#Exalted
1 messages ¡ Page 78 of 1
she's going to get so many points for the fallen london gambit, I can feel it
Fallen London Gambit?
Benediction of Torchlight Law, a Horizon Infernal, is plotting to crash several districts of Nexus directly into Malfeas to make herself a bigger mini-kingdom.
Hahahahah
Hmmmmm Enlightening Abnegation Sabers + Harmonious Arsenal Methodology for Melee/Larceny hook swords
Either take versatile melee charms and Snake/Centipede/Crane/Thousand Blades (pretty amazing lineup), or go straight melee into an SMA, probably PAOC
Finally figured out a mechanical idea for a Battles that I actually like. Thousand Blades with grimscythes, going into White Reaper and Albicant Sepulcher of Extinction
Scythes being the only heavy weapon any SMA treats as compatible
Edgy đ
Indeebitably
but you said it was for a sidereal, not a deeb
lol
There's a Sid I wanna eventually use as an npc
A Secrets Sid called 'The Spider' (yes very original)
And she uses a modified version of the Distaff to create spider's webs
Somehow picks up the Anuhle Eclipse charms
Albicant Sepulcher is funny because it has one of the more skippable form charms, despite said form defining its whole raid boss aesthetic
But skipping using the form does mean that Sids donât get universal mastery
Sids only get Mastery in MA when they are in the Style's form
right but, does that matter when you're in sepulchur, since it doesn't have mastery benefits?
and if you were in sepulchur form you wouldn't be getting your mastery from other styles anyway, right?
or am i missing something
They also get it:
- when they have completed the style
- universally when in an SMA form
@marsh garden
right I forgot, it's also when you have all charms of it yes
SMAs open up easy mastery for Sids so long as you use an SMA form
I was checking to see if that was the case, but took too long đ
Which can be an interesting source of build tension when you want to use a style like VBOS or White Reaper that really likes its form charm
if you know all of a martial art you have mastery
so by the time you can learn ASOI form you at least have mastery in one style
SMAs mainly enable dips
In this case itâs mostly that getting mastery benefits for White Reaper as a secondary style requires taking all of it, since we want to be in Thousand Blades form
Are there any Martial Arts that you can finish before Essence 3?
I don't think so
Hmm, >=25 sessions (>17 with Crucible XP rules) to get mastery is awhile
hmm
do y'all have any homebrew 5* artifacts you're proud of? the brain fog is strong and i'm probably going to try to sleep more while i still can, but i've been trying to think about passive/anchor abilities for one
and i'd love to see some of what folks here have come up with, especially since i was kinda cold on some of the AotC ones
I've got my adamant's Wierd Ass Gyroscopic Chakram Chainsaw Shield Thing?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
(any thoughts or feedback is, of course, appreciated(
hmmge, are there any charms with uhhh
i can't think of non-mtg terminology here, though i know it fucking exists
"X" mote/initiative costs?
There is not. There are some with more in line with kicker.
modal but as in ramping by expenditure, as opposed to "can spend 2 or 6 for yadda yadda"
ah, alas
But 'scaling to Xth degree' runs into issues with 'Well I'll just dump my entire mote pool and nuke this'
right
Husk flayer has a X gore point cost
But like, that is a âweird internal artifact currencyâ that Caps out at 10
i was just hoping to crib some wording
right right
huskflayer's cool
trying to retool a 4-dot artifact's chassis into a 5-dot
So you might be able to snag the wording from that
which i've kind of decided is just
making its passive a bit more flexible
or...a bit broader, i guess?
there were a couple evos the GM whipped up with "an ally marks an enemy, you follow up", and i think i'm just going to make that a core feature of the passive
but i was trying to get non-clunky wording and ideally price checking for "you and [the defined ally] can put motes in for a mark"
Technically excellencies?
I think there are also some charms that let you spend motes to reduce damage?
And if you want a pooling effect, I think that DB super Sentai team attack one does it?
Yeah aside from.excellencies, you usually find stuff like.that on added point systems with artifacts and at least one martial art
That martial art being White reaper
Main thing to keep.in mind is input vs output
@marsh garden I think Voltspindle in alchemicals would be a good example to pull from
Kas Forgotten Realms was basically an abyssal if you think about it
the long delayed grandma quotes thread because i ran out of things to do.
123
Lord Soth is basically Faffles, send tweet
Lord Soth is way more miserable than Falafel, somehow
Incidentally, concept: rogue sid who got picked up by the Silver Prince before Heaven could get to them, now serves faithfully as part of the Deathlord's retinue and has adopted an Abyssal-style name
"Don't Fear The Reaper"
Uses White Reaper and Thousand Blades, eventually into Albicant Sepulcher and a bit of PAOC
Crossing Plutonian Shores to be a fake Abyssal
They're around, scattered across the books. Sid Melee has Meditation On Violence, for instance.
perception melee...
Ye, Sid melee uses perception a bunch
Which feels fitting
It's also heavily built around Aim
Alright, thought for one of my adamant's past lives:
- Essentially the autochthonian equivalent of a mendicant friar, who traveled to the Crystalline Sanctum and kneeled in prayer for three days and two nights to petition the Godhead to answer a question. Afterwards, the Godhead considered granting him an answer for 19 whole seconds â 4 longer than it had previously thought about any prior visitor.
I am that one spongebob meme rn
No one has ever been allowed into the Godhead and why would they, it's autochthon's brain
But like, I imagine this was seen as extraordinarily holy
And the guy was kind of a prick before, and even more of a prick after
Not corrupt or anything just like
A very superior (but genuinely devout) asshole
What does the green jade caste of Alchemicals do again?
there's one Jade Caste, but green jade is associated with the essence of life, growth, healings, poisons, plants
đ excellent, this will be of great use to me.
A lot of the alchemicals have a significant portion of their identities expressed by their caste abilities
For jade it's stamina, charisma, and wits
Dimensionally Transcendental Capabilities System
Cost: â; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Alchemical's body is held in a state of quantum superposition, with all their charms both installed and uninstalled until required.
When the Alchemical performs the Rite of Reconfiguration, they can designate up to (Higher of Essence or 3) empty charm slots as Wildcard Slots. As a Simple Action, the Alchemical can fill any number of Wildcard slots with valid charms.
This Charm must be installed permanently. It canât be removed.
Submodules:
Dimensional Engineering Expansion(3xp; Essence 3): The Alchemical can designate an additional 3 wildcard slots. This submodule can be repurchased at Essence 5.
Emergency Materialization Module(3xp): The Alchemical can fill Wildcard slots reflexively for 3 motes per charm.
Transdimensional Chameleon Circuit(3xp): Increase the difficulty to identify the Alchemical's charms by 3. A character that fails to identify her charms believes he has succeeded, seeing charms of her choice (Including charms they Alchemical may not know or that may not exist)
Essence Siege Barrier (3xp): The Alchemical's charms are immune to effects that directly target, alter or end the effects of charms against her will, such as Contraband Miracle Confiscation. Any attempt to affect them simply results in a vision of Old Realm text denying access. Exalted characters also receive a painful sensation of feedback through their exaltation and an understanding that the Great Maker will not allow tools he created to undo his work.
I maek alchemical charm.
essence siege barrier is cute
obviously it's charms you know, so like charms that already have to be permanently installed can't just pop in
My only concern is interacting with the 'install evocations as charms', uh, charm, but that charm's a bag of worms anyway
Yeah, 100%. Those slots have to be filled.
It's so hyperspecific that it's rarely going to ever matter but it felt really alchemical to have Autocthon having set up Extra Protection on their charms to fuck with people trying to affect them.
so how does this work with submodules
oh, do alchs not have many debuffs that you need to break to get out of?
I admit I kind of dislike how much this skips the core gimmick of Alchs but the submodules are fun
Essence Siege should probably pattern off of Invincible Essence Mantle for end-my-charm effects for celestial precedent reasons
i mean, it's getting no access to the charms until you use em, right?
that's only skipping it in the same way that (ignoring 5e, which sucks about it) dnd wizards often had ways to fudge prep for a cost
the reason Alchs get to, say, buy an entire craft suite for half price and leave it on the shelf is because they can be caught lacking particular things in durable ways, which this basically skips because of how much one alchemical charm is "worth" once you tape a bunch of submodules to it
you go out with your combat suite loaded and then whenever you need your social suite you take five seconds to take a really deep breath
which is way less of a problem in dialogue than in combat
ah, i see
That's fair. It was intended to be a bit of a sidegrade to Vat Surrogate Reweaving System. Vat Surrogate lets you swap out charms so you can go from one charmset to a different charmset, this lets you fill empty slots but you've got 'no charm there' until you commit.
the way I see it, I have no charms on any of my exalts until I commit to using one of the ones I bought
that one costs like 2wp right?
"this slot is empty right up until it matters" is not really a drawback
maybe make it Essence charms per simple action if that's a worry? so filling your suite up can take a little bit especially early on?
oh yeah here's IEM
it's a lot broader but that's why it's a charm rather than a submodule
I think the "free full excellency, roll if unrolled" is good to steal for the no-ending-my-charms thing
oh, sorry, 10m1w
simple actions aren't really a relevant currency outside of fights, is the thing
this charm also, once you fill those wildcard slots, does nothing
uh, actually, question
since I think you have to rite of reconfigure to re-open them still?
why is this a simple action if it's "in a matter of minutes"?
yeah you do
Simple as a type designation also means "this starts an action on its own and cannot be combined with other Simples" and as such shows up on many things that take more than one combat-turn simple action's duration
like craft charms that last for one project but are incompatible with other simple craft charms in the same tree
Unless you're a sid and it's martial arts. Because they can cheat đ
It's a solaroid, I wouldn't be surprised
but my knowledge of their charmset is very foggy and keeps getting blurred with random 2e things
haven't scoured the new one properly yet
Oh, it's Sids
Sorry, with a name like Invincible Essence Mantle I was looking through solars
It's a very solar name
it's a surprisingly vincible essence mantle by the standards of shaping defences
I kind of wish they had a more specific standard issue shaping defence charm somewhere else
sometimes I want to just say No
i also looked through both solar books first lmao
but then i realized it was misc so it was probably in sids
it's the only protection against having your charm effects ended that i know of
I know I put a shaping defence on my sid's sword but it's also again not really one of the insane ones.
Misc 'Its Gonna Be Sids' McMisc
Unshackled Spirit Oath
Cost: 5m; Mins: Essence 2
Type: Reflexive
Keywords: Resonant
Duration: Instant
Prerequisites: The Yun Do Not Kneel
Even with the Yun Clan slain and their patron god shattered, these oaths of freedom remain, resisting Oblivion itself.
The wielder can use her Parry to defend against Spell, Psyche and Shaping effects. If the effect could normally be opposed with a roll or static value, the wielder uses her Parry instead. Against unrolled effects, the opposing character rolls a dice pool of the Storytellerâs choice.
The wielder gains an additional +1 non-Charm Parry against Spell, Psyche and Shaping effects that would restrict the wielder, or that would attack her mind or soul.
Resonant: With an Essence 3 repurchase, the wielder can pay a one-Willpower surcharge to extend this Evocationâs duration to one scene.
IEM is totally worth your 8xp because unlike shaping defences it's broad enough that it probably comes up
it's the general Don't Fuck With Me button
but sid charmset oddness means they don't have more specific ones for shaping where everyone else does
do lunars have psyche/fate/etc shaping effect protection in their charmset? I always forget
hmm sssort of but it's not a straight No Effect
Laughing Into the Teeth of Madness is kind a weaksauce one.
They've got the tattoos for physical shaping but they don't seem to have much that stops a sid punching all your friends away.
The Alch one is basic but it's a very functional basic.
Ontological Anchor Assembly
Cost: 1wp; Mins: Intelligence 3, Essence 1
Type: Reflexive
Keywords: Augmented, Internal
Duration: Instant
Prerequisite Charms: Thermionic Orthodoxy Array
Microscopic design weavers cluster around the Alchemicalâs Essence reservoir as if it were the Godhead in miniature, making the Champion a Design unto herself.
The Alchemical adds (Intelligence/2, rounded up) to her Resolve as a non-Charm bonus against a Shaping effect used by a gremlin, fae, or undead. Alternatively, she can add that many automatic successes on a roll with any Attribute opposing such a Shaping effect. If she succeeds, she gains one mote for each 10 she rolls, or each 1 on a roll against her resolve.
With Essence 2, this Charm can defend against unrolled Shaping effects, forcing an opposed (Willpower)roll. Each installation of Transpuissant Intelligence Upgrade the Alchemical has adds an automatic success on the roll.
Submodules
Reality Stabilization Matrix (3xp; Essence 2): This Charm can defend against all Shaping effects.
Essence Siege Barrier (3xp): The Alchemical adds (Essence) dice to a roll or (Essence/2) to static value to resist any effect that interferes with her Essence or magic â ending an ongoing Charm, stealing motes, breaking attunement to an artifact, etc. These bonuses are non-charm. Against unrolled effects, this forces an opposed (Willpower) roll, with the Alchemical gaining Double 9s on the roll. Any failed attempt to affect her charms simply results in a vision of Old Realm text denying access. Exalted characters also receive a painful sensation of feedback through their exaltation and an understanding that the Great Maker will not allow tools he created to undo his work.
Okay. The bonus is smaller than the sid one and only works vs 'fucking with magic' (Instead of also being shaping/psyche) but is non-charm, as 'full excellency' would run into 'I'm an alch, I already get a notable percentage of my excellency for free'.
From stat-up, yeah.
Alchs have free excellency from stat ups and a smaller excellency cap.
Autocantor
Made from precious materials and gleaming porcelain, Autocantors are toys for the richest and most paranoid of dynasts who dare not trust any being with a mind capable of betrayal. Beautiful but clearly inhuman, these dolls use skilful fingers and inbuilt tools to produce music on par with some of the greatest mortal musicians.
Those who spend time around these creations soon discover they are incapable of true learning or creativity, though a skilful engineer can adjust them to play a near limitless number of songs for their owner. Rumours fly about Dynastic parties of more expensive Autocantors, enspelled or possessed by spirits so that they can act independently, invent music of their own or even defend their master from assassins. Such beings have never been proven to exist but would be worth a king's ransom if found.
Making a new automaton.
Set The Scene(8m, 1wp; Simple; One performance; Essence 2): The Autocantor's music flows through the world around it, setting the scene for all who hear. It chooses one of the following, rolling Music and affecting characters with resolve lower than its successes:
-Passion: Affected character respond to their emotions in an overt, dramatic, and potentially excessive way.
-Headliner: Affected characters suffer a -3 penalty to awareness-based rolls to notice anything but the performer.
-Accompaniment: Affected characters cannot notice the performer unless it rolls Join Battle or takes an overt, disruptive action.
-Serenity: Affected characters treat time listening to this performance as restful sleep for all purposes, unless they are engaged in hard physical actions (Such as Fighting or Laboring).
A character may choose to be affected, even if their resolve is higher than the number of successes rolled or may resist the effects by spending a willpower. Trivial characters can't resist. The Autocantor can take other actions while continuing the performance by flurrying them with a miscellaneous action to continue performing.
It's got some good support social stuff but nothing that directly creates or uses intimacies.
And also ten-quintillion ways to get automatic successes in place of dice and lots of non-charm successes, too.
...what was that for, sorry?
Oh shit, I thought I was scrolled down
This
Ah, yeah
I've not run the numbers but I get the feeling alchs scale harder from E1 to E5 than other exalts. Not though to make them better than them but their excellency nearly doubles in cap while for most exalts it doesn't much change and then they've got those good dice things and a good cap.
I suspect they are a little more specialized than lunars due to charm slots and so much of their dice trick budget resolving through Transpuissant, though
That's fair
They really fascinating
Lunars are mechanically fine but I love these stupid clay people
I'm doing a similar thing with Wanderers where they have a relatively medicore starting cap buoyed up by other effects. Though they don't get transpussiant equivalent they get some tricks.
I was thinking about it, and I think Moonsilver Caste might be king for Exalt Ways
Wits and Dex
Makes sense
Don't forget the 'turn into a bird' charm if a lunar questions your credentials
Oh wait, moonsilver alch
I am a derp
Editorializing Reality
Cost: 5m, 1wp; Mins: Appearance 3, Essence 1
Type: Supplemental
Keywords: Mute
Duration: One Scene
Prerequisite Charms: None
Look, which person here *looks* like a winner? We know how this is going to go but we should at least let the extras make their plays.
The Wanderer suffers no penalties to her rolls with any attribute for lack of preparation, or being out of place such as turning up to a ball in her pyjamas, wandering about a monastery with a blood-soaked goremaul or delivering a blank canvas for display in a gallery. Her actions are seen as avant garde or eccentric rather than insulting or mad.
In addition, when the Wanderer makes an opposed roll that is purely part of a contest (Such as a footrace, game of gateway or a dance-off) against one or more characters, the Wanderer automatically wins, regardless of rolls.
Nontrivial characters can pay one Willpower to resist this effect for the scene, or two willpower if her appearance exceeds his resolve. This allows him to recognise her inanity and to genuinely compete against her. This Charm ends if the Wanderer attacks or takes other overtly hostile action.
Keys
Red Top Sensationalism (Essence 2): If a competitor pays a willpower to resist this effect and is beaten in the contest despite that, all characters that did not pay willpower to resist gain a minor intimacy of disgust or scorn to that competitor or strengthen an intimacy of that sort to major, seeing as a sore loser and cheat regardless of their actual conduct. This is a Psyche effect and cannot affect characters that already have major or defining positive intimacies towards that competitor.
Blood Boiling Charlatan (Red Top Sensationalism): Instead of creating a negative intimacy towards a competitor with Red Top Sensationalism, the Wanderer can instead cause affected characters to gain a negative intimacy towards any group the compeditor belongs to. Defeating an immaculate monk in a poetry competition could cause watchers to see the entire immaculate order as talentless bores or cruel brutes. This is a Psyche effect and cannot affect characters that already have major or defining positive intimacies towards that group.
Fae Bullshit for the Wanderer.
It's basicly their version of Wearing Red To A Wedding. More expensive (Costs +2m and +1wp) but is a bit wider and lets you Stunt On Extras.
God Infernals are cool
Bureaucracy-based shaping/social defense that relies on saying, "no, that's illegal. Source: I am every judge."
Infernal Bureau
they cooked real hard with infernals
They did
There are particular things I'm disappointed with but I cannot deny that I ended up with no objections to them being Ability-based, because every ability has an amazing and extremely robust charm tree.
oh, you wanted them to be attribute?
Originally they had spirit charms. I thought attribute would have been an acceptable middle-ground.
what're spirit charms?
Essence requirement only
The big thing was that infernal excellencies were, therefore, very weird
ah
infernal book has made me v excited for abyssal companion, hopefully they don't just port over more solar charms from miracles for it
actually, when is the deeb supplement supposed to hit?
oh, right, i need to go read that one
It has a flaming hoverboard you can make Thrown attacks with
SICK
And partly considering it's a backer-funded book and the charms are created working with said backers
ah, that also makes sense
So like we know that the Sid companion is going to include a bunch of secret techniques people wanted for their favorite martial arts
ooh
How do secret techniques work?
They're normal MA charms that don't count towards completion
So you don't need them for completion
And they also don't help you get there
Some we've seen referred to include:
- A technique that lets one get extra benefit for knowing multiple immaculate form charms
- one that lets a PAOC stylist pick a form from any style and buff it
- using thousand blades with mundane weapons
We've heard there will be 22 of these things
these are cool
Yeah! I think they're nice for sorta ... plugging thematic holes?
vague roadmap is alchs 1.0 -> infernals 1.0 -> sids 2 -> exigents 2 -> abyssals 2 -> alchs 2, yeah?
Like, in 2e, learning a full Immaculate style permanently attuned a DB to that element so they could better utilize its charms. In the Sid companion we get:
Whenever you're in an immaculate form
yeah it's just wp to activate
Which, if you're picking up multiple immaculate styles? Probably always
Here's the PAOC one
which is, as i have rapidly learned, not cheap lmfao
the funniest thing is that a Sid using Ways of Exaltation can combine these
Get Real Training
Mins: Martial Arts 5, Essence 3
Type: Simple
Keyword: None
Duration: Instant
Prereqs: Steel Devil Form
Replace your dots in Steel Devil Style and all Steel Devil Charms with those from another martial art.
LMAO
i don't know what steel devil style has done to deserve this kind of fucking roast
but wow that is funny
The really funny thing about Steel Devil is that imo it should have Single Point's schtick
Like, I'm sorry, you gave the ability to have separate initiative tracks for you and your sword to the single sword style, rather than the two sword style? Get outta here.
Clearly we need to balance them out by merging them mechanically
It's extremely winmore
if the tricks work, they're great. You'll just never get them to work in a situation it will change how the battle turns out.
If you are in a position to use it effectively, the things it does are kinda useless to you
rip
... I do feel like this idea has merit
Steel Devil imo screams to me 'this should be the Defensive Sword Style'
As we've got a lot of Offensive Sword Styles
But not many that prioritize defence.
Yeah, a sword-and-dagger style would be welcome
i cannot imagine a world in which two swords makes you safer than not using two swords
but sword and dagger parry style sounds cool
So historically, with rapier, it does make you much safer, but if you're fencing with two rapiers so is the other guy and that's four rapiers worth of death for two people
lmao
And one rapier contains approximately 1.5 people's worth of death
okay fair, in the situation of two lunatics waving two rapiers each at each other
What we know from records is that so-called Florentine duels tended to end with everyone dead
you are better off than if you were -1 rapier vs your opposing lunatic
Like it actively frustrates me that:
A) Paired weapons gain a bonus to clashes
B) We have a paired sword style.
C) We have a sword style with clash charms
D) The clash charms are not in the paired sword style but in single point.
I would steal single point's clash charms and give them to Steel Devil
i assume single point's aesthetic is about katanas?
Iaijutsu
or alternatively the chinese Flying Sword stuff
Single Point is Iajutsu
yeah that sounds about right
makes sense that it's the strongest style in the game lol
More evidence that Single Point's mechanics really should belong to Steel Devil
i don't understand what makes iaijutsi give you a second initiative track
other than "we have to make it busted"
Nobody does!
God, I forgot how nothing steel devil style's form is.
what the fuck is offhand charge capacity
'Wow , I get to ignore the penalty for off hand attacks? That's definetly a thing people remember is in the game'
(In general, the thing about two swords is that manipulating even one sword effectively is pretty hard, so it's typically more useful to have something small and easy to react with on the opposing arm than it is to have a second sword you don't know what to do with. In theory the control offered by a second sword would be amazing, in practice humans have this problem with cognitive load.)
(Also a two-sword style would still not be about simultaneous attacks with the two swords)
So what if you had initiative except you can't use it for anything you'd want to use initiative for so making use of it for charge actively makes you more vulnerable to people beating your ass.
Yeah, it's sorta why I lean towards stealing the clash charms. Make it much more of a 'block your blade with my off hand...oh look, you're out of position and can't guard my stab'
(It would be about using the length of one weapon to trap and bind while using the other one to stab a motherfucker)
i do, at least, empathize with the desire to make your dude zuko but a demigod
I mean also, Exalted superpeople are allowed to bypass cognitive load limits on martial arts
It's the law
Something fun: when the fencing masters I've studied with do classes on using the offhand, they consider a towel wrapped around the arm a perfectly adequate training tool
Since that's almost exactly what fighting with a cloak was
nice
They are, though I do think it would be cool to have more representation for 'my off hand is parrying your blade while I stab you'
If that makes sense?
You just need something that lets you block with the offhand with minimal risk
...that was supposed to be a reply to .
Oh, yeah, I agree
I think there should be a shit-ton of weird gambits and clashes
And double-layered defenses
The mechanics of the human body are such that attacks with two arms simultaneously almost never make sense
But the length of a sword is an excellent defensive tool
https://www.youtube.com/watch?v=XMV2Rr_YAKI These are, incidentally, students of the people I've done a bit of study with (they are way better than I am)
Spanish rapier & dagger exhibition assault for Escuela de Tauromaquia, AlcalĂĄ de Guadaira. MAA Instructors Antone Blair and Jared Kirby, Andalusia, Spain 2010.
But you see how the position of the second weapon is covering the body while not interrupting the movement of the first
When they switch right-to-left, they keep doing that with the sword in back and the dagger in front
Two swords could work the same way, it'd just be mentally and physically exhausting
I'd love a lot more 'Oh and FUCK YOU FOR TRYING' defensive charms. Stuff like 'Parry and PRONE YOU GO'. We've got a lot of 'big defensive number' charms but most counterattacks/retaliation effects are just damage.
Yeah, a basic, "I turn your forward momentum into slamming you on the ground" charm would be rad
Something like clashing with a grapple and immediately doing a throw savaging attack
I could see a redo bringing back 'unbalancing' from later martial arts.
So you've got a couple of things that play with that effect
Maybe give it a repurchase that lets you absolutely fuck over legendary size creatures
Just destroy the guy by controlling the pace and movement so he's off balance and you're doing well.
I'd love that
But I might be overthinking this
How's this seem? Pondering if the 'oh and you win random contests' bit is too situational for the hefty increase in cost over Wearing Red.
So Steel Devil's core gimmick requires you roll enough threshold successes to beat your opponent's defense again, and then potentially again for Triple Attack
And your reward for this is kinda mediocre
pain-peko
So if they had 5 defense, you need to roll at least 9 sux to be able to use Double Attack at all
And it makes you add like... Dex and half offhand charge damage for the effort?
Something like that
I believe I heard something about how the Sid companion might have a fixed Steel Devil?
oh, that would both make sense and be cool
Exigents 2 is already out
MIracles of the Divine Flame
It looks good to me, and I don't think it's a too situational addition given it effectively acts as a willpower surcharge to the first time someone decides to interact with you in a serious manner
Huh, I did a search for the exigents companion (because I, too, only just learned it came out) and this review came up and it stakes a fascinating position on exigents as a concept http://www.itcamefromthebookshelf.com/2025/11/exalted-3e-miracles-of-divine-flame.html
Okay, I think we finally have enough information to officially call it: The Exigent Exalted are an untenable character type. I know, I know...
tl;dr the Exigents book and Exigents companion are both good enough that they demonstrate why homebrewing an Exigent is really hard and realistically out of the picture for most players
i'm sorry this is so fucking peak
i want this
but yeah, that makes sense as a review
the "easy mode" for Exigents is like, stealing charm trees from different splats right?
Because I definitely agree that an original full charm tree is way too much to be reasonable lol
I should check that out.
Yeah, I'm working on an exalt and I'm like...not even close to E1 playable, let alone later playable.
same
The 16 characters we can play via the two exigents books are great, and are in some ways almost like Chuubo's-style pregens
honestly I went into the first exigents book not expecting to like them that much--I was one of those 'we already have godblooded and godly investiture' sorts
but sovereigns absolutely hooked me
Steel Devil be like
Another issue with steel devil
Keys do make exalt design easier, at least.
the guy who wrote it is awful at mechanics
and it shows
SD works nothing like any other MA in any of the books

Like keys let me easily turn this from a single charm into a bit of a chain without a tonne of extra writing (Though I do feel like it needs like 1 more solid key)
Steel Devil is 100% an early concept MA that didn't get any attention or reworking for the final book
Offhand charge is unironically unsalvagable unless you change it entirely imo.
As it's just 'what if you wanted to turn your init into Init But Worse'
yerp
not to mention
the utterly garbarge starting charm
5m to get two auto auxs on a JB roll
Steel Devil should have been the MA with the extra initiative track if any of them
I think you could do a fun way to adjust off hand charge that isn't just shitty init.
When you spend init on a Steel Devil Charm, Chopping Attack, Piercing Attack or Gambit, gain that much off hand charge.
Turn it from a resource you give up init for into an EXTENDER on existing init spends.
That's how I'd redo off hand charge as a fundamental concept. From there I'd make it a defence and gambit focused style that uses off hand charge to outlast opponents.
what's the going rate for that? the math technically works out, i think, but i imagine that JB is one of those rolls that you just
get a ton of discounts on
2m per success is the excellency rate.
ahh
So 5 for 2 is sub par compared to even generic ability boosters
5 made sense to me because an added hit is 2.5x the value of a die, right?
2m per sux is excellency rate
or um
a success, i mean
since base rate is 40%
i assume that has to be where their logic was as well
base rate is actually closer to 50% given double tens
oh! right, that would even it out
Also dice tricks exist which inflate the value of rolled dice
And excellency is usually the floor for mote efficiency
A charm needs to either be more efficient or offer other upsides
another thing
i never noticed
this style is filled with so many
nickle and dime effects
my god
Iirc another style is 3m for +Skill dice to JB. So that's 3 for 5 dice before long.
so many tiny costs that are going to add up
and do nothing to actually helpmyou
hit the damn target
Final list of past lives for my adamant alchemical:
- An engineer who, mostly by chance of life circumstances, had the opportunity to work on and with three different metropolitan transformations across three different nations throughout their life. All three experiences shaped their life a great deal, and they died while on the job of the third.
- Extremely pious mendicant friar who journeyed alone across Autochthonia to seek admission to the Godmind. After kneeling in prayer before the Godmind for three days and two nights, it is alleged that his request was considered for 19 whole seconds before being denied, a whole 4 seconds more than anyone prior. So, a holy man. Also kind of an asshole. But a very pious one!
- A factory foreman who had the opportunity to learn the mundane form of Wood Dragon from one of Autochthon's very few deebs, and went on to structure and teach it to the workers between and after shifts, creating solidarity and leading a sort of martial arts revival in their community. Some reference to Jigoro Kano, the creator of judo, who is most notable for developing the pedagogical tools and systems now employed by lots of martial arts.
- Autochthonian Steve Irwin, a ranger of the machine god's wild places who ended up working as a prolific science educator. Possibly with some Carl Sagan vibes as well.
this really bothers me now that i've realized it
yhe entire point of the fuckin style is is getting super hits
Steel Devil does have some good defensive moves, actually
It has a second form charm for no particular reason and it's a big ongoing parry buff
Unfortunately literally every offensive technique it has is worse than useless
the funniest part is how the flavor calls it "the lesser of the two forms" and it's way better than the first one
My redsid is running around with parry 7 before stunt, Excellency or buffs, double attack technique needs a significantly better than average roll on a full solar excellency to trigger against that guy standing around and doing nothing
yerp
and forget triple or quadtruple
they should have just
made it do cheap.multinattacks
or something
and all that effort for getting like 5 + charge extra damage
the funniest is vit avout steel devil
is that the Essence version
is busted as hell
oh lmao
aoe decisives out the ass
I love how the reward for Triple Attack is getting to add your full charge instead of half
which is just laughable for having to lap their defense three times
It really should just be Single Point
parry 7? do sids have an easy to grab permanent parry booster somewhere?
in socialize or some shit
No that's stock for all characters
Melee 5 Dex 5 speciality in your weapon gets you 6, and then medium weapons give +1 parry
So stock Sword Dude With Sword is parry 7, all other defences are 6
oh
right
i forgot that medium weapons are Strictly The Best
for zero discernable reason, afaik
Paired lights are great for clashes, heavy is for archery and throwing since those replace the usual accuracy track
But yeah medium sword good
Well light has higher accuracy
yeah but medium gains more than light or heavy
heavy has the worst accuracy and a defense penalty, medium is in the middle and has a defense bonus
I appreciate heavy for style points and because often heavy weapon using MAs are good
what dual lights are for is taking a bunch of reflexive clash charms and replacing your defence value with your attack pool
or just being a sid
and yeah dual lights are for that and also artifact efficiency since most of the time youc an pick up a pair of artifact light weapons as 'one' artifact
because lol TN manipulation
eh, sids are squishy, I still want the defence
not dw lights is, alas, not that
fair
whereas if you want to go like, sowrd and shield that's two different artifacts
(alsod on't do that shields are trash)
(TRAAAAAAASH)
wait what. poor shields
I mean shields are neat ish if ur building for them
and they get morr examples then armot
that is a damning pair of qualifiers
for making neat ones
not a positive one
"neat-ish, and only if you build for them" is rough
you get to flurry full defense! except yo ucan't flurry it with attacks And the shield itself has -2 damage.
I wouldn't say they are 'very good' for that
I mean they're for doing defensive plays
and u cannuse their defense in place of a dufferent weapon for parry
I'd rather just have any other medium melee weapon, full defense is just not good
Sids IIRC have a charm for making shields good
anyway, could y'all take a look at what's supposed to be the passive for a 5-dot artifact?
and anyone who says a shield is a purely defensive weapon has never been hit in the face by a buckler
sure
i, again, have no idea how to balance in this system
no worries
and i worry that i've overdesigned it because i keep looking at The Cool Ones
hot take medium weapons shouldn't get the +1 def bonus, that should be a function of the shield tag and it should scale with size ifyou're going to give them an offensive penalty
my GM's using a weapon chart homebrew that uses templates instead
so you pick one high stat, one medium stat, and one low stat
Oizys thrives on possessive bonds, and fuels its wielder's vicious jealousy of her comrades' attention. In a given scene, the strongest Tie of loyalty, love, or admiration whose subject it present is considered the Lifeline, and that subject is considered the Anchor. Once per round, when the Anchor makes an attack, threaten, or read intentions roll against a single character, Oizys's wielder may pay 2 motes, branding the target with a blood-black Mark of the Beast. This cost is waived if the Anchor rolls at least 4+ extra successes on the roll.
A living character with at least one Mark of the Beast is battered by visions from Oizys's wailing ghosts, and suffers a -1 penalty to Evasion and Resolve while in close range of its wielder. With four Marks of the Beast, he withers beneath the terrible weight of death's unblinking gaze. He must spend an additional Willpower to resist influence rolls, and up to (wielder's Essence) of his 4s subtract successes on all rolls against undead or the Anchor.
mhmmm
the uh. repetition of 4s is because i think numerical themes are neat and i'm a dickhead that enjoys the death homonym
I feel like making it a stackable thing is maybe a bit of a pain for the purposes of tracking
unfort
How long do the marks last?
oh, oops, i had that somewhere but forgot
must've been deleted at some point in shuffling
I think making it just one mark may be better, but you can have [ess or 3 whichever is higher] marked may be better
tentatively, after a scene spent out of the artifact and wielder's sight
ah, that's a shame, i'd tooled a few of the evocations to care about and consume stacks
scene long effect seems good though i think conceptually(at least as currently iterated) it feels like an 4 dot
oh
i thiught it was just thr attubement
I was going to say this is a decen attunement as long as you like, peg the evocations off of it
if u've built.charms around it already would need to see those to get a proper feel
ye
my main issue is just tracking
which isn't like
awful
but it can cause issues if you lose track mid-combat
Sids do shields good
i'm also wondering if this is mesnt to be
a combat artifact
or a social artifact mainly
because as written, leans a lot towards social
it's intended to be a support artifact, and blends both
mhmm
but ye, try it out to see if you like it but over all
seems neat
Also, personally
i'd use the strength of the intimacy for scaling of the penalty
might be a bit on the stronger side but also, you're relying on getting a specific number on a die so that helps to balance out the downsides
like
the scaling of which penalty?
ahh
right, that makes sense
i didn't have it capped at all at first, but i wasn't sure if that was too generous
based on some of the charms i'd seen that go "blah blah up to X 1s reroll"
intimacy based sux removal would be extremely strong in most cases but it's reliant on getting a specific number
yeah do keep it capped
just to keep it from getting to wacky
but ye, it takes a while to build up(though charms could change that), costs about 8m over that time
also is there a reason it's specifically -1 evasion and not -1 def
nothing wrong with that just what made me think it might have been more leaning to social
EYES FOR ONLY ME
Cost: 2m; Mins: Essence 1
Type: Supplemental
Keywords: Withering-Only
Duration: Instant
Prerequisites: None
When the wielder attacks a Marked character, she adds (Lifeline) to the raw damage of the attack. If it deals any damage, the Anchor gains 1 initiative, then may remove any number of Marks from the target to gain that much initiative.GRACIOUS GIFT OF TEARS
Cost: -; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: None
Prerequisites: Eyes For Only Me, Blood-Drinking Palm
When using Blood-Drinking Palm against a Marked character, the wielder adds (Lifeline) to the maximum motes she can drain, and may choose to grant half the drained motes to her Anchor, rounded up.
SEETHING JEALOUSY
Cost: 3m; Mins: Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: None
When the Anchor attempts an Inspire, Instill, or Threaten roll, treat the target as if he had a minor tie of fear or unease towards the wielder and a minor tie of fear, fascination or respect toward the Anchor. If the target already has both Ties at Minor intensity, they count as Major Ties instead.
ďťż
Reset: Once per scene. Using this Charm against an enemy with four or more Marks waives the cost and doesn't count against this limit, but removes four Marks from the target.YOU CANNOT HAVE HER
Cost: 4m1w; Mins: Essence 2
Type: Reflexive
Keywords: Perilous
Duration: Instant
Prerequisites: Eyes For Only Me
The wielder may use this Evocation when the Anchor is Crashed, instantly appearing at his side in a flurry of anima. She immediately Marks the assailant at no cost, and takes a Reflexive Defend Other action. If the wielder crashes the assailant on her next turn, the Anchor triggers an Initiative Shift.
uh, i wasn't sure if it was too powerful for a relatively free, plausibly scene-long static malus
fair nuff
so i erred on the side of caution, even if i'd prefer defense lmao
it's art 5 but ye, never hurts to be careful
it already does a lot
and feels more evocative of a playstyle
if you think i can get away with a full def shred, i may try to push it in, but
I don't think you need to, especiallyblooking at these charms
this was, i thought, a decent statement for flavor and what little i understand of balance
so
(well, initially i was toying with "-1 to either parry or eva and resolve or guile, chosen by the target" but phrasing and presentation would be way too wordy, the effect would be way too finnicky, and it'd be annoying to track)
important notw about the perilous tag, those are "typically" charms with iniative costs
i don't think only
(but i wanted it as "they can only concentrate on a couple things at once because there are ghosts fucking screaming at them")
ye i think that would be adding
way too much choice to an.effect that proca extremely.often
really? most of the ones i saw in abyssals while leafing through were pure mote costs
i coyld be wrong but and it's not purely on those, but i want to say it makes the majority
been a minute
...i am seeing a lot more initiative costs than i remembered, but
gotcha
but yez this seems very neat for a mad dog bodyguard type character
would def need to see it in play and also, a query
how does this work for aoes
is it 2m to mark every target once?
or 2m per target
this is especially important for social if ur chosen anchor utilizes performance
i believe i worded it correctly, i phrased it as "makes a...roll against a single character"
ah, missed that
i know we've got a (Horny Time sid) performer in the party, but i don't have a positive tie to her at the moment lol
aa it's adding another layer of mental overhead
hmmm
but if you're fine with that as a player, go for it
that shouldn't be too much of an issue, because i'm the one tracking it
ye
not foisting that on the GM
do you have any suggestions for possible changes to the charms?
I'm just talling from a play experience that exalted already has a lot of tracking already
off the dome, nothing immedieately jumps out aside from these effects feeling a bit. . . conservative for an art 5
it was an art 4 and i didn't want to uh
i don't have a proper idea on how to punch them up, but the o ly evo that is not doing something that you can already do is the one that lets you teleport over to ur anchor
jump to explosive changes before knowing whether anything was flawed
i wanted to work on the passive and make sure it was a functional baseline
and personallyz i think.it's fine to keep it as such if u don't have an explosive idea for it
but honestly, i might keep it as it is if this is fine for 4-dot and then expand on them later
because this is a fresh artifact
ye
completely new and bespoke
Art 5s are flashy but nothing wrong with a solid artifact 3 or 4
well, i wanted 5 because i want to be able to grow (into) it
...how reasonable is "inflicting positive Ties in people when i maim them"?
depends on the viiibes. And do u mean crippling effects specifically or just dealing damage
depends!
i was mostly just thinking "hit a significant base wound penalty"
but like, hurting people to instill (my ties toward the Anchor) into either me or them is something that i wanted to dick around with
i just have no idea what layer to start approaching that on
this is exactly what i'm going for lmao
but yeah, if you have any suggestions on where to look (or just directly aid on where to start) for that kind of upgrade, I'd appreciate it
i want it to be something that changes over time, but i just do not have the framework to engage with it mechanically
One of the top-level Abyssal Melee charms actually does Basically Offhand Charge, tbf
This is
Probably Dumb And Not Worth Doing
But
I feel like there's real potential for an Exigent for whom the God's.... deeeeaaaaaaath????
Well, in the sense of the idea I have more
subsumption
Is an explicit part of how their shit works
And the Exaltation is kind of a combination of the spirit of the Avatar from AtlA and Moorcock's Eternal Champion
And it's got an overall 'genre-savvy tragic folk-hero' vibe
You are haunted by knowing you are part of a long line of ghosts in the making
there was "a successful Exigent petition" a long time ago
and then the god became that first Exalt, and keeps passing on that eventual possession?
Who gave their lives, often thanklessly, to solve terrible woes
Kiiiinda
The God has been reduced to an almost dead state
Not even slumber
They are borderline catatonic and only awaken in times of great duress or when it is time to find someone new
ahhh
And even with that awakening, they're not
A Person?
Have you played Tears of the Kingdom?
jup
They act like FUCKING SPOILERS ||The Light Dragon. They are driven by an animal instinct to Their Duty.||
nice
Oh, have you played Morrowind as well?
It's the Nerevarine but as a swiss-army prophecy hero
And Azura is dead from creating your powers so you can't even complain to her
OH THE ETERNAL CHAMPION 'VERSE WAS PUBLISHED BY WHITE WOLF IN THE US ISN'T THAT SERENDIPITOUS <XD
haha
I need to go back and finish the Strider exigent at some point
for when you just want to explicitly be a super robot mecha anime protagonist
(they're the chosen of Charkaid, God of Warstriders. He is also the warstrider they start with.)
the weird thing about shields is that half the time when you build for them you don't go sword and board, you use the Sid/Sovereign charm that a) lets you flurry things better and b) removes the damage penalty on your shield and then just beat people with an artifact shield like you're Captain Realmerica
I think Four Seasons Rival is literally the only character I've seen who is mechanically incentivised to go sword and board
https://docs.google.com/document/d/150xLxZvB6cjjtRSh9Z1t29ORi-r_N496_ydS3yjraos/edit?usp=drivesdk if you wanna have a read, it's a little bare bones right me
Chosen of Charkaid, God of Warstriders Charkaid has not had a great millenia, despite being (arguably) one of the most powerful divinities in the Bureau of War. He is the God of Warstriders, patron of the god-machines and the exalts who pilot them. His machines marched to war a thousand times si...
and he still has a charm that lets him reflexively swap the shield for a second sword for clashes and then swap back again after
This is so cool
thank you!
like I said, quite barebones and i'm still like
fiddling with charm power level. My intent is 'solaroid tier in a warstrider, celestial tier outside' but it has been drilled into me multiple times that trying to reach solaroid scales is a fool's errand
it's doable but it's a giant bitch, especially if you want your basic charms to not just be neat copies of Abyssal trees
and that's quite hard to do here
have you considered letting the player pick Chark's weapons? there are a few heavy armour compatible styles and it would be a shame to be deprived of Live Wire Warstrider just because he doesn't come with whips
So funny thing is the like
very first craft charm was going to be 'change his weapons to any artifact weapon for a scene'
with a (key! thank you infernals!) at E5 to make it permanent
err, E3
@bleak hazel I need your opine
How do you feel about Falcon/Nightingale/Crane as a set of MAs
falcon has a very particular style, namely hopping up and down like a deranged pogo stick to do smash attacks, and the other two aren't super into that
but it does depend on what kind of exalt this is going on
and how deep you're going into each
question: are there any follow-up charms that make a committed (scene-long or indefinite) charm Permanent?
A CMOS thrown sid
hmm
CMOS/Falcon has some juice, but I don't think you can get Kiai in there without spamming Unweaving Method
The Kiai is mainly for style
Smallest possible SVN dip for style then
Crane is the one I can't really work in there
I love it, but it's got a different highly particular gameplan than the other two
I honestly am looking more of like
"This is my offense style, this is my social style, this is my defense style"
Instead of hard comboing everything into one big mama jama
You might prefer something like Brawl for defence then
Crane looks very defensive but it's actually about making infinity counterattacks, the parry buffs by themselves are relatively minor
not typically
pain, was trying to get wording guidance on replacing a charm with a permanent equivalent
only example that comes to mind is infernals with their enhanced sense charmd
oh
Solars also have a similar thing for Awareness improved senses
that works perfectly, this would be for a sense charm lol
(and they also get to cheat and recover the committed cost)
i'm trying to modify Countless Grasping Phantoms to-
wait shit
i should just look at mind-hand manipulation
oh wait, it's all about stat replacement
damn
forgot about that for a moment
...okay, what possible Essence and conditions would be reasonable to make "you can replace a number of the target's rolls equal to his wound penalty with 4s"? i understand that this is a monstrously powerful effect with no brakes, so I'd love to figure out what kind of pacers or conditions would make it feasible
i assume the wound penalty bit is already doing a bit of work there, since it's death spiral stuff that gets more useful the less necessary it is
or i guess "more powerful the less useful it is" would be the right phrasing
personally, i wouldn't because this is.double.dipping i to the penalty the artifact already inflicts
reasonable
i wanted it as a more generic reactive thing than another hammer into Marked targets, but yeah that's
probably better suited just adding more ways to mark
mhmm, more ways to mark or more ways for the marks to be spent
You ever play Rogue Trader crpg?
i have not, just watched runs
The vibe of this feels similar to the exploit.mechanic on the operative class so that felt.like a good point of ref for how to utilize them
I'll go badger my RT sicko friend
Torn between Ascendant and Penumbra for my friend's Infernal campaign.
Reading The Traitor Baru Cormorant is giving me ideas.
MASTER'S MANY HANDS
Cost: â (+10m1wp); Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Countless Grasping Phantoms, Field of Fell Dreams
Oizys's wielder permanently gains the benefits of Countless Grasping Phantoms out to its usual range. The ghostly hands are ordinarily dematerialized, but can be reflexively made tangible for one scene with a ten-mote, one-willpower surcharge. While materialized, the wielder's aura of writhing hands has the effects of a Field of Fell Dreams, and she can make unarmed attacks and grapple gambits against characters within this aura. Whenever she deals decisive damage, she gains one necromantic mote for every two health levels of damage dealt, rounded up, as the ghostly talons tear wisps of soul away. If the wielder manually casts Field of Fell Dreams while the hands are materialized, her aura increases by one range band, to a maximum of long.
yea or nay?
too early? too much?
i think any effect that makes another charm.permanenr
should be e3 minimum
but that's a personal.feel
gotcha
if that's not like, a firm statement on balance and just a texture-and-philosophy thing, i'll wait in the hopes of getting extra opinions on that
but i will definitely keep it in mind
other than that, how does it look?
wjat is the effect of.field.of.fell dreams
reflexive sorcery is usually out, I could see that at high essence level but at 2-3 I'd make it Simple
guaranteed cast but you have to pay
What would you say combos well with cmos then?
Sid Melee can Enlighten into it for an excellent clash build, Live Wire has to take the armour off but has insane dual whip accuracy and damage, Falcon is fine with fists and footsies, Sid Brawl has an excellent Versatile defensive tree and any knife style uses CMOS fine with artifact weapon compatibility
if you just want to not die when getting punched, use Brawl and Resistance, Dead Spouse Defence is only the third charm into Brawl and the two prereqs are solid damage mitigation
Tolerant Strife for onslaught negation + those
grab Speared Boar Struggle for memes
maybe Unobstructed Blow
đŤĄ
Keep in mind that my sid has an artifact with the passive that it counts as a form weapon for any martial art
So its a pair of gloves that serve as smash fists all the way
oooh
is it like, shapeshifting gloves infused with moonsilver, or gauntlets that you do unarmed stuff with, or are you summoning blades of light or something?
nice nice
And as they are infused with the very foundations of what being a martial artist is there is no martial arts beyond them
oh yeah just go wild then
if you totally waive compatibility you can basically do what you like
think I'm about to pass right out, so if you could ping with anything you up posting, would be appreciated so I can look tomorrow
Okay so to break.this charm.down into all the things it allows:
Makes CGP permanent with bo downsides
Makes CGP count as dematerialized which thus allows it to interact with dematerialized beings as well as making them invisible
Lets you essentially cast Fell dreams spell as a charm which means it can't be distorted
Lets you use unarmed attacks and grapples at medium range to long range for essentially free
this has the effect of also making the area around you a hazard that is likely to force enemies prone and penalize them getting up
Makes said unarmed attacks also generate necromantic motes at an extremely generous rate considering abyssal Brawl as a tree
ah fuck I missed the long range punching ability
I assume.the dematerialize bit is an unintended bit if interaction with rules, but even puttingnthat aside, i think this charm does way too much in one package. I think if you want to keep these effectsz you'd need to cut this into like, 3 charms.
and even with that in mind, i think it would need tweaks because allowing free Ranged unarmed attacks and grapples at medium to long range is extremely brutal, especially given that prone and grapple defense/action penalties will stack
Even if you make the materialization effect a non-flurried action, this is.still a lot of effects stacked onto one charm, no matter the essence level
Now, for more personal quibbles, I don't like the idea behind this charm, especially for this artifact. The swerve into mixing necromancy and abyssal charms doesn't really.feed into.anything else i've seen for it thematically, nor does this really mesh well with the two chosen effects. If this was an artifact completely focused on this combo, maybe, but as a branch off the core it feels extrenous.
I also don't like an artifact modifing a native charm and a spell in the charm in the same instance, especially within the same charm. Again, feels like.an effect that needs a focused artifact for those kind of effects.
Personally, i think a better way to go about this is to make it so that the CGP can exude from their anchor as well and if you activate the Join.battle effect, every revealed target will become marked
That feels like a better design space to play off of and better feeds into the guard dog mentality you seem to be going for
Alternatively, if you really wanma havr the field interaction, i'd just make it so Marked foes take an added point of penalty while within the aura from both effects
and maybe some other benny like the difficulty to.get up from prone being [either -3 or number of Marks on.target, whichever is greater to a maximun of Lifeline+1]
10sm is already extremely cheap casting cost, you don't need to toss in an SM generation effect to get value
in either case, it definitely should be an e3 level of effect minimum
The above seem.a fair break down and alternative options?
hey @tulip folio , you have a perroneles statblock written up, right?
I have one that's like...80% done and I'm off sick today, so I can finish it up given like...an hour...if you need one?
oh!
yeah a buddy of mine in the exalted pbp server was fiending for a statblock (and tbh my character would like one too lmao)
it would be awesome if you could so no rush, especially if you're sick
Sure. I've got it mostly sorted. I will admit, my take on them is a bit more corrupt-y than older versions are. Like they've always had 'they try to get the wearer on the Yozi's side' before but never really had mechanics for it.
i mean thats p cool!
Traits
Living Armour: A willing character can wear a perronele as armour, a process that requires 1 minute of very intimate connection. While worn as armour, the Perronele cannot be targeted individually by attacks and cannot take actions unless expressly noted. The character wearing the Perronele benefits from Light armour with no mobility penalty. It's soak and hardness is based upon the intimacy of the wearer to the demon, granting armoured Soak (3 + the value of the highest positive intimacy the wearer has to the Perronele or a group they belong do), as well as Hardness (1+ the value of the highest positive intimacy the wearer has to the Perronele or a group they belong do)
Basicly my take on them has the defence they provide scale by how much you care about the Perronele.
So if you don't give a shit they're...okay...but the more intimate (Emotionally) you are with them, the better armour they are
But that also means you're caring more about what the demon says
Query: Do you or him have the infernals PDF? Just checking if I can refer to the templates in that or if I should write out all the stats.
her, actually! but yes I do ill chuck it your way
Oh, I already have it. This was more about 'If I use the templates, will you guys have enough info to work with'
As if you didn't have it, I'd be leaving people in the lurch going 'Okay but where's the rest of it?'

https://docs.google.com/document/d/1xkXdfdzwCZbYb1Dwekt72qg_Uw8Mq81Ayv1eg_NWEr8/edit?usp=sharing There you go. Top of the first circle demons section.
Humans Dynamo Troopers Even by the standards of Autocthonia, the elemental pole of lightning is particularly unlivable. Titanic electrodes thrum with each pump of the Great Makerâs system, sending devastating pulses crackling into spikes the size of a warstrider. Anyone tending to the industrial ...
It's using the courtier template, not the combatant template as despite being armour, they don't really fight
But it does make it very good at whispering in people's ears.
Wahey!
Traits
Proficient Linguists: Perroneles speak Old Realm as well as all common languages. It can translate spoken words for its wearer, though does not grant them the ability to speak or read languages.
It also has this!
Which gives it a big use for sorcerers even outside of 'not getting stabbed'
I went with 'common languages' rather than 'all languages', as it won't naturally know a random cipher or an autocthonian dialect but it will easily translate for most large places in creation.
Happy to help. @fierce star oh and you wanted them done. Finally got finished.
...pondering a thing for a martial art, defensively.
It's a shield-prefering martial art, so I'm pondering if this makes sense on a clash charm:
If you use a Shield for this Clash, it uses the accuracy of a Light Melee Weapon for the Clash.
Going 'Oh yeah, you're gunna be eating the damage penalty for a shield on the clash but you might as well be better at negating the attack than with other medium weapons'
either treat it as a light weapon or let you treat it as if you were paired for the purpose of clashes, maybe, iki
Yaaay okay perronelles now i can make my infernals armor/aide-de-camp
the latter probably has some Bullshit Techniques youc an pull with that in other charm trees
Oh yeah, @coral wraith did you see the other exalted NPC project I've been working on? Automatons that players can summon instead of demons or elementals.
yes! that;'s real neat
Cool. Should have the latest one done some time today (An automaton musician). From there I've only got like 2 left (Automaton tiny stabby assassin and Celestial Circle Big Automaton)

The assassin should be fun as it's a tiny glass Cannon with the usual 'Tiny things don't hurt big things well'
But has:
Throat Slitter: The <Name> does not reduce it's damage against Larger targets if making Surprise Attacks.
It REALLY wants ambushes
okay! thanks for the feedback. so, to break this down by piece, because i'd like to keep at least a couple of these effects within the artifact tree, at least
- the reason for the stretch and overcomplication of effects is that Oizys is a: an explicitly bespoke work for the PC and b: a set of prosthetics (that's also half an unarmed artifact itself)
- i suppose it was definitely getting overly cute, but part of the initial concept (that i just didn't really have the framework for before going through all the books) was some kind of specific interaction between the two things in the abyssal book that describe themselves as "countless grasping hands" for the PC, who's already a necromancer and pugilist
- and so, to make sure i'm understanding this correctly: if i want to keep most of these pieces, it's going to have to be three-ish evocations over E2-4 with these things segmented off as their primary benefits?
something to that effect for the latter
so one of the concerns raised was that the initial permanence has no downside, yeah? so making the axial charm on it "CGP permanence with a firm downside and a secondary upside" would start to bridge this problem's narrative issues?
ah
ye the initial.list is just show casing every effect that you have in thr charm as written
Most charms and evos do one, maybe 2 bespoke things, or provide a list of effects u xan choose from, so I figured that the mainnway to tackle the charm.is to pick out all the ways it interacts with the systems in play
right right
waog
so (assuming/acknowledging that i have other things that i want to piggy-back off of CGP being permanent), the effect segregation could look something like
- initial charm, e2: permanence, permanent penalty to visual awareness, can activate CGP with a wp cost to place it on the anchor?
- second, e3 or e4 charm just for the "turn your aura into field" effect (which was intended to be treated entirely as the spell, and so distortable)
(i'll have to figure out how to word that)
craftgar strikes
Personally, i think subverting the need to cast the spell to activate it
even if it is the same effect
just doesn't feel like a very interesting design space imho
No to mention that the spell is already pretty strong so adding innthe ability to also treat it as added range for your unarmed is a bit crazy
ah, i thought that making it Short range instead of Medium would cut down on that some
Being able to freely use melee at ranged, especially stuff like grapples is a very strong effect
and the fact that you don't get the willpower back (and i thought it being a relatively cheap spell meant that it wasn't that busted)
most effects that do that often have it as an instant effect
gotcha
i saw a few artifacts with range extenders, so i kind of assumed it wasn't that out-there of an effect
not all of them, but it's just something that is typically strong on it's own or with a smaller added ebenfit
than a constant aoe hazard field that also knocks people prone if they fail the save, and makes getting up harder
it's not that out there, it's just again the context of this being added on to a spell effect
it's not busted for a spell, but it's still a really good spell.
being able to punch at range with melee combat trees is priced very highly
a constant hazard that has a difficulty of about diff 3-5 can really do a number on people
medium range martial arts is the entry charm of an E3 sidereal martial art for a reason
anything above that is right out: the core rules attempt to prevent kiting by forcing ranged attackers to either Aim for a round or use expensive charms to bypass that when striking at longer ranges
and that is doubly true for letting you do stuff like grappling
if you have a charm that says "I can punch you from Long" you bypass that completely and can now go entire fights happily backpedalling while unloading an entire melee tree
especially when it doesn't restrict your ability ot use charms in any way
gotcha
hm, that actually makes me wonder if mind-hand practice into Bear Style has any sauce to it
grapple a guy from Long and then start savaging the shit out of them
Mind hand has the issue that you have a -3 to any roll to do that
not the worst restriction but still a restriction
and to use charms with it from anything not lore, you need to be using a form weapon i believe
combat trees do not work with mind-hand, because brain is neither unarmed combat or a form weapon
Mind Hand is a very bespoke kind of effect for 3e and thus, kinda janky in it's interactions
oh, does "doesn't suffer the usual penalties" not also refer to the -3 they're getting for fine movement?
gotcha
mind-hand is its own self-contained combat setup for nerds, rather than something to extend other trees
" You can't use bear with the telekinetic grabby hands"
That's kinda tricky in that you switch from grapplign them with your mind hands
to your real hands so. . .
theoretically you might be able to but I would really skew towards "no, the weapon you use to make the grapple is the weapon with which you maintain the grapple"
the jank hath arrived
indeed
if you want to do that you need to grab, throw and then grab them again with your other martial art
which is not a bad strat in itself
ye, just a lot of work
okay, so what i'm getting is that if i want to keep "smack people in my aura" it should be an extra mote and/or wp cost on top of actually casting fell field?
it should be its own charm at higher essence with a fairly steep price tag
^
its own charm at higher essence was something that i already said, yes
thank you, though
i wouldn't combo the two specifically and just
have an effect that does an aura that ties more so to what the artifact is doing inherently
because as written, the artifact doesn't really do a lot with necromancy or occult so it feels like a weird segway
the thing is that i want to do those as a follow-up, and it's the narrative space of the two things that are both described as "countless grasping [undead hands]" on a hands-based artifact for a character that'll have both of them
it was like, part of the formative artifact conceit, it's just one that i don't know how to add
i'm happy to cede to all of the other criticism, as long as it's acknowledged that "this is a narrative breach" is not intended to be true
i can't really help there because I fundamentally don't think the concept is a healthy design space.
That said, if you want to do ranged punching, i would prob make it something more like what melee has
now, making that baseline work with the rest is sounding like it's going to be more and more of an issue
where if you wanna do it, you gotta pay a cost each attack you make
rather than a scene long effect
which part of it do you think isn't a healthy design space?
tying the ranged punch effect to the spell
efficient craftgaring is fun
you're comboing two very strong effects that also make it so if someone loses against one, they're also likely losing against the other
question: how does your craftbyssal have Shadow Circle at E2
and also have a stacking penalty system being applied to them throughout
He's E3 I just gotta update his sheet
ah
Since I used his Experienced base and then forgot to update it
I think originally I might have just cheated though
unfortunately World-Slaying Arsenal Epiphany is too many goddamn charms in for Crimson to start with
which is a shame because the name is a banger
going to skew Crimson a bit more towards the Bureaucracy side since you already have Craftgar on lock
he'll have some crafting powers but more on the artwork side of things
okay! so your biggest issue would be mitigated at least if the whole bit for CGP was just "e3, can make attacks out to aura (short range, without another buy) as a high-mote + wp cost" and no overlap with the spell that's also being cast?
Infernals can have one Craftgarr
Waking Smith is an abyssal for now
so then i just need to find something else somewhere else to make "these two are literally the same thing" fit
so is Crimson, he's Cultivation Sauron
besides, I want Shadow Circle once I get there so I can make doom golems
Oh woops
and that fits best as Silver Prince's most enterprising and mutinous merchantman
i was thinking of pushing Grinning Mask to E2 but i think its funny for E1 Andy sid to be hanging with people at higher levels with the big brain
we do little a political assassination
I appreciate people with E1s
i'd say that again, you don't need to make it super costly if you have it function closer to something like the ranged melee charm
which one is that?
Crimson's manse and auction house are explicitly totally safe neutral ground that he extends to all parties, even the haters and losers
and, personally, I'm not for ranged grapples but that's an ST reliant choice there
but that doesn't mean he won't try to gank said haters the moment they leave
cultivation auction tropes are in full effect except the part about it being crashed by protagonists
(unless it's funny)
abyssals has slashing ghost talon, and Infernals has kissed by hellish noon
ah, thank you
having it be a consistant cost to make an attack that also doesn't combo easily with some of the wackier multi attacks of brawl
makes for a healthier way to get the effect you want
i see
and again, i'd tie any added benefits you might give the charm to the marked system you've got going on
admittedly, i don't think i'm going to have most of those multiattacks, but
Indeed, and they're not needed to be effective.
my POV is less focused on character and build and more just on general exalted combat interactions what I notice in the combo you have set up
Being prone inflicts penalties, being grappled inflicts penalties, getting hit constantly by a hazard is gonna eventually wear peeps down, especially if they have to spend motes consistently to not get knocked down
right, it's just that when you're spending all the resources and actions for these anyway, i'm not super sure when it starts to shake out as too efficient
it's hard for me to find that line
i suppose at least the transgression issues means these things are more in line for an arti 5 lol
It is, like many things, kind of a matter of fine tuning and also, testing stuff out. I'm looking at things from a very zoomed out semi-worst case scenario vibe, not so much in me expecting you to abuse things like that but just " these are the things I'm noticing and that I would argue away from." I'd reccomend if you've got someone willing to run the ones with you
to just play test the artifact out in some test combats
"I stack 5000 ongoing penalty charms" is a fairly common way to become a real bastard
there are quite a few ways to do it already, so as long as you don't make anything more efficient than what currently exists you're probably good, but since you can just run straight up an artifact's tree without needing to have a particular martial art or whatever it pays ot be a bit careful
Violet Bier is very good at doing that
sounds like a sid
(the classic here is the Anys Syn Special at high essence: Nest of Living Strands, Obsidian Shards Form, Snake Form and then hit the enemy with a bunch of aggregated poison charms)
VIolet bier is very funny
my group's got a violet bier sid, yeah
enemy is at -7 to -9 to hit you, you have cover and then you stack more penalties from poison
because it's so win more as a style but when it works, it works very well
violet bier endings and then...idk if our secrets has any MAs
many other ways to do it that do not require E5 SMAs but Syn has all those combos preloaded as one of her strats
so it's notable for her
but yeah, my main advice with building anything is that ultimately, testing it out
is gonna give you better knowledge on what to do and what not to do then just trying to lab it mentally
i believe she's asleep right now, and i posted the other version to pre-approval already, so i'd definitely like to at least get a working order of "oopsie doodle this should be more sane" before i try to steal more time
but yeah, fair, the axiom applies everywhere
everyone loves violet bier, as is right and just
experience with hazards is what made me realize that a diff 5 on a hazard
testing beats everything
is actually a really big problem for most people
well, within context i'm also only int 3
because not everyone invests in resistance
so i'm not worried about that at the moment
int 3 still means on avg
someone needs stam 3, res 3
not including any other issues they may have
and it's not uncommon for people to just not super invest into resistance
ah
and QCs, notably tend to lack that kind of roll more often than not
well, that one's just how the spell works so not much i can do about that
ye, i'm not saying it's an issue
oh
i'm not sure how to take this, then
apologies
was this just saying it to say it's good?
ye
because it sounded like "this is a problem that must be changed"
nah, that was more me making an anecdote of
" people under sell resistance and QCS don't have good stats agaisnt hazards that often"
because exalted kinda has a like
psychology issue that you often roll so high in the stuff you're good at
that you can kinda become blind to how hard those numbers can be to hit if you're not spec'd
it's something I saw with the new spell that came out with infernals
with people saying " how is this meant to be used"
when it's an orb of goo that you can stick to a person, than stick t a surface and, before they can even try to remove it, they need MAX STRENGTH minimum
to attempt it
and they can't use their hands
