations are just dripless, with the sole exception of the 2e version's capstone which is the only one people remember for reasons other than "this charm was broken"
I think you could just write an SMA's flavor and then like
Do an Anys Sin where you write a charm that is "This is the main combo"
what SMA principles do we have thus far
when i say principle i mean like, their core philosophy
consumption through the lens of spiders
wholeness/wellbeing through the lens of plague
time through the lens of cycles
possibility through the lens of mirrors
essence through the lens of all Creation
death through the lens of... death, I guess, the Bishop is unimaginative
"Listen man there's only so many metaphors I can use here"
and then soon we're getting Sapphire Veil of Passions, which is relationships through the lens of sex
'This grave symbolises your death'
Ah so we got big death and now we're getting little death.
Sapphire Veil of Passions be having "One Inch Punch Actually It's 7 Inches I Swear"
this sword symbolizes the sword I'm going to use to kill you [kills you with a sword]
Sapphire Veil was quite well-regarded, I think, it was one of the only 2e styles that wasn't incredbly broken
amethyst edge of severance moment
I am guessing this is not going to be what this charm does this edition but I kind of dig it
Bluesid, what does SVOP say about his power level?
||itâs over 9 inches!||
breaks scouter "He really wants to have sex with me but also wants to kill my family"
"also he can fly"
ah, evidently you've fought him before
iâm very funny, and mature, i swear
does it count as a negative intimacy to have "I actually like casual sex" considering svop is going to exist and dreaming pearl currently exists
also black claw
the second charm is very silly, because it's a classic teleport dodge that just happens to have a maximum range of 80 miles
This is unironically a lot of the inspiration for mine. That Endings are part of an eternal cycle, through the lens of a blade. XD
amazingly there were several 2e abilities that you could not successfully gapclose with this charm
Things end but everything remains
Someone mails me a letter calling me gay and I accidentally end up 3 counties over
there was also a charm where you imbue an attack with the "male principle", presumably by drawing a dick and balls in stardust, and it ignores soak and sets peoples motes on fire
right next to scenelong onslaught negation
honestly this is kinda fun, these charms have juice
As the Abyssal view of the end is fundamentally incompatible with the Sid concept of the end. If that remotely makes sense?
sometimes I wish 3e had kept the popular fan concept of SMA Heretical charms
where you got a multiple-choice option for the capstone, either Accept or Reject the philosophy of the whole thing
so Obsidian Shards has Breathing on the Black Mirror or some kind of enforce-determinism charm, etc.
would be kind of hard to do for some of the less strange ones, though
PAOC has Oblivion, obviously, but I'm not sure what a CMOS heretical charm would be
there were some really wild keywords in 2e huh
<- just read the Blasphemous keyword
'Do you accept time's progression? No? You've unlocked: Mid-Life Crisis!'
Blasphemous was a bit of a problem because the Sid book was so botched that they basically could not oppose a remotely optimised infernal without SMA, and SMA were botched in the opposite direction and were functionally unstoppable
so it basically reads "Put your GM into a catch-22"
itâs just so funny to me
âif you use this charm, heaven is gonnafucking GET YOUâ
luckily Ebby has an entry-level charm to completely fuck all fate-reading forever just kind of casually, because fate had the consistency of wet tissue paper back then
âevery god in your radius KNOWS youâre using this and hates youâ
âthe imperial manse has a full dox readout on youâ
It's a lot more durable in 3e
Sid Prophecy not being Shaping/Psyche is kinda fun honestly
if a Sid manages to get the E4+ whammy prophecy on you, you are In Trouble
and while i understand Why they removed it, i donât hate the Obvious keyword
(unless they're being nice, in which case it's fucking great)
some of them aren't devoid of use, no
like thereâs some shit that should, by all accounts, be Very Obvious Yes
SVOP ended in an old-style Shrike charm, which I previously thought had been changed into reflexive-clash options until Alchs got one as their capstone
so I'm interest to see if they keep Thousand Desire Ribbons' shrike effect
like if iâm throwing out a Crypt Bolt, someone should be able to go âoh shit thatâs some fuckeryâ
(presumably nerfed to something more like Transfinite Ultraviolence Drive rather than this bullshit)
ah, TUD my love
What alch charm is that?
dex capstone
utterly terrifying, albeit Simple and ends when crashed so there's a warmup
turn on autochthonâs own sandevistan
reflexive withering clashes with at least 3m of free excellency
got to use the Sid perpetual motion machine to fight that
Need to pose dramatically.
there's also Anciliary Battle Consciousness, for when you want to retreat into your robobrain and watch cartoons all fight while your fight suite does it all without you
it's half of CMOS Form, with discounts on a few charms instead of the third init track
alchs have some really fun endgame kit
also it has literally the only counter in the game to this charm
every other splat has just kind of memory holed "when you crash a target, instantly knock them out"
Hahahah
It's kinda a bullshit effect
Do you think 'If you'd kill someone, just knock them out' is worth a charm or is that just a minor stunt?
Pondering interesting ways to beef it up yeah.
Yeah it'd be a stunt
Like if stunting for lethal damage is a thing you can stunt for bashing
yeah agreed
Thinking of making it bless a fight so all non-aggravated damage is bashing, regardless of people's intention.
Turn a deadly fight into a farce
Shadow and Starlight Stage Play
Cost: 5m, 1wp ; Mins: Stamina 4, Essence 2
Type: Simple
Keywords: Perilous, Shaping
Duration: One Scene
With a wink and a flourish, drama becomes farce.
The Wanderer tweaks the tone of a scene, blunting the blows of attackers. All damage dealt during this scene is bashing and cannot exceed the target's incapacited box. Characters other than the Wanderer may attempt to resist this effect either through defences against Shaping or by spending 2 willpower.
A character who does so is unaffected for good and for ill. They can deal non-bashing damage but do not gain the protection of this charm to convert damage they suffer into bashing.
This effect extends even past the end of any fight until the end of the scene. This makes executing downed opponents impossible but does not stop capture for later punishment.
Reset: Once per scene.
I'mf orgetful, you can enhance a charm that grants you an attack as a simple action with other reflexive charms as long it follows normal ability compatibility rules right
yes
I believe I can add one more poison to bad touch abyssal then, but I have to double check everything
you can also enhance with supplementals
also hmm, I just had an idea for a new and much simpler Sail system, namely "Sail is just a variant on Strat Manoeuvre which your roll with Sail, using a set of standard strats that all ships have - your ship being equipped with fancy stuff like implosion bows or a first age hull would give it a couple of specific cooler ones"
you don't need a whole combat system for boats, you need a way to have the boats inform the kung fu fight
if there's anyone i trust to make a better Sail system, it would be you, numbers fuckstein
honestly the core idea is basically just "you know what works pretty well? War and Battlegroups, what if I just make boats work like war and Bureaucracy work like Battlegroups"
ambush is broken, but I will endeavour not to write Boat Ambush
I like how it works in Essence (though maybe boats need more health). Though, boat time and regular combat time working together is the main thing I'd want
I should have a look at the Essence system, then, no idea how essence boats work
Exalted's core combat and social resolution systems are robust enough that I'm reasonably happy just turning most other systems into modifiers thereof
looks like there's an existing Sail rewrite that follows roughly the same pattern as I was thinking of, except more complicated
although it does keep naval stuff isolated from the rest of the game
They get a free move each turn and otherwise characters can take ship actions (and ships have their own stats including Power)
Eggsellent
relevant solarposting
And this is why Alchemicals are the superior model of Exalt
Oh, quick question: do we know if written High Realm is pictographic, or if it has an alphabet?
Old Realm has an alphabet, I believe High Realm does too but I will check momentarily
Old Realm as put in the books is the Latin alphabet with different symbols, the script on the front of the books is just the name of the splat in Old Realm
(The best answer is really ancient Egypt's: they had pictographs and they also had a set of those pictographs that could double as an alphabet)
Its written form is a phonetic alphabet of complex brush work characters
alphabet as per core
Danke
The real hero is whatever exalt made the language such that it remained phonetic for its entire existence
Maybe there is an office in heaven responsible for this
Old Realm is a magical bullshit language because gods just Know It by default, but I like to think it has local dialects in the Terrestrial spirit courts
It would be fun if there's minimal linguistic drift among people who need to use Old Realm because for magic purposes it has to be just so
Sid shows up for an audit but because Sids are taught High Yu-shan dialect instead they sound like Stephen Maturin
perfectly intelligible but posh and mildly archaic
But the moment you get outside of people who need to use it for magic, it starts drifting
Which terrestrial court speaks the equivalent of kansai-ben?
i kinda miss 2e Old Realm
like, look at this shit
and like, that same book i pulled that from has a whole five-page syllabary to go along with this
i think they're more going for kanji
as far as iâm concerned, itâs still this
actually no, looking more into it, you're probably right
right down to reading order, even
iiiiiinteresting
obviously of course the actual syllables are different, because it's just a cypher for english
i guess it makes sense, given the dominant species before humans was mayan-coded t-rexes
apparently one of the Secret Techniques in the sid book is "World-Spanning Weaver Strike"
mount meru spinkick coming right up
Death in Effigy seems...overpowered as fuck for Solars and Abyssals.
'Motes = extra successes on crafting' feels like it could blow through double digits in necromantic motes
I believe I already went "hang on this is broken as hell" on that one when the PDF came out, but I didn't realise I could report it in the errata form before it closed
hopefully they cap that part
Having initiations that work with Craft is great, you just need to avoid hooking them into the high energy craftsicle accelerator beam that is "using craft successes for literally anything else"
Yeah, it needs at least a cap
I do wonder how potent a Terrestrial 'Does withering damage' spell would be. Likely single target, being terrestrial.
hmmm
struggling for more cool e1 archery charm ideas that donât tread too close to abyssal archeryâs icy deal
wildly tho
core had a charm that was about Big Aim and i couldnât find a mirror for it
wondering if i can steal that somehow
I think not everything needs to be mirrored, and you should definitely have an Aim line of charms.
i'm not trying to mirror everything lol
but it speeds up the mechanical writing
anyway
the charm i looked at in core is called Seven Omens Shot
i like patient sniper shit
but 3 rounds is pretty crazy
seems i gotta find a sweet spot between what i want and like "Combat Ended And I'm Still Waiting To Shoot"
Yeah, 3 rounds is way too long for an in-combat charm
yeah
like
i liked where they were going with this, but jesus christ
this is for solars? have you seen how fast combat with solarkin can go?
I think the sniper stuff is meant to be out of combat
Although I could see Solar Archery having something like that one K6BD archery martial art, where we're told a story of a practitioner aiming for something like a week in order to hit from like five miles away.
oh yeah i know the one you're on about
yeah maybe, as a higher essence one. less of a combat thing and more of a.. well, i guess it would be kinda narrative in a sense
Yeah
writing that down just in my notes bit
I guess I can see three directions to go with aim:
- aiming for a long time to do crazy stuff
- aiming for a normal time with additional bonuses
- aiming very quickly and getting normal bonuses
In the broadest possible strokes.
that certainly seems like it'll be one of the tree mechanics at this rate, yeah
Seven Omens Shot has exactly one use case, and it's "combat hasn't started yet but the GM is letting me take prep actions"
ther are upgrade charms for it to make it take less time to proc, the initial useless variant is very much designed to be a Supernal Tax
also, we don't give solars mote stealing charms, right?
or do we
i can't tell if they're like Abyssal type shit
Sids and Lunars both can
But I think its meant to be framed as transgressive to do so
they're Abyssal tech and sometimes Wet Deeb tech
Solars have no dracula charms outside the completely shambolic lore tree, although "burns away enemy motes" is a bit more in theme
so abyssals, sidereals, lunars, and dragon-blooded can steal motes
quit your job join my unemployed martial artist wandering harem
-# #unemployed martial artist wandering harem
oh hi genome
also sure ogay
i'm taken shortcuts
<- already unemployed
also, as an aside
i'm taking suggestions for eclipse charms to build out
since i wanted to make a bunch of em for folks to just Use if they play a reforged eclipse
Would it be useful to think of them along the lines of ... how to put this?
and they're fun Mental Resets for me to work on while i work on solar native charms
Almost the same set of divisions used for hearthstones?
Not written in, or anything, but in terms of thinking about and planning them.
For instance, you could plan to have Essence 1-3 charms corresponding to the five elements, the underworld/ghosts, the wyld/raksha, heaven, and demons/Malfeas. Of course, that's a lot, and I imagine you probably don't want to plan to do that much, But those sort of divisions.
Thinking about it, even just a few eclipse charms for ghosts, raksha, demons, and elementals generally would cover a lot of ground.
Including in the practical sense of giving the Storyteller defaults to use for granting the training as favors or rewards from allied spirits.
slow nodding
i like this categorization
you have any ideas for specific eclipse charms you'd like to see?
can even just be like. a sentence and what kinda spirit has it
Thinking. For all that I am tempted by the thought of a straightforward blast charm, I think that is probably not the right way to go.
you say this, but there are certainly Straightforward Eclipse charms
True. Actually, if you intend to keep anything like the Occult charms that let you learn eclipse charms, that could be a way to backdoor some basic blasting and/or shielding stuff that might not otherwise be in the Solar charmset.
given that most celestials have ways to pick up spirit charms in Weirder ways than Eclipses do
i will probably keep some kinda element of that
there will be a solar beam attack ala crypt bolt, because i am a big fan of a magic blast
Eclipse charms i think should be esoteric gap coverers
Especially because they are also how you do Godblooded
Like they should in a weird way let someone do a very useful thing
Its not simple but if no one can do it youre a life saver
Like "I can make any bird strong enough to carry a person in armor for a round"
You are now the "anti fall damage guy"
lol
as far as I know there is precisely one eclipse charm that is purely a very efficient way to do X
others tend to be a bit odd
like Pattern Venom, I love Pattern Venom
The aggravated damage charm that a forest witch has?
Kiran Staghelm's defence charm from Adversaries
nothing flashy, but a very mote positive defence compared to Excellencies
woah damn
whip your hair back and forth to avoid the daiklaive
Hypothetically, I agree that eclipse charms as deeply weird things is good! But if the goal here is to give players and STs the kinds of stuff they could say any given spirit has, that may change things.
sticking this on my Abyssal actually, he needs a good defence package for his squishy squishy Moonshadow body
And yeah, that's wild.
it's also surprise hardness, admittedly very little
if someone ever makes an exactly 4 dice decisive you get to laugh
Just the parry and soak are good, though.
I think low-hardness effects do serve the purpose of making it harder to just throw decisives constantly, fwiw.
base init is 3, and a couple of motes on E1 damage boosting will get you above 4 dice, so small hardness will not stop anyone leaning into that strategy
but it does turn off anima flux, which is nice
Goran also has this, which is neat if you're not big enough into Athletics to get regular flight by E4
There's that one god-blooded gangster who has a bunch of weirdly excellent E1 eclipse charms.
Including the one that's a ... 2e perfect social defense for some reason.
Wings of the Gale might actually be a more efficient flying package than On Wings of Night, actually
OWON costs less to maintain and gives other benefits, but it's the same price and Simple, and it doesn't launch you unless you pay an extra 7 motes and make a Disengage roll, even if the launch is much better if you do get it
definitely not a bad grab
Trying to figure out what's the most effective way to permanently enhance the spirit horses pulling Oedanol's Wheel so I can unlock the evocation necessary to drag Thorns into Malfeas
I think it might be Spirit Shape Companion, which would allow both to take human form and be material by default
Turn a demon into a horse
Elder Journeys plots destruction of Gem, accidentally makes umamusume real
The unlock requirement is "purchase or use a charm to permanently enhance the Lumenir" so unfortunately I cannot replace the horses
Awww
Hmm. For the OC yozi I came up with. Their will probably never be a charm list.
But what about a social charm that gets people to look over past wrongs
which splat is doing this
also are you getting the people in Thorns out first
If Spirit Shape Companion is the comparison (And Misc is saying the words) it's likely Sids.
Actually, I don't think you CAN use spirit-shape companion on them
It's a bit of a weird area of 'Are spirit animals still animals'
That's fair. I also think the intent is likely no on the 'are they animals' front, as they don't allow lunars to turn into Cloud Shark and that's a Very Slightly Magical Shark.
With the horses from the chariot being a lot weirder/magical than that.
Pondering a last couple of minor things for this Jadeborn variant. Do you think a charm that lets you treat something that would cause you to gain Divergence (Their Limit) as an Unacceptable Order would be a good mental defence? It covers a specific area/won't apply against all social effects but it's also a pretty broad one at times.
So it would stop things that would break her word, help a COD or kill/command mortals.
Or I suppose 'go for a walk alone' but that's less of a useful factor đ
It's sorta a replacement for Infinite Clarity Consciousness Simulation
Which is a mental defence that hooks into their version of limit
ICCS is more Generally Useful as it requires the other guy find the weak point but if they can find the weak point, you're kinda shit out of luck.
While the Jadeborn version has no weak point but is less generally useful.
Make sure you include the definition of creature of darkness in this if you do reference them heavily in the way you're doing
Also this kinda cuts Jadeborn off from being in parties containing Abyssals or Infernals in ways Exalts aren't shut out
Yeah, it's a bit tricky as this is a much cut down version of the 2e version. Which was much worse.
But it's still a bit on the painful end.
The 2e one was just cruel
If an Abyssal asked you to craft him a daiklaive you'd gain 1 per week of refusal or 4 if you said yes.

Oh and the 2e one didn't have any way to clear it beyond 'spend a month underground, as long as you gained no points during that month'
So a Jadeborn who was at 6 limit needed to Fuck Off for the next half a year
Jadeborn are something I really like but christ 2e hated them nearly as much as it hated Dragonblooded.
But yeah, not 100% sure how to square that circle without also throwing out 'the sun slaps your hand if you help an actually trying to end creation one' đ
That said: I am looking at an option that actually swaps out their limit chart for a different one.
As they do have something like that in fluff.
Imo, adding some discretion in the effect, like if you aid them in a defilement of Creation or something, might help
Void Seers are Jadeborn who connected to the Loom of Fate. Which is great! You know, in theory. When they were originally designed.
cause as-is this even applies to summoned Demons, who have explicit sidebars in the core book of all places saying "summoning Demons doesn't damn you automagically! don't worry! it's fine!"
Unfortunately running Loom.exe requires at least 16gb of ram and the average jadeborn got knocked down to 512mb of ram đ
So Void Seers don't do well mentally
So they've sorta traded one set of issues for another.
Yep. So I think I might give 2 limit gain options. One for 'Jadeborn working as normal' and one for 'Oh, this one jailbroke his soul'
I think the Void Seer one will be more 'I must have knowledge'.
2e Void Seers were just kinda...evil...but that's also kinda boring when their issue is Sensory Overload.
Make the Big Divergence Gain 'If you cause information to be permanently lost to creation or refuse an opportunity to learn an important piece of lore'
They Must Have Forbidden Lore. đ
Still going a bit Mad Sorcerer but less 'Oh yeah, Void Seers are Just Assholes'
Gaining Divergence
While a Void Seer is normally free of the Geas imposed upon her people by the Sun, the shattering of per people leaves her much less able to handle the sheer amount of information her people once easily swam through. This instability leaves gaps in moments of imbalance for the curse to lash out at her.
She gains limit equal to her successes under the following circumstances:
-When she causes knowledge to be lost to creation, even unintentionally, or she refuses a chance to learn long-forgotten lore she rolls three dice.
-If she breaks her word or abandons a plan, even if it is no longer viable, she rolls 2 dice.
-For each Scene spent in places of great noise and sensory overload, she rolls 1 die. During downtime, she roll 1 die per week spent this way.
Each of these triggers can only occur once per scene.
Divergence for void seers!
They have a carve-out such that they automatically qualify as familiars for Sids, so it works in this situation
I'm just trying to figure out if there's any decent permanent augments you could use to unlock that one other than SSC
Do we think First Age Solars put orichalcum in their food
orichalcum leaf on the ice cream
Ye
orichalcum flecks in liquor
You're gettin' it.
Just imagine First Age Solars like modern billionaires.
-_-
I think I may have hurt myself with that thought.
i mean
yeah
i can see it
if billionaires were also fucken demigods
at least nowadays you get Usually Humble Demigods
hm
how do we feel abt Bureaucracy as Autumn
arranging all things for the harvest?
And/or preparing for winter?
Prepare the festivals
Spring, as it's returned to the world and the revival of lost work?
Autumn, as you must shore up your home for the coming winter?
hm, i like autumn here
but also the first age is obviously a Big Thing for solars
i just want the focus in the splat to be like
"the past is gone and we fucked it up, we have to look to the future now"
taking the lessons of the past, and applying them to building the future and surviving the great winter that is the age of sorrows
Craft is a shoe-in for spring
đ
What is your current line up
uhhhhhhhhhh
considering you do have to keep things equal
lemme check
Archery (Discipline/Winter)
Brawl/MA (Courage/Summer)
Melee (Justice/Calibration)
Thrown (Loyalty/Autumn)
War (Compassion/Spring)```
hang on
oh, yeah
i threw that in because i think it's interesting AND because i needed a fifth season
Craft (Courage/Spring)
NIGHT:
Athletics (Justice/Spring)
Awareness (Compassion/Summer)
ECLIPSE:
Bureaucracy (Courage/Autumn)```
other than that, nothing is set
for thrown it was a toss-up between loyalty and wonder, and i couldn't tell which fit best
but i liked loyalty for a warrior
Makes sense.
Void Seers
Void seers are those who have attempted to regain the lost capabilities of their kin. They reach out to the world around them, not merely reading local dragon lines but connecting to the very loom of fate. This however, pushes them far beyond what the solars of the first age reduced them to. The constant sensory overload and data they can barely comprehend leaves them mentally off-balance, sorting through a barrage of information that would have taxed them even back during the primordial war. However, some would claim that the loss is well worth a chance to reclaim some of the independence of their lost selves.
Tried to make Void Seers for Jadeborn less 'Oh and then there's This Asshole, who became innately evil because he tried to reach beyond what the solars allow Jadeborn to be'. Inspired by the talk of them being linked to the Loom of Fate, I pushed it more towards my own experiences with being autistic and how sensory overload is just...a lot...
pretty sick
Nice
The intent is basicly if you take the Void Seer related background/sorcerous initiation, you can optionally swap your usual limit gain sources for the Void Seer ones. On a fluff level: It lets void seers be more interesting than just Bad Jadeborn/Lets you have some variety in them and on a mechanical level it lets you use Jadeborn in games that might be hard to use them in, if you're using the standard limit gain.
I am not too familiar with how 2e Jadeborn worked, but these are cool anyway
2e Void Seers accessed the Loom of Fate and then just...became compassion 0.
Which never made a lot of sense.
does this mean that if a Sid or Getimian presses a bunch of buttons around the new Void Seers they have a Bad Time?
(narratively, anyway)
100%. They used to be able to handle this on a reasonable level but find it hard to comprehend now.
Most people look at Sid Nonsense and go 'I have no clue what happened', a Void Seer looks at it and goes 'I almost get what happened and it hurts'
The way I described it yesterday is that Loom.exe requires at least 16gb of ram
And they're these days running on like...3-6gb of ram
yesterday I was talking about the silly chariot that lets you jump cities to Malfeas with NRS in the Exalted discord and incidentally made a comment that fits well with this
Hahahah
With a bit of maths and some finessing of the regen and story duration rules we figured out that if you timed it just right you could drag a city into Malfeas, grab another one and drag it out again, but there's no guarantee you'd end up where you wanted to put your lump of Malfeas rock when you got out of Cece and we had no idea what happened to the demons in it when you did that.
presumably they all just get shunted off as you're leaving
It would also be pretty hellish with the 'how long it takes to get in/out of malfeas' as you'd need to drag it for 5 days through the desert
No matter how fast you normally go
this is kind of odd actually, because NRS does one die of bashing damage every hour, and healing a -0 level filled with bashing takes.... two hours while active
so if you're lucky you can power through with Ox-Body
on average you'll have time to regen, but if it ever gets to -1s you're fucked
...here's an odd pondering - Jadeborn Void Seers would theoretically be able to help sids with Prophesy.
They can't make them.
But they'd likely fall under the 'supernatural beings who's powers are thematically related to the prophesy' for a Cooperation Bonus.
helps if the E5 Sidereal doing this also has the Resistance capstone, you can task-bind yourself to this, remove your name and march in a straight line through the desert for five days in and five days out, regenerating at 15+ times the normal rate to ignore the bashing damage
which is kind of fun, thematically
you turn yourself something very like a summoned and task-bound demon to haul Creation into hell and vice versa
Elder Journeys things
oh this is very nice, I've always wondered what kind of beings could get you that bonus
I suppose the default is "local spirit court for the place you're casting on" but having more generic minor prophets is cool
They don't get the ability to make prophesies as I'm really not letting them Step On Sid Toes but they do get a bit of a 'hey loom, what happen?' in the Sorcerous Initiation stuff for void seers.
ChronopsychĂ (â˘â˘): Once per story, the sorcererâs player may ask the Storyteller for guidance from the flow of endless data, receiving it in the form of a prophetic dream, feverish vision, or strange omen. This guidance calls the sorcerer to perform some quest or duty, typically equivalent to an inconvenient task (Exalted, p. 216). While the significance of this action may not always be clear, its consequences will serve Autochthon, aid in the creation of wonder or oppose the actions of Enemies of Fate, though their purpose or relevance may not always be clear. Fulfilling this task grants the sorcerer two Willpower, which can raise her above her permanent Willpower.
Though it's more 'Hey Loom, what Needs Doing' than 'Make Loom Do What I Want'
I actually ended up sticking a fate-flavoured version of that on one of my Sids, the Autobot book has many fun sorcery things
this one would probably work out of the box, no reflavouring required
actually could you post the rest of the initiation?
Redsid will not be changing his first ritual because his stupid sorcerous tome homework from Raksi's Tutelage is part of his core deal but I'm not sure what his second one will be
Sorcerous Initiation: Void Seer
To become a void seer is to attempt to hold the entirety of creation within oneâs mind. Much like attempting to force an entire ocean into a bottle, the container will shatter. But from those shards of sanity grow an intuitive wisdom, an ability to reach out and pull the strings of reality together into shapes designed long ago but unseen by any other. The most common Void Seers are those of the Mountain Folk, the entirety of the loom of fate spinning within minds no longer able to handle it. However, some mortals have achieved a similar blind idiot godhood through deadly amounts of intoxicants, the madness of the wyld of becoming the victim of spells that unravel time itself.
Shaping Rituals
Unlimited Options: While shaping a spell, the sorcerer may invoke her Flickers of Time to reflexively roll (Flickers of Time x2) dice, gaining sorcerous motes equal to her successes. She adds (Essence) automatic successes on this roll when shaping her control spell. Either during the same scene or in the scene that follows, she suffers the consequences of a failed Willpower roll against the Madness Derangement (Exalted, p. 168).
Geomantic Beacon: The sorcerer may bathe in the geomantic fires that burn in a manseâs heart to gain (Essence + Willpower) sorcerous motes, at the price of taking a level of aggravated damage. These motes last until the end of the story, or until she next claims motes from the manse. While within the bounds of the manse, she also gains one additional sorcerous mote each turn while casting a spell.
One More Needed:
Merits
ChronopsychĂ (â˘â˘): Once per story, the sorcererâs player may ask the Storyteller for guidance from the flow of endless data, receiving it in the form of a prophetic dream, feverish vision, or strange omen. This guidance calls the sorcerer to perform some quest or duty, typically equivalent to an inconvenient task (Exalted, p. 216). While the significance of this action may not always be clear, its consequences will serve Autochthon, aid in the creation of wonder or oppose the actions of Enemies of Fate, though their purpose or relevance may not always be clear. Fulfilling this task grants the sorcerer two Willpower, which can raise her above her permanent Willpower.
Crystal Soul (â˘â˘): Jadeborn, Pattern Spiders and Automatons recognise the sorcerer as kin, which can be leveraged as a Minor Tie of trust and respect.
The Blood of Creation (â˘): The sorcerer can make a difficulty 3 (Awareness + [Lore or Craft]) roll after a few minutes of calculation to analyse local Essence flows. Success lets her detect the presence of a demesne, manse, or anomaly within the Dragon Lines within (Occult x3) miles, along with the distance and direction to it. If she spends an hour performing more complex attunements, she can attempt a difficulty 5 roll to sense such sights within (Occult x20) miles. She can attempt to detect a specific site, or search for whichever is nearest to her.
It's very based off the Whispers-based initiation
As Whispers was a good basis for 'Oh, you've got some hostile things running about your brain'
New Background: Flickers of Time (â˘â˘ or â˘â˘â˘â˘)
Prereqs: Making A Bad Decision
Somehow your character has unstable and highly disruptive flickers of times that were or might have been. For some exalts this might be the result of unnaturally strong past lives or too much experimentation with Temporal Sorcery, while for Jadeborn it can be result of interlinking with Pattern Spiders and the Loom of Fate shattering open caches of Pre-Geass Knowledge indiscriminately.
Rules: As Whispers. Replace mentions of Death with Fate, Necromancy with Sorcery, Undead with Automatons and the Underworld with Manses and First Age Sites. When you invoke it for a decision point, rather than Nihilistic Despair, it is an Erratic Wonder as infinite possibilities fill a far too finite mind.
Geomantic Beacon I very much like
the one level of agg damage is another case of "do this before bed", which is always funny, but I like any initiation that provides you a cool intro scene for when the TV show cuts to your character
Crimson Rain, unsuprisingly, has the "bathing in blood" one and the "carving an effigy" one
but the Redsid meditating inside a big olympic cauldron inside his heavenly doom fortress is pretty stylish
The Bull of the Norther
Kill Bull: Seeing Red
"Well clearly the Bull isn't worthy of being King if he's dying to poison"
Bull of the I Walked Like A Mile Or So North
apparently when The Realm dropped several people could not understand that he's been hit by some fancy artifact capstone evocation and were like "why doesn't the Realm use this magic anti-Solar poison against everyone, this is clearly bullshit"
the aftermath of Futile Blood is very fun, one of my favourite bits of setting
The Solar Poison, for Solars, the poison specifically for Solars. Solar Poison.
both imperial armies just kind of staggering home with half their shit wrecked
silly Realm, you don't need that, you need the disease that kills you for being too enlightened and in-tune with the universe
I love white sun fever because you can use it to bully Elder Exalts and you can catch it from refusing to touch grass
kills exalts, too, but not mortals
'Is he in tune with the universe, able to see things we can't...or is he just hallucinating his ass off?'
got too close to Buddha Nature, caught the nerd disease that keeps you in samsara
I will freely admit; I see white sun fever as the guy ascending from Lower Decks.
Wait which ones are the Abyssal Zenith
Midnight
I've been attacked by friends over the Jadeborn tinkering.
'Iki, you're doing up Tuatha with Trains. You're a stereotype of yourself'
Here's an odd pondering: With various types of Influence Roll (Instill, Inspire, Threaten etc) do you think they're all Equally Valuable Actions? Or do you think some of them rank higher than others? Basicly pondering for Anima abilities and if giving each caste one of these skills they get a bonus on would be 'roughly equal'.
I feel like they're roughly equal yeah
nods
Okay, then my pondering is:
Worker - Read Intentions (They are quiet and observant, though they don't speak often)
Soldier - Threaten (They are the weapons of Autothon and Cold Iron in their souls)
Artisan - Instil (They have the charm of the old Fae)
Does that seem interesting/fit the general vibe?
Cold Iron Soul (5m; Supplemental; Instant): The Jadeborn adds (higher of Essence or 3) non-Charm dice on a threaten roll. Once per day, she can retry a failed threaten roll without resetting it.
Hmm...the third anima ability for Artisans and Workers is tricky. I have a pondering for Artisans to make it not just 'You make artifact' but more 'You are are a designer of wonder'.
Right now they're set up as:
-Defensive Ability (Free At Bonfire)
-Social Ability
-Third ability focused on their role.
I find myself throwing more Instills than anything else but I think that's mostly a skill issue
I am not totally used to the Ex3 social system yet, I think I need to play characters aimed at different parts of it
Instill seems the most straightforward. Inspire seems harder to use and threaten is going to typecast the person quite a bit I think?
OG Harrow was kind of a threaten master, and probably would have only gotten stronger at it if iâd taken her down presence a bit more
anyone got any cool mythic feats of archery they wanna suggest for the archery tree
Arc the shot to hit someone you can't see
Odysseus shoots the bow through the holes in a dozen axes, or however many it was
mechanically, chained disarm gambit - you disarm someone, if that works you roll to disarm another guy next to him, repeat (possibly with a cap of [essence] extra disarms or something)
or you can fire it at a battlegroup and relieve a hundred men of their swords in a tangle of falling bodies without hurting any of them
https://en.wikipedia.org/wiki/Arash when I think of solar-tier archery feats, the legend of Arash always comes to mind.
Arash the Archer (Persian: آعش ڊ٠اŮÚŻŰŘą, romanized: ÄraĹĄ-e KamÄngÄŤr) is a heroic archer-figure of Iranian mythology. According to Iranian folklore, the boundary between Iran and Turan was set by an arrow launched by Arash, after he put his own life in the arrow's launch. The arrow was traveling for days before finally landing on the...
(thanks fate!)
also Hou Yi and like half the Mahabharata
yes but hou yi shot the suns
although most of those godly weapons are more like nuclear weapons that happen to be bow-shaped
hmm
Hou Yi also spends a lot of time hunting various behemoths
give 'em the legendary-size-ignoring arrow or something
oh okay
also works for Bard the Bowman
I still think you should have a "shoot the sun, change the time of day" thing but I'm not sure what you'd actually use it to do
Abyssals get a lot more out of "boom, eternal night, go my minions"
yeah that
yeah
well
maybe we could mirror that
infuse an arrow with sunlight, light up the night
daytime⌠2!
could do it as "fire an arrow in such an arc that it spans the heavens and makes it light for the duration of its path" rather than "shoot the sun"
just so it's not quite so obviously the same charm
mhm mhm
also lets your E5 Solar Archer be so cool that people whisper about the golden comet etc. etc.
TRUE
Not offhand but it may be worth mentioning that Indian mythology goes hard with crazy feats of archery.
"My arrow is a nuke" kind of stuff.
Something that might be worth looking at that appears both IRL and in multiple mythologies is archery as a feat of superhuman strength and of authority.
Especially the stringing of the bow.
The stringing of Odysseus's bow is proof of his identity as the king of Ithaca. In the Ramayana, Rama manages to string Shiva's bow, and Rama's wife Sita has to talk Shiva down from killing her husband right then and there for daring to do so. In feudal Japan, the power of a bow was sometimes described in how many men were required to string it.
In fiction, there is of course Bard shooting Smaug. Finding a weakspot is one part of that, but I think the way he talks about and to the black arrow is also worth mentioning.
"Arrow!" said the bowman. "Black arrow! I have saved you to the last. You have never failed me and always I have recovered you. I had you from my father and he from of old. If ever you came from the forges of the true king under the Mountain, go now and speed well!"
Might be something worth considering for Craft, if not for Archery.
Totemically invoking a well-loved object seems a bit different than evocations conventionally.
Shooting Birds/Flies
Shooting Projectiles out of the air
Hitting your own projectile
Supreme distance shooting
Legolas surfing
Supreme Distance Shooting will DEFINITELY be in here, i promise you that
shooting projectiles is interesting to me
a counterattack for archery..?
also
legolas surfing?
Look up that Scandinavian archer
He can shoot arrows out of the air
lmao
Hmmmm what else
#swag
I was gonna say "be able to manipulate things at a distance by shooting them the right way" but I think that should be thrown
wild that phantom arrow technique was like "yeah you can just hock 4 nc dice on to this attack with defining intimacy juice, but you can't use it again until you spend significant effort remembering how you love meemaw or how much you love being a little hater"
question for the audience relating to the abyssal mirror, Relic Arrow Method
RAM has a Whispers rider that lets you convert the non-Charm dice from it into non-Charm successes
that's kinda fire actually, noted
should we have some sort of similar thing on the solar equivalent, or should we just. Not Do That.
obviously Solars don't really have an equivalent merit
or, well. they could, but i don't know what it would be and i don't think we should mirror that much
maybe something to do with their Ambition...
hmmm
Entertainingly, I did make one that's a counterpart (To the point of referring to it) based on basicly the most common 2e Solar background but also: I don't think it's really part of the Solar Theming. XD
past lives play a part in some of the solar themeing
shooting arrows out of the air is Dragonfly Finds Mate, the iconic Deeb Archery charm, so I might go slightly easy on that in the interest of leaving them their one cool trick, but you absolutely want the rest
Saves you dots on dodge I guess, but you have no parry charms because they're all ability specific, so you'd basically just have raw Def 6/7 max and an Excellency
It would be really good if a lunar or alchemcial could do it.
As they're attribute-based
Might be a nice E1 tidbit
But less so for solars
I'd suggest reflexive Defend Other with arrows if D.O. wasn't jank
Possibly at reduced strength
Honestly, most of the time I see an archer with parry they've just got some Brawl and kick arrows from the air. XD
simple charm ranged defend other? or reflexive but it only lasts a tick or something instead of lingering so long as you're in range
the former really is just pay to use defend other normally, but at range
the problem is that you then can't redirect the attack on to the other-defender
seems more like a ranged counterattack on someone else's behalf?
and if you beat their successes or something, you can stop the attack? idk
That's called a clash
i was unsure
Silly pondering: Let you covering fire an area and have it...provide cover. XD
Oh yeah you definitely want a suppressing fire charm
You're making the shots more difficult without getting into a full defend other effect
something that sucks less than Distract gambits
I like distract conceptually.
It is unfortunately legendarily bad
Now I'm pondering what it would want to make it better.
i'll be honest, i am staying away from "fire a bajillion arrows really quickly" stuff on archery because, to me, it clashes with the stuff i want archery to do
i understand people may disagree with this
Write a new gambit that does it better, all the distract buff charms in Sid Archery and Solar Thrown are just depressing
what is the problem with distract anyway
although, i say this
but idek what distract does now
Hang on, let me get back to my PC
I'm guessing 'the cost is too high for transfering init at a net loss'
As a gambit, it costs some init and is your entire turn.
And it just transfers init, rather than making any
numbers fuckstein on the job
so yeah, Distract works as follows:
Hit with decisive pool, because gambit
Spend 4-6 init, make an init roll at diff 3-5 respectively that you might fluff, in which case you do nothing
Ally gets the 4-6 init you lost, but only if they decisive the same guy on their next turn
note that to reliably make a diff 4 gambit roll, your average distract, you need over 10 init
if you have over 10 init, and you can hit a man with your decisive attack dice pool in order to trigger the gambit in the first place, JUST HIT HIM
so you spend your whole turn and possibly a bunch of motes making a gambit that leaves the team at the same init it started at, except now a large chunk of it is on a clock and your best striker (presumably) has to decisive next turn or lose it
it is almost never worth it over just withering with a higher dice pool, doing a small decisive or even just going for a cheeky grapple in the hope of getting in a savage, even if they wreck you on the control roll you still get one turn of grappling
the intended purpose is "allow weaker combatants to pass their init over to stronger combatants, so they can use it", but it categorically fails at that purpose because high-difficulty gambits are often outright win conditions available only to people who are serious Fite Contenders to begin with
deebs just have a charm that lets them give init to their friends straight up, it's so much better
dragon-blood W
My hot take is that distract should be a non-gambit action. Like just let them distract people with social skills instead of weapon.
A Social Primary Guy should be better at distract than Invincible Sword Princess and her fucktonnes of decisive attack dice
Let me grab something from a different game for my thoughts.
I dislike Exalted: Essence's Build Power system for a few reasons, but its heart is in the right place for this kind of thing
Malifaux has a few actions that can be taken for less combat-happy characters to help combat characters or to give themselves an edge in a situation where 'social skills' rarely matter so much.
And I lean a bit more towards stuff like this when it comes to distract
impose and trick are really fun
if the character I was playing in a malifaux game wasn't built expressly to walk menacingly at people and die them to death I'd use them more lmao
I think if I was to rewrite distract, I'd make it a social skill vs guile action.
It doesn't matter how good you are at sword
It matters how good you are at not going 'Huh, wha?' when someone messes with you
wouldn't that be vs resolve then?
It could be, yeah. Guile sees less use in the game so I was leaning a hair that way but resolve would also be very fitting.
Resolve is the "Resist Being Influenced" static value, is all
you are correct though, Guile is underused but
well, that is a symptom of it being the "hide your feelings" SV
I would not make Distract bypass the combat defence stats purely because the Social Combat stuff is already really good, and you don't really want the socialites to be able to floor combat builds
resolve and guile-targeting attacks are quite highly priced
...and now I'm imagine a swording charm that lets you hit vs guile (At a cost obviously) as you just read every single move the other guy is going to do.
The Spear Not Held, sidereal melee
There we go
it's the Hero battle-in-the-mind scene
damn
i was gonna say "woah that could be neat for my archery tree!"
but i'm not gonna steal the sidereals' thunder lol
sherlocking it (the rdj sherlock)
attack vs guile is in a few places
just don't make it a long-ranged soakbuster and you're not stepping too hard on the deal
https://www.youtube.com/shorts/Y8LtMO7ZYys Yeah, I was 100% thinking of this scene.
#ComedyCentralUK #SherlockHolmes #RobertDowneyJr #JudeLaw #CCMovies #Movies #CCUKMovies #Shorts
how so
if you tell me specifically how to avoid breaking shit, i will adhere to that lol
although if long-range is gonna be a problem
i might just not do it
iirc, the spear not held basicly punches through most defenses as well as hitting vs guile.
uber-long range is kinda the direction i wanted to take archery
It's just a 'good news, the beating happened'
fair
a (perception + archery) vs guile withering attack
no soak ignoring
and it still uses weapon traits
The solar knows if you're going to dodge left or right before you do.
Supreme Focus on one target, you are picking up on those subtle motions and expressions that come before a person doing something
semi-related, i'm kinda jazzed abt the reforging now because i feel like i'm really gettin' into the groove of it
shooting at distance is less of a problem than being able to kite at distance, which kinda breaks the combat engine
hm
how do i fulfill the long-range hyperfocus sniper fantasy while making it harder to kite
...
hunker down type-shit
Build Sniper's Nest
Could go with 'Get bonus until you move'
It makes kiting harder and it gives counterplay
Where if an alchemical nails you with a bean bag round and knocks you back, you lose your focus
persnaps, persnaps
aiming normally stops you moving, that's half the point of the aim-at-long mechanic
mhm
so tying these charms to aiming, and not permitting "you can move AND aim", cuts down on this i imagine?
like uh
Rapacious Vulture Approach lets you move and aim on the same turn in addition to some other stuff
but tbf, it also rewards moving in closer to your enemy
yeah, Sid Melee allows move-and-aim but only because you can't aim beyond the range of your weapon and you obviously cannot sword at long
yeah
I feel like moving towards is fine, mechanically
yeah that's what i was saying w/ regards to RVA
move and aim a little fraught, but the fact it gives you a wp cost waive if you move towards your target (and also use the reflexive aim on decisive charm too)
is a nice incentive
even though you can still happily move away from targets with it
What's people's thoughts on Chthonic Gateway for Abyssals? It looks like a pretty fun 'get out of jail free card' for Daybreaks, though if you've got a circle with you I can't see it getting a tonne of use when you go 'wow, this fight seems hard, peace' and just vanish.
same can be said for the twilight power that does basically the same thing. i think it's.. got something to it if you're alone? idk
i'm kinda waggles hand on it
I'm kinda tempted to tinker with a variant of it for one of my projects that has more investment to get going but can take friends with you.
So it's more 'we have an excape tool' than 'I can abandon my friends'
...I'm realizing that a better version if it already exists. XD
?
Greater Sign of Mercury.
that one celestial circle spell?
oh
that too ig
Sidereals have a couple tricks for "getting my buddies outta danger"
like the Avoidance rider that uses that one charm that lets you reflexively defend other with evasion
Greater Sign of Mercury (20m, 1wp; Simple; Instant or Until next turn): Once per story, the Harbinger may make Mercuryâs greater sign, shining golden in the sky. She transports herself, her Circlemates, and up to (Essence Ă2) others to anywhere sheâs familiar with in Creation or Heaven. Rolls she makes to overcome wards against such travel gain â2 target number. In combat, this doesnât occur until the start of her next turn after using this power. Characters she brings with her must remain within long range until this is completed. If she moves or is moved before then, this power fails, refunding its cost and resetting it.
As it's basicly just 'Hey, what if this was 10 extra motes but brought friends, you could control where it went and was generally cooler'
XD
Yep.
I'm pondering things for Jadeborn Castes and was pondering having the Big Worker Trick being 'Sink into the earth, reappear elsewhere' as they've got the biggest focus on unworked material/crafting paths.
GSOM is like the mobility button, that's kind of the entire thing
I personally quite like the Twilight/Daybreak spread apart from the random hardness
that was for the bin also
free nerd excellency and get-out-of-jail-free cards very nice
although I think the Twilight one has random spirit stuff instead
you can bind a spirit yeah
Twisted Genius Inspiration is nice.
Just 'hey, have a grab bag of good things you can have'
it is appropriate to Daybreak/Twilight
Need necromantic motes? Sure! Need willpower? Sure! Need free excellency? Sure!
It's just versatile
Essence-Flensing Insight is also thematically neat
Sid + Alch Cheerleader Squad would be terrifying
'Greater Sign of Mars + Refracted Glory' = 'oh god, everyone's got so much free init'
kinda wanna try coming up with one-word sobriquets for the solar castes
well
all of them save the dawn, since they have one
Yeah, I'm thinking the worker big trick will be a suitably nerfed (but cheaper) version of mercury. It's not as beefy but it's also not '20 motes' expensive.
'Walk the Dragon Lines'. You sink into the earth and travel along the leylines a few miles.
the Immaculates have assigned them all slurs already, for what it's worth
yes but those are hardly the fit for charms that are supposed to make you feel cool and heroic
which is one of the funnier sidebars in core
...I'm now imagining an abyssal or infernal getting called the solar slur and getting offended
Luminary for Twilights.
yeah i. find it hard to argue against that
i guess Nights have one too but like
it's literally the same as the Dawn one
one letter has been changed
Lightbringer vs Nightbringer
in any case, i'll worry about a new sobriquet when i wake up
i been workin' on the reforging for like 5 hours now
though, iki, if you don't mind: i might heavily crib that whispers-alike merit you talked about/wrote for some kinda past life thingus
About that: It is past lives. XD
New Background: Flickers of Time (â˘â˘ or â˘â˘â˘â˘)
Prereqs: Making A Bad Decision
Somehow your character has unstable and highly disruptive flickers of times that were or might have been. For some exalts this might be the result of unnaturally strong past lives or too much experimentation with Temporal Sorcery, while for Jadeborn it can be result of interlinking with Pattern Spiders and the Loom of Fate shattering open caches of Pre-Geass Knowledge indiscriminately.
Rules: As Whispers. Replace mentions of Death with Fate, Necromancy with Sorcery, Undead with Automatons and the Underworld with Manses and First Age Sites. When you invoke it for a decision point, rather than Nihilistic Despair, it is an Erratic Wonder as infinite possibilities fill a far too finite mind.
Well, it's not just past lives.
It's a broader 'you've got other times stuck in your head'
Which could be past lives or it could be fucking about with temporal magic or something
lightman, fighter of the nightmman
oh okay
'Watchmen', maybe? Those who guard during the night.
i was probably gonna change it to just be about past lives lol, but it works
hm, maybe
Yeah, this is for my Jadeborn project so I sorta tailored it more about the Jadeborn experiance with it
Just with some 'oh yeah, you could also use it for X'
real
I love how this image has become a thing. XD
Walk the Dragon Lines (10m, 1wp; Simple; Instant or Until next turn): The Worker sinks within the earth, traveling along the leylines of creation before remerging from the earth. She transports herself, her Circlemates, and up to (Essence Ă2) others to anywhere she's aware of within (Essence x5 miles). In combat, this doesnât occur until the start of her next turn after using this power. Characters she brings with her must remain within long range until this is completed. If she moves or is moved before then, this power fails, refunding its cost and resetting it.
Walk the Dragon Lines can only transport people to or from places with direct contact with the earth. If within a cage of steel or on the deck of an airship, this anima power cannot be used.
Degraded but cheaper version of Mercury Sign for Enlightened Workers.
This is more the Twilight power with group movement capability, GSOM is just so nuts in the number of places you can suddenly pop into it almost doesn't compare
Easily my favourite Greater Sign and most of them are pretty spicy
Party movement means it probably beats out the Daybreaks but meh, they'll live
worst case scenario limit it to people in Close of you
Yeah, knocking down to Close makes sense.
Sign of Mars looks fucking terrifying though it does sorta lock you into wits.
But then, you're battles and it's the 'get join battle' stat
So I guess no mars sid is gunna suck at wits
The Alch one in comparison is a lot cheaper but much less beefy than Mars.
But it's also reflexive instead of taking an action and restocks motes, not just init
And you can't really overstate 'didn't cost 20 motes' as a factor. XD
aurora rly saw the adamant alchemicals and was like
"that's pretty neat, lemme give it a try"
It is actually for the Adamant Alchemicals, so I imagine it's directly inspired by the themes of Aurora, yeah
well chronologically it would be the other way around, since autochthon made alchemicals to show how exaltation worked iirc
and then the incarna started makin em
"check this shit out"
"oh woah, what the fuck? that's rad as hell"
fair
first age sol with a cigarette in hand thinks back to that moment as he watches the games of divinity
It's kind of implied ins ome of the modern alchemical fluff that it went both ways, the alchemicals are not outright stated to be prototypes and sol is noted in... I think core? as figuring out that exaltation is possible, so like
the basic timeline seems to be 'sol decides to rebel/needs a weapon, figures out exaltation but can't make them work -> gathers allies who are as smart as or smarter than he is -> they tinker together until autochthon figures out the process -> VIVE LE REVOLUTION -> time to play world of warcrack'
...hmm...I wonder how you'd price a charm that lets you trick people about 'who's casting the spell'. It doesn't give more range or let you affect people you wouldn't normally affect but lets you trick people into thinking someone else is the sorcerer who threw out that obsidion butterflies.
My thoughts is 100%:
Lunar: "No, no. I'm not the sorcerer. I'm just the familiar~"
I'm not entirely sure how you'd model that but presumably the price can take notes from Birdsong Over Blades, the "oh I just tapped him" White Veil move
That makes sense, yeah.
I was thinking a 'when you do a spell, people can make an awarness opposing your guile. Those who fail think the spellcaster was a character of your choice in short range' or something.
OK, let's milk this for all it can provide:
We need:
One E5 Battles Sidereal, w/ Soulfire Shaper Form and a max (Wits + War) pool, maybe even a giant banner for exceptional equipment if we want to be silly about it. Also max Lore and max Occult.
One E5 Adamant Alch
- Everyone Joins Battle as hard as possible, both of them get about 14-15 init. Sid spends peripheral motes to stay dim here.
- If Sid has more init, they delay their turn to after the Alchemicals' turn. This also lets them Clash to defend the party on round 1, so no bad thing here unless your enemies are all rocking way more init than that.
- Alchemical does some shit to get up to bonfire, probably won't be that difficult. Pops Inspiring Guidance and Refracted Glory, returning to dim. The Sid is instantly launched to bonfire from dim and can reflexively trigger SFSF + take full benefit from Ways of Exaltation.
- Sidereal takes turn, fires off Lesser Sign of Mars then Greater Sign of Mars, with a 7 mote excellency and +5 non-charm dice from Lesser sign. Rolls 23-24 dice at TN5, getting 16-17 sux on average.
Outcome: The base init of the team is now 10. Everyone besides the Alchemical has gained 21-22 init, +1 defence and resolve, +3 dice on attack and influence rolls and +5 to War rolls, all non-charm, the Alchemical has gained 16-17 init and the def/war buffs.
Ongoing anima powers aren't Committed motes, so the Sid can actually funnel up to 10 of the init gained from GSOM into mote regen with Soulfire Shaper Form, leaving him at merely about 26 init and down about 45% of his mote pool, but with the two best mote efficiency buffs in the game up.
....someone should really get Anys Syn an Alchemical backup dancer
the adamant caste powers are so good.
easily my favourites set of Alchemical anima powers, they're such good team buffs
and I always like having summons around
also if you're in this situation, you should teach the Sidereal about Moonsilver Alchemicals, because they are dummy good for Exalt Ways
+Anima dice on all Dex and Wits rolls is like all fighting outside a grapple
They are. They heavily inspired me setting up the Artisan Caste for Jadeborn as they feel so...D&D 4e Artificer. XD
adamant caste powers are good enough that even though statistically my alchemical I'm working on would be better off as Moonsilver and thematically could work well as moonsilver or jade I went with adamant because goddamn
GSOM is an odd one because it's so expensive that usually it means you're going to be taking a back seat for much of the battle, but also holy shit everyone has Init 30
lol
LSOM boosts GSOM if you're a Warlord, which is a bit odd
It's also great for 'All the allied battlegroups have Might 2 now, I am going to Rancho Relaxo through this war now'.
Redsid having singlehandledly turned the tide of war with a single anima power.
I feel that most redsids are going to hit their giant awesome power that swaps the skybox over to the one from the Radahn boss fight and go "no, actually, I will charge dramatically, because why wouldn't I charge dramatically" but they may be a bit late as the other three members of the circle unleash 30i buffed decisives on whatever's annoyed you
the adamant alch is doing a lot of enabling here, it's kind of a pain to use GSOM + manually take a form in the same fight
you'll reflexively enter SFSF after you pop GSOM but then you roll a lot less dice without actually paying motes for Lesser Sign and base init is only 8
On the plus side: Adamant basic bonus works on RiRi's zombies. So RiRi + Responder has kinda disgusting mass combat teams.
Hell yeah
I'm trying to imagine what Greater Signs refracted through Adamant animas actually look like and I'm imagining that crystal lensing effects kind of balloon the sign right up until it seems to cover half the sky, because that's really cool
the Sid's anima is also now silver and crystalline, so, you know, don't show the sovereigns
yeah, absolutely
Death of Lightning Butterflies
In RiRi's Case, the Flesh Sloughing Wave goes from 'dark energy' to 'some weird crackling disintegration field'
the other abyssal in Crimson's circle actually has Flesh-Sloughing Wave and a custom 5-dot that lets her use spells for savaging attacks, which is kind of fucked up honestly
5 foot nothing woman grapples you with telekinetic chains and then you just sort of melt
This is a lot of why I went Ori for RiRi. That 'I am making a stand for my morals, oh fuck she's got a spell already charged' trick.
Sadly RiRi's intimacy towards food is only minor
So you can't go 'I'll get you a fancy desert' to charge her magic
My lunar (girl most of the time) necromancer is of average height? But her spirit shape is a carrion bee. So still very small there
misc, harrow is 10ft tall
The Alchs sadly don't have a lot of magic-related charms.
They've got the absolute basics
I was unaware Harrow had necromancy
Harrow is a Shadow Circle Necromancer lol
we even talked about what Shadow control spell she should take
which, at the time, we agreed upon the hundred shade breath
Hundred Shade Breath is great.
HSB is nuts, yeah
Considering it's an Alch-Only Game where non-alchs activley can't turn up, I should look into some other splats 'do sorcery better' charms, see if I can convince the GM to allow some alch versions of them. XD
I'm surprised they don't have the standard issue ones from Sids/Lunars/Abyssals if you're looking for that
they get tweaked very slightly per splat but not very much
Sid version of Cloaked In Moonfire gives you +1 guile while casting but costs a mote unless you have wizard vibes, Shadow-Hands Evocation is exactly the same. Abyssal CIM gives +1 def and [anima] soak, Abyssal SHE is 1m cheaper.
actually, you do have those
in fact you have slightly shinier versions of, since Parallel Protocol Cores doesn't need Celestial Circle to ignore flurry penalties and Theurgic Essence Capacitor is expensive but gives you a whole bunch more shape sorcery juice with autosux and exploding 10s
there is also a sidebar in the Abyssal book that notes that sorcery-buffing charms boost necromancy the same way unless explicitly stated, so you can use PPC/TEC on Riri's casting
Oh yeah that's what I meant when I said they had the basics. They've got the ones that most everyone has.
The four they don't have are Dragon-Sorceror Puissance (+1-3 motes when shaping elemental spells), Five Winds Rainment (spend anima to grant +1 Def and a bit of hardness while casting, but only until you cast the spell, so if you one turn it it does nothing), Cosmos-Rending Fury (E5 lunar tech, cast reflexively on join battle) and Necromancer-Tyrant Puissance (+3 necro motes whenever you shape necro, basically)
All of those are sufficiently splat specific that I think you'd basically be homebrewing new charms entirely
Oh yeah there's also one in MFS that lets you use a bunch of Lunar stuff like stolen shapes and territories as means for Sorcerous Workings, and a worse deeb version of that in Heirs that works on hearthmates and elemental stuff
me: i've made a new abyssal
my subconscious: new abyssal or harrow again
me: harrow again
... Hmm, does bee lunar count as small necromancer girl becuase her spirit shape is like an inch long
Pondering a very alchemical-themed extra sorta thing for sorcery.
...actually, how's this seem as a 'yep, that's alchemicals' sorcery thing?
'You can exclude any number of people in your spells from their effects'. Alchemicals are not the best sorcerers in existance but the thing all achemicals are is Concerned About Keeping Mortals Safe'
So an Alchemical can pick up tricks to send Obsidion Butterflies through a tunnel and only hurt the enemies.
seems reasonable
possibly at E3 or something just because at that point you can do stuff like "Cantata but only for people I hate" and that's really damn good
Makes sense.
thing I learned today: Solar/Abyssal Dodge evaporates against Obsidian Shards because of Black Shards Fall Like Ice
Oh?
BSFLI is (Perception +1) undodgeable decisives, with the usual init split
Solaroid Dodge has dodge undodgeable, but it's Seven Shadow Evasion
...oh
so you pop it against the first one, perfect dodge and then it's down for the scene and you get blended
They don't have a like 'make things dodgable'
It's their pseudoperfect and that's it.
admittedly, Sidereal Dodge in that situation is rocking Duck Fate, and dodging all of those at 7m each is going to mote tap you, but you can concievably do it
The Alch dodge undodgable is a bit weird as it's like 3 charms welded together. XD
Omnisituational Evasive Equation
Cost: Varies; Mins: Dexterity 5, Essence 3
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Precalculated Evasion System
The Alchemical evades harm with clockwork precision, moving into a perfect defensive position calculated by a cluster of adamant nodes around her soulgem.
The Alchemical uses one of the following defenses:
⢠For four motes, she can dodge an undodgeable attack (but not an ambush).
⢠For five motes, one Willpower, she doubles her base Evasion against an attack, as long as itâs not undodgeable. She also adds +1 non-Charm Evasion for each installation of Transpuissant Dexterity Upgrade. She can only use this defense once per scene.
⢠For five motes, one Willpower, she can perfectly dodge a source of uncountable damage (Exalted, p. 205), unless it canât possibly be dodged. Against recurring uncountable damage, this defenseâs cost is waived after the first use in a scene.
Reset: The Alchemical can reset the Evasion-doubling defense by successfully dodging three decisive attacks from nontrivial opponents.
Submodules
Hyperspatial Geometry (3xp; Dexterity 6): The Alchemical calculates defense positions that transcend
mundane geometry. She can double her Evasion against undodgeable attacks, and doesnât need to pay
separately to be able to dodge them.
But hey, 4m and the 'dodge undodgable' part doesn't need resetting.
they can use SSE and Shadow Fades At Dawn/Leaping Dodge to dodge one and then move a range band away, but if your enemy is in OSOI Form they can stab you at medium range anyway by clashing their knives together or similar
Solar Dodge: did not beat Malenia's second phase
i was just telling delilah this but like
how did they fuck up core integrity charms so bad
you are the chosen of the UNCONQUERED sun
your key theme is RIGHT THERE
I also love that Alchs can just decide to dodge in directions that other people can't comprehend. XD
it's HGD/SSE smushed together, huh
neat
"double base evasion" is almost certainly going to save you unless your opponent is rolling like I was in my last combat and landing decisives with 16 sux
average full excellency solaroid decisive is 11.5 sux
so base 6 evade, double to 12, add a couple from TPDU
And unlike solar dodge it can work against repeated undodgable attacks. It's still 4 motes per one you wanna dodge but that's still likely less than the other guy spent making it undoddable. XD
yeah you beat both Sids and Solaroids in that department
Alch dex charms are cracked. XD
it's still a fairly good deal for the SMArtist purely because if you don't actually need to enhance it, BSFLI is very affordable, but you get to Not Die
look at this thing, it's hideously good
what if someone was trying to use ranged weaponry against you but you popped Omnislash
...yeah, that bypasses Basicly Everything that could give the guy some extra durability.
The fucking environmental hazard is just insult to injury. XD
The Alchs have their own thing that's not far off in how beefy it is.
Alchemicals: every single one of my charms is half the cost of yours and equivalent to like, three of them.
Also Alchemicals: I can use exactly seven at any given time.
(this is exaggeration for comedic effect.)
Alchs are terrifying because you get to do that to them exactly once and then they go back home, refit with five bot-bodies and the health gate charm and come back
for like, two XP
Alchs are also the secret best users of 'I can voluntarily lose a limb to tank a lot of damage'
and then you try the same blitz on them and they shrug, decline to defend at all and maybe go down to -1s
As rite of reconfiguration puts the arm back on in 2 hours
high durability builds in Exalted also have the ability to go "fuck you, get your stab in" and just eat the decisive to put the enemy on 3 int
Sids have a harder time getting set up for that but they also have arguably the best charm for it
Alchs and Lunars just do it out the gate
...snrk
Due to it being pretty good for them, Alchemical fights run under the same rule as children's cartoons - You can lose a lot more limbs if you're a robot that you couldn't do to a fleshy character.
hah
also helps if you have six arms
it's like techpriests, they lose mechadendrites like spare pencils
god I really love alchemical charm names, too
Important question for alchemicals losing limbs - Is beating someone with your own severed arm still considered unarmed? đ
and I love that they actually exist in setting as real things so I have an excuse to yell things like TRANSFINITE ULTRAVIOLENCE DRIVE or CATASTROPHIC ESSENCE COLLIDER ARRAY in-universe without being arguably metagaming
overarmed, that's two arms per punch
which I know is a silly thing to worry about but i have brain problems
Sid charms also very good for that
at some point a Sid and an Alch have to have had a giant shonen fight calling all their attacks with the Solar and Lunar sitting on the side going "why are they talking like that?"
... I think that's a Lancer reference.
yeah Alch charms go hard
i'm pretty sure "do not stare directly into the aperture" is older than lancer
pretty sure
i'll have to check
I mean on the one hand it is on everything wiht lasers, but like
hm! apparently beyond laser warnings it is not older than lancer
i am Incorrect, and i shall take it on the chin
yeah
https://www.youtube.com/watch?v=vuhegyYeZEU&ab_channel=RogueMage I have remembered what I need to do at some point for an Improvised Alchemical Unarmed Attack.
A clip from the third episode of Di-Guard, showing how you don't need to be equipped with a rocket punch in order to ROCKET PUNCH. Not dubbed, not subbed, you don't need to understand the language to know what's going on.
0:45 is BREAK CAR.
1:25 is declaration of intent to ROCKET PUNCH.
1:40 is ROCKET PUNCH.
wait hang on a second
unarmed is a valid weapon for OSOI
wait never mind doesn't work, Unobstructed Blow is Simple
bullshit averted by good game design
What would have happened?
5m to make any attack unblockable, so you enter OSOI form for medium range attacks and then sink literally your whole mote pool into seven unblockable/undodgeable attacks
Hah
yeah things like that are why simple charms exist
what BSFLI is especially good at is absolutely blitzing enemy ranged attackers, because you can get on top of them and they don't have a parry rating
it's also just cool
someday I will learn how to video edit well enough to make those flashing intertitles you get in Superhot so I can put my SMA charms up on the screen one word at a time
New Alchemical Submodules
Man-Machine Weaving Engine
-Adjustable Sorcerous Cells (3xp): When you undergo the Rite of Reconfiguration, you can change your Terrestrial Circle Control Spell.
God-Machine Weaving Engine
-Blessing-And-Curse Judgement Engine (6xp): When you cast a spell, you may pay 1 willpower to exclude any number of targets. This costs no additional willpower if all excluded targets are trivial characters or bystanders.
-Multipurpose Divinity Adaptor (3xp): When you undergo the Rite of Reconfiguration, you can change your Celestial Circle Control Spell.
Theurgic Essence Capacitor
-Iterative Replication Matrix (6xp): Excess Sorcerous Motes beyond what is required to cast a spell are retained, being treated as Sorcerous Motes for another casting of the same spell.
--Generalized Theurgic Convertor (3xp, Iterative Replication Matrix): Excess Sorcerous Motes retained by Iterative Replication Matrix can instead be treated as Sorcerous Motes for the casting of any spell the Alchemical knows.
Took a shot at some Alchemical Sorcery things. Trying to play into the Alch themes of A) Being Plug and Play B) Not wanting to hurt the people you're protecting B) Having long-term efficiency.
They don't get 'Free Shape Sorcery on JB' but they get to retain the 2-3 sorcerous motes they had left after casting a spell for a head start on the next version of that spell if they've got the 'I can retain sorcerous motes turn to turn' charm going.
I would go by standard Exalted rules and say "trivial characters or bystanders" because a) it would be mean to blast your fix beetle bro and b) that means you have to try to avoid friendly BGs, which aren't Trivial
the Theurgic Essence Capacitor modules seem totally fine by me but do need to specify how long the motes stay around
but give me a second to try to break this out of good playtester sense
Theurgic Essense Capacitor is the 'You don't lose sorcerous motes until the end of the scene, even if you stop shaping' charm, so I figured it would last as long as the charm is going.
But that's fair
oh yeah if it's scenelong then this is totally fine
if it lasted longer there's an exploit mode where you find the cheapest possible spell that costs 1wp and overcast it as hard as you possibly can at some rocks
thus moving all your banked Smotes into this charm's pool, so you can do your shaping rituals again and then go adventuring
Makes sense.
admittedly "hang on got to warm up"
boulder explodes
"OK, round 2 of effigy carving"
kind of a funny scene
Yeah, it's scene-long.
It's that general 'hey, you don't lose the entire spell if you Do Something Other Than Spellcast' that all exalts have.
...at least I think DB have it
I've never checked DB sorcery charms
I know basicly everyone has it
I checked a couple of hours ago when I was writing about that stuff and then completely forgot instantly
deebs don't have it
Ooof, poor deebs
doesn't seem unreasonable for them to have it, they were an early book
I'd give them something that does basically that
Solars don't have it either iirc
Yeah, it's just a really nice Quality Of Life charm.
Solars have zero sorcery charms besides their free-occult-excellency one
deebs have these, which are actually kind of neat
Which Sids could also make at extreme range if they can naturally get Medium
FWR is a bit pricy, but Dragon-Sorcerer Puissance is perfectly respectable
hey did we ever choose a virtue/season for integrity btw
Raptorspam Deeb is probably quite a scary build actually
Dragon-Sorcerer looks really good but I would say - Really wants a GM who's okay with a player putting their own twist on spells/making their own custom ones.
I think you did ask about it
As the split among elements and spells is not super even