#Exalted

1 messages ¡ Page 78 of 1

wise ocean
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she's going to get so many points for the fallen london gambit, I can feel it

tulip folio
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Fallen London Gambit?

wise ocean
# tulip folio 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.

tulip folio
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Hahahahah

velvet raft
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Hmmmmm Enlightening Abnegation Sabers + Harmonious Arsenal Methodology for Melee/Larceny hook swords

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Either take versatile melee charms and Snake/Centipede/Crane/Thousand Blades (pretty amazing lineup), or go straight melee into an SMA, probably PAOC

velvet raft
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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

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Scythes being the only heavy weapon any SMA treats as compatible

tulip folio
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Edgy 😛

velvet raft
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Indeebitably

fierce star
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but you said it was for a sidereal, not a deeb

buoyant summit
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lol

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There's a Sid I wanna eventually use as an npc

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A Secrets Sid called 'The Spider' (yes very original)

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And she uses a modified version of the Distaff to create spider's webs

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Somehow picks up the Anuhle Eclipse charms

velvet raft
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Albicant Sepulcher is funny because it has one of the more skippable form charms, despite said form defining its whole raid boss aesthetic

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But skipping using the form does mean that Sids don’t get universal mastery

marsh garden
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universal mastery?

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i thought SMAs didn't have mastery

chilly sluice
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Sids only get Mastery in MA when they are in the Style's form

marsh garden
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right but, does that matter when you're in sepulchur, since it doesn't have mastery benefits?

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and if you were in sepulchur form you wouldn't be getting your mastery from other styles anyway, right?

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or am i missing something

velvet raft
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@marsh garden

marsh garden
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ahhhhh

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i see i see

chilly sluice
velvet raft
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SMAs open up easy mastery for Sids so long as you use an SMA form

chilly sluice
velvet raft
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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

bleak hazel
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if you know all of a martial art you have mastery

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so by the time you can learn ASOI form you at least have mastery in one style

velvet raft
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SMAs mainly enable dips

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In this case it’s 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

next delta
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Are there any Martial Arts that you can finish before Essence 3?

bleak hazel
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I don't think so

next delta
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Hmm, >=25 sessions (>17 with Crucible XP rules) to get mastery is awhile

marsh garden
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hmm

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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

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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

fierce star
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I've got my adamant's Wierd Ass Gyroscopic Chakram Chainsaw Shield Thing?

fierce star
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(any thoughts or feedback is, of course, appreciated(

marsh garden
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hmmge, are there any charms with uhhh

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i can't think of non-mtg terminology here, though i know it fucking exists

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"X" mote/initiative costs?

tulip folio
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There is not. There are some with more in line with kicker.

marsh garden
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modal but as in ramping by expenditure, as opposed to "can spend 2 or 6 for yadda yadda"

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ah, alas

tulip folio
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But 'scaling to Xth degree' runs into issues with 'Well I'll just dump my entire mote pool and nuke this'

marsh garden
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right

lament owl
marsh garden
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i was just hoping to crib some wording

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right right

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huskflayer's cool

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trying to retool a 4-dot artifact's chassis into a 5-dot

lament owl
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So you might be able to snag the wording from that

marsh garden
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which i've kind of decided is just

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making its passive a bit more flexible

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or...a bit broader, i guess?

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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

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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"

next delta
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I think there are also some charms that let you spend motes to reduce damage?

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And if you want a pooling effect, I think that DB super Sentai team attack one does it?

south horizon
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Yeah aside from.excellencies, you usually find stuff like.that on added point systems with artifacts and at least one martial art

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That martial art being White reaper

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Main thing to keep.in mind is input vs output

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@marsh garden I think Voltspindle in alchemicals would be a good example to pull from

lament owl
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Kas Forgotten Realms was basically an abyssal if you think about it

mighty rover
tulip folio
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Lord Soth is basically Faffles, send tweet

velvet raft
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Lord Soth is way more miserable than Falafel, somehow

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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

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"Don't Fear The Reaper"

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Uses White Reaper and Thousand Blades, eventually into Albicant Sepulcher and a bit of PAOC

velvet raft
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Crossing Plutonian Shores to be a fake Abyssal

balmy rampart
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oh this is a thing occuring

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neat

velvet raft
marsh garden
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perception melee...

velvet raft
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Ye, Sid melee uses perception a bunch

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Which feels fitting

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It's also heavily built around Aim

velvet raft
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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 — 4 longer than it had previously thought about any prior visitor.
buoyant summit
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I am that one spongebob meme rn

velvet raft
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No one has ever been allowed into the Godhead and why would they, it's autochthon's brain

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But like, I imagine this was seen as extraordinarily holy

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And the guy was kind of a prick before, and even more of a prick after

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Not corrupt or anything just like

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A very superior (but genuinely devout) asshole

wise ocean
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What does the green jade caste of Alchemicals do again?

dense verge
wise ocean
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📝 excellent, this will be of great use to me.

velvet raft
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A lot of the alchemicals have a significant portion of their identities expressed by their caste abilities

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For jade it's stamina, charisma, and wits

tulip folio
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Dimensionally Transcendental Capabilities System
Cost: —; 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 can’t 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.

fierce star
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essence siege barrier is cute

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obviously it's charms you know, so like charms that already have to be permanently installed can't just pop in

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My only concern is interacting with the 'install evocations as charms', uh, charm, but that charm's a bag of worms anyway

tulip folio
tulip folio
# fierce star essence siege barrier is cute

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.

bleak hazel
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so how does this work with submodules

marsh garden
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oh, do alchs not have many debuffs that you need to break to get out of?

bleak hazel
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I admit I kind of dislike how much this skips the core gimmick of Alchs but the submodules are fun

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Essence Siege should probably pattern off of Invincible Essence Mantle for end-my-charm effects for celestial precedent reasons

marsh garden
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i mean, it's getting no access to the charms until you use em, right?

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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

bleak hazel
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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

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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

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which is way less of a problem in dialogue than in combat

marsh garden
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ah, i see

tulip folio
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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.

bleak hazel
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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

marsh garden
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that one costs like 2wp right?

bleak hazel
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"this slot is empty right up until it matters" is not really a drawback

fierce star
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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?

bleak hazel
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oh yeah here's IEM

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it's a lot broader but that's why it's a charm rather than a submodule

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I think the "free full excellency, roll if unrolled" is good to steal for the no-ending-my-charms thing

marsh garden
bleak hazel
fierce star
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this charm also, once you fill those wildcard slots, does nothing

marsh garden
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uh, actually, question

fierce star
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since I think you have to rite of reconfigure to re-open them still?

marsh garden
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why is this a simple action if it's "in a matter of minutes"?

fierce star
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yeah you do

bleak hazel
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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

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like craft charms that last for one project but are incompatible with other simple craft charms in the same tree

marsh garden
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ah, i see

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thanks

tulip folio
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Unless you're a sid and it's martial arts. Because they can cheat 😛

bleak hazel
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I'm pretty sure there's now other flurry-simples tech

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in infernals somewhere

tulip folio
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It's a solaroid, I wouldn't be surprised

bleak hazel
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but my knowledge of their charmset is very foggy and keeps getting blurred with random 2e things

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haven't scoured the new one properly yet

tulip folio
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Sorry, with a name like Invincible Essence Mantle I was looking through solars

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It's a very solar name

bleak hazel
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it's a surprisingly vincible essence mantle by the standards of shaping defences

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I kind of wish they had a more specific standard issue shaping defence charm somewhere else

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sometimes I want to just say No

marsh garden
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but then i realized it was misc so it was probably in sids

bleak hazel
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it's the only protection against having your charm effects ended that i know of

tulip folio
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I know I put a shaping defence on my sid's sword but it's also again not really one of the insane ones.

fierce star
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Misc 'Its Gonna Be Sids' McMisc

tulip folio
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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 Storyteller’s 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 Evocation’s duration to one scene.
bleak hazel
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IEM is totally worth your 8xp because unlike shaping defences it's broad enough that it probably comes up

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it's the general Don't Fuck With Me button

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but sid charmset oddness means they don't have more specific ones for shaping where everyone else does

fierce star
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do lunars have psyche/fate/etc shaping effect protection in their charmset? I always forget

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hmm sssort of but it's not a straight No Effect

tulip folio
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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.

fierce star
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yeah

tulip folio
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The Alch one is basic but it's a very functional basic.

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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 Alchemical’s 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.
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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 — 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'.

marsh garden
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from their stat up charms?

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or something else

tulip folio
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From stat-up, yeah.

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Alchs have free excellency from stat ups and a smaller excellency cap.

tulip folio
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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.

tulip folio
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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.

velvet raft
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And also ten-quintillion ways to get automatic successes in place of dice and lots of non-charm successes, too.

tulip folio
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...what was that for, sorry?

velvet raft
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Oh shit, I thought I was scrolled down

tulip folio
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Ah, yeah

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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.

velvet raft
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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

tulip folio
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That's fair

velvet raft
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They really fascinating

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Lunars are mechanically fine but I love these stupid clay people

tulip folio
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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.

velvet raft
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I was thinking about it, and I think Moonsilver Caste might be king for Exalt Ways

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Wits and Dex

tulip folio
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Makes sense

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Don't forget the 'turn into a bird' charm if a lunar questions your credentials

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Oh wait, moonsilver alch

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I am a derp

velvet raft
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Might still work?

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In terms of anima bs

tulip folio
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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.
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Fae Bullshit for the Wanderer.

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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.

velvet raft
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God Infernals are cool

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Bureaucracy-based shaping/social defense that relies on saying, "no, that's illegal. Source: I am every judge."

marsh garden
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they cooked real hard with infernals

velvet raft
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They did

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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.

marsh garden
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oh, you wanted them to be attribute?

velvet raft
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Originally they had spirit charms. I thought attribute would have been an acceptable middle-ground.

marsh garden
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what're spirit charms?

velvet raft
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Essence requirement only

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The big thing was that infernal excellencies were, therefore, very weird

marsh garden
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ah

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infernal book has made me v excited for abyssal companion, hopefully they don't just port over more solar charms from miracles for it

velvet raft
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Definitely won't happen

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Partly considering how good Many-Faced Strangers is

marsh garden
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actually, when is the deeb supplement supposed to hit?

velvet raft
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It did

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Heirs to the Shogunate

marsh garden
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oh, right, i need to go read that one

velvet raft
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It has a flaming hoverboard you can make Thrown attacks with

marsh garden
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SICK

velvet raft
marsh garden
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ah, that also makes sense

velvet raft
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So like we know that the Sid companion is going to include a bunch of secret techniques people wanted for their favorite martial arts

marsh garden
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ooh

tulip folio
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How do secret techniques work?

velvet raft
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They're normal MA charms that don't count towards completion

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So you don't need them for completion

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And they also don't help you get there

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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
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We've heard there will be 22 of these things

marsh garden
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these are cool

velvet raft
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Yeah! I think they're nice for sorta ... plugging thematic holes?

marsh garden
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vague roadmap is alchs 1.0 -> infernals 1.0 -> sids 2 -> exigents 2 -> abyssals 2 -> alchs 2, yeah?

velvet raft
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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:

marsh garden
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oh!

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that's not permanent bonuses, but that looks real helpful

velvet raft
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Whenever you're in an immaculate form

marsh garden
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yeah it's just wp to activate

velvet raft
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Which, if you're picking up multiple immaculate styles? Probably always

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Here's the PAOC one

marsh garden
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which is, as i have rapidly learned, not cheap lmfao

velvet raft
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the funniest thing is that a Sid using Ways of Exaltation can combine these

tulip folio
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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.
marsh garden
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LMAO

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i don't know what steel devil style has done to deserve this kind of fucking roast

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but wow that is funny

velvet raft
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The really funny thing about Steel Devil is that imo it should have Single Point's schtick

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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.

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Clearly we need to balance them out by merging them mechanically

tulip folio
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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.

velvet raft
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If you are in a position to use it effectively, the things it does are kinda useless to you

marsh garden
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rip

velvet raft
tulip folio
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Steel Devil imo screams to me 'this should be the Defensive Sword Style'

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As we've got a lot of Offensive Sword Styles

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But not many that prioritize defence.

velvet raft
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Yeah, a sword-and-dagger style would be welcome

marsh garden
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i cannot imagine a world in which two swords makes you safer than not using two swords

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but sword and dagger parry style sounds cool

velvet raft
marsh garden
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lmao

velvet raft
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And one rapier contains approximately 1.5 people's worth of death

marsh garden
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okay fair, in the situation of two lunatics waving two rapiers each at each other

velvet raft
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What we know from records is that so-called Florentine duels tended to end with everyone dead

marsh garden
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you are better off than if you were -1 rapier vs your opposing lunatic

tulip folio
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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.

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I would steal single point's clash charms and give them to Steel Devil

marsh garden
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i assume single point's aesthetic is about katanas?

velvet raft
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Iaijutsu

marsh garden
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or alternatively the chinese Flying Sword stuff

tulip folio
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Single Point is Iajutsu

marsh garden
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yeah that sounds about right

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makes sense that it's the strongest style in the game lol

velvet raft
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More evidence that Single Point's mechanics really should belong to Steel Devil

marsh garden
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i don't understand what makes iaijutsi give you a second initiative track

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other than "we have to make it busted"

velvet raft
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Nobody does!

marsh garden
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but

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well, i do know

#

because it's "we have to make it busted"

tulip folio
#

God, I forgot how nothing steel devil style's form is.

marsh garden
#

what the fuck is offhand charge capacity

tulip folio
#

'Wow , I get to ignore the penalty for off hand attacks? That's definetly a thing people remember is in the game'

velvet raft
#

(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)

tulip folio
tulip folio
velvet raft
#

(It would be about using the length of one weapon to trap and bind while using the other one to stab a motherfucker)

marsh garden
#

i do, at least, empathize with the desire to make your dude zuko but a demigod

velvet raft
#

I mean also, Exalted superpeople are allowed to bypass cognitive load limits on martial arts

#

It's the law

velvet raft
#

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

marsh garden
#

nice

tulip folio
#

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?

velvet raft
#

You just need something that lets you block with the offhand with minimal risk

tulip folio
velvet raft
#

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

#

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

tulip folio
#

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.

velvet raft
#

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

tulip folio
#

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

velvet raft
tulip folio
#

Just destroy the guy by controlling the pace and movement so he's off balance and you're doing well.

velvet raft
#

I'd love that

tulip folio
#

But I might be overthinking this

velvet raft
#

That would feel like a real fencing style

#

Unarmed it would have that boxing vibe

tulip folio
chilly sluice
#

And your reward for this is kinda mediocre

marsh garden
#

pain-peko

chilly sluice
#

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

marsh garden
#

jesus

#

yeah that does seen pretty irredeemable

chilly sluice
#

I believe I heard something about how the Sid companion might have a fixed Steel Devil?

marsh garden
#

oh, that would both make sense and be cool

fierce star
#

MIracles of the Divine Flame

marsh garden
#

oh, it is?

#

huh, guess my group doesn't have it

fierce star
feral cipher
velvet raft
#

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

marsh garden
#

i'm sorry this is so fucking peak

#

i want this

#

but yeah, that makes sense as a review

mighty rover
#

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

tulip folio
#

Yeah, I'm working on an exalt and I'm like...not even close to E1 playable, let alone later playable.

fierce star
#

same

velvet raft
#

The 16 characters we can play via the two exigents books are great, and are in some ways almost like Chuubo's-style pregens

buoyant summit
#

Starting off strong with the vibes for my JediSid's inspo sheet

#

:D

fierce star
#

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

coral wraith
#

Steel Devil be like

marsh garden
south horizon
#

Another issue with steel devil

tulip folio
#

Keys do make exalt design easier, at least.

south horizon
#

the guy who wrote it is awful at mechanics

#

and it shows

#

SD works nothing like any other MA in any of the books

coral wraith
tulip folio
coral wraith
#

Steel Devil is 100% an early concept MA that didn't get any attention or reworking for the final book

tulip folio
#

As it's just 'what if you wanted to turn your init into Init But Worse'

south horizon
#

yerp

#

not to mention

#

the utterly garbarge starting charm

#

5m to get two auto auxs on a JB roll

next delta
#

Steel Devil should have been the MA with the extra initiative track if any of them

south horizon
#

God

#

i'm reading it

tulip folio
#

I think you could do a fun way to adjust off hand charge that isn't just shitty init.

south horizon
#

i'm reading it again

#

and it hurts

#

i forgot that it's formatted like shit too

tulip folio
#
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.

marsh garden
#

get a ton of discounts on

tulip folio
marsh garden
#

ahh

tulip folio
#

So 5 for 2 is sub par compared to even generic ability boosters

marsh garden
#

5 made sense to me because an added hit is 2.5x the value of a die, right?

chilly sluice
#

2m per sux is excellency rate

marsh garden
#

or um

#

a success, i mean

#

since base rate is 40%

#

i assume that has to be where their logic was as well

fierce star
#

base rate is actually closer to 50% given double tens

marsh garden
#

oh! right, that would even it out

tulip folio
#

Also dice tricks exist which inflate the value of rolled dice

chilly sluice
marsh garden
#

that makes sense

#

since it's free (except for deebs, fuck you) vs op cost

#

thanks

chilly sluice
#

A charm needs to either be more efficient or offer other upsides

south horizon
#

another thing

#

i never noticed

#

this style is filled with so many

#

nickle and dime effects

#

my god

tulip folio
#

Iirc another style is 3m for +Skill dice to JB. So that's 3 for 5 dice before long.

south horizon
#

so many tiny costs that are going to add up

#

and do nothing to actually helpmyou

#

hit the damn target

velvet raft
#

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.
south horizon
#

yhe entire point of the fuckin style is is getting super hits

bleak hazel
#

Steel Devil does have some good defensive moves, actually

south horizon
#

yet nothing it does

#

actually helps you do that

bleak hazel
#

It has a second form charm for no particular reason and it's a big ongoing parry buff

south horizon
#

that is true

#

amd then the capstonr is jist making both forms one form

bleak hazel
#

Unfortunately literally every offensive technique it has is worse than useless

south horizon
#

like

#

evem something

#

like an onslaught extender

chilly sluice
south horizon
#

might actually have helped make.it somewhat usable

bleak hazel
#

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

south horizon
#

yerp

#

and forget triple or quadtruple

#

they should have just

#

made it do cheap.multinattacks

#

or something

chilly sluice
#

and all that effort for getting like 5 + charge extra damage

south horizon
#

the funniest is vit avout steel devil

#

is that the Essence version

#

is busted as hell

chilly sluice
#

oh lmao

south horizon
#

aoe decisives out the ass

chilly sluice
#

which is just laughable for having to lap their defense three times

velvet raft
marsh garden
#

in socialize or some shit

bleak hazel
#

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

marsh garden
#

oh

#

right

#

i forgot that medium weapons are Strictly The Best

#

for zero discernable reason, afaik

bleak hazel
#

Paired lights are great for clashes, heavy is for archery and throwing since those replace the usual accuracy track

#

But yeah medium sword good

chilly sluice
#

Well light has higher accuracy

marsh garden
#

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

chilly sluice
#

Artifact heavy doesn't have a penalty

#

It's only on mundane

south horizon
#

Lights are tge best for.offense

#

Heavy only shines vs big soak

fierce star
#

I appreciate heavy for style points and because often heavy weapon using MAs are good

bleak hazel
#

what dual lights are for is taking a bunch of reflexive clash charms and replacing your defence value with your attack pool

south horizon
#

or just being a sid

fierce star
#

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

south horizon
#

because lol TN manipulation

bleak hazel
#

eh, sids are squishy, I still want the defence

marsh garden
#

not dw lights is, alas, not that

south horizon
#

fair

fierce star
#

whereas if you want to go like, sowrd and shield that's two different artifacts

#

(alsod on't do that shields are trash)

#

(TRAAAAAAASH)

marsh garden
#

wait what. poor shields

south horizon
#

I mean shields are neat ish if ur building for them

#

and they get morr examples then armot

marsh garden
south horizon
#

for making neat ones

marsh garden
#

not a positive one

south horizon
#

They're a defensive option

#

they are very good for that

marsh garden
#

"neat-ish, and only if you build for them" is rough

fierce star
#

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

south horizon
#

I mean they're for doing defensive plays

#

and u cannuse their defense in place of a dufferent weapon for parry

fierce star
#

I'd rather just have any other medium melee weapon, full defense is just not good

chilly sluice
#

Sids IIRC have a charm for making shields good

marsh garden
#

anyway, could y'all take a look at what's supposed to be the passive for a 5-dot artifact?

fierce star
#

and anyone who says a shield is a purely defensive weapon has never been hit in the face by a buckler

south horizon
#

sure

marsh garden
#

i, again, have no idea how to balance in this system

south horizon
#

no worries

marsh garden
#

and i worry that i've overdesigned it because i keep looking at The Cool Ones

fierce star
#

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

south horizon
#

i have been into.exalt3d since lunars

#

and only barely understand

marsh garden
#

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.

south horizon
#

mhmmm

marsh garden
#

the uh. repetition of 4s is because i think numerical themes are neat and i'm a dickhead that enjoys the death homonym

fierce star
#

hell yeah numerology

#

lemme see here

south horizon
#

I feel like making it a stackable thing is maybe a bit of a pain for the purposes of tracking

marsh garden
#

unfort

fierce star
#

How long do the marks last?

marsh garden
#

oh, oops, i had that somewhere but forgot

#

must've been deleted at some point in shuffling

south horizon
#

I think making it just one mark may be better, but you can have [ess or 3 whichever is higher] marked may be better

marsh garden
#

tentatively, after a scene spent out of the artifact and wielder's sight

marsh garden
south horizon
#

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

fierce star
#

I was going to say this is a decen attunement as long as you like, peg the evocations off of it

south horizon
#

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

coral wraith
#

Sids do shields good

south horizon
#

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

marsh garden
#

it's intended to be a support artifact, and blends both

south horizon
#

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

marsh garden
#

the scaling of which penalty?

south horizon
#

damn there isn't a good die roller here

#

the success removal one

marsh garden
#

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"

south horizon
#

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

marsh garden
# south horizon if u've built.charms around it already would need to see those to get a proper f...

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.

marsh garden
south horizon
#

fair nuff

marsh garden
#

so i erred on the side of caution, even if i'd prefer defense lmao

south horizon
#

it's art 5 but ye, never hurts to be careful

#

it already does a lot

#

and feels more evocative of a playstyle

marsh garden
#

if you think i can get away with a full def shred, i may try to push it in, but

south horizon
#

I don't think you need to, especiallyblooking at these charms

marsh garden
#

this was, i thought, a decent statement for flavor and what little i understand of balance

south horizon
#

so

marsh garden
#

(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)

south horizon
#

important notw about the perilous tag, those are "typically" charms with iniative costs

#

i don't think only

marsh garden
#

(but i wanted it as "they can only concentrate on a couple things at once because there are ghosts fucking screaming at them")

south horizon
#

ye i think that would be adding

#

way too much choice to an.effect that proca extremely.often

marsh garden
south horizon
#

i coyld be wrong but and it's not purely on those, but i want to say it makes the majority

#

been a minute

marsh garden
#

...i am seeing a lot more initiative costs than i remembered, but

south horizon
#

gotcha

marsh garden
#

i at least saw a bunch that weren't

south horizon
#

ye, i think ur def using it properly

#

looking at these examples

marsh garden
south horizon
#

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

marsh garden
#

i believe i worded it correctly, i phrased it as "makes a...roll against a single character"

south horizon
#

ah, missed that

marsh garden
#

which is at least intended to be one target only

#

and i assume that works

south horizon
#

ye

#

then ye, again, tracking feels like the biggest issue for this as an effect

marsh garden
#

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

south horizon
#

aa it's adding another layer of mental overhead

marsh garden
#

hmmm

south horizon
#

but if you're fine with that as a player, go for it

marsh garden
#

that shouldn't be too much of an issue, because i'm the one tracking it

south horizon
#

ye

marsh garden
#

not foisting that on the GM

#

do you have any suggestions for possible changes to the charms?

south horizon
#

I'm just talling from a play experience that exalted already has a lot of tracking already

marsh garden
#

er.

#

evos

#

yeah i appreciate it

#

i just like stackin' 'n' trackin'

south horizon
#

off the dome, nothing immedieately jumps out aside from these effects feeling a bit. . . conservative for an art 5

marsh garden
#

it was an art 4 and i didn't want to uh

south horizon
#

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

marsh garden
#

jump to explosive changes before knowing whether anything was flawed

south horizon
#

gotcha

#

ye this def feels right for an art 4

marsh garden
#

i wanted to work on the passive and make sure it was a functional baseline

south horizon
#

and personallyz i think.it's fine to keep it as such if u don't have an explosive idea for it

marsh garden
#

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

south horizon
#

ye

marsh garden
#

completely new and bespoke

south horizon
#

Art 5s are flashy but nothing wrong with a solid artifact 3 or 4

marsh garden
#

well, i wanted 5 because i want to be able to grow (into) it

south horizon
#

I think 4 is fine for that

#

it gives you plenty of space to play with

marsh garden
#

...how reasonable is "inflicting positive Ties in people when i maim them"?

south horizon
#

depends on the viiibes. And do u mean crippling effects specifically or just dealing damage

marsh garden
#

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

south horizon
#

Can work ye.

#

again, fits the mad dog bodyguard archetype

marsh garden
#

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

wise ocean
buoyant summit
#

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

marsh garden
#

oh, that's neat

#

so like

buoyant summit
#

You are haunted by knowing you are part of a long line of ghosts in the making

marsh garden
#

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?

buoyant summit
#

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

marsh garden
#

ahhh

buoyant summit
#

And even with that awakening, they're not

#

A Person?

#

Have you played Tears of the Kingdom?

marsh garden
#

jup

buoyant summit
#

They act like FUCKING SPOILERS ||The Light Dragon. They are driven by an animal instinct to Their Duty.||

marsh garden
#

nice

buoyant summit
#

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

marsh garden
#

haha

fierce star
#

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.)

buoyant summit
#

That's

#

Fucking Cool

bleak hazel
#

I think Four Seasons Rival is literally the only character I've seen who is mechanically incentivised to go sword and board

fierce star
# buoyant summit Fucking Cool
bleak hazel
#

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

fierce star
#

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

bleak hazel
#

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

fierce star
#

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

prisma sun
#

@bleak hazel I need your opine

#

How do you feel about Falcon/Nightingale/Crane as a set of MAs

bleak hazel
#

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

marsh garden
#

question: are there any follow-up charms that make a committed (scene-long or indefinite) charm Permanent?

bleak hazel
#

hmm

#

CMOS/Falcon has some juice, but I don't think you can get Kiai in there without spamming Unweaving Method

prisma sun
#

The Kiai is mainly for style

bleak hazel
#

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

prisma sun
#

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

bleak hazel
#

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

marsh garden
#

pain, was trying to get wording guidance on replacing a charm with a permanent equivalent

south horizon
#

only example that comes to mind is infernals with their enhanced sense charmd

marsh garden
#

oh

chilly sluice
#

Solars also have a similar thing for Awareness improved senses

marsh garden
#

that works perfectly, this would be for a sense charm lol

chilly sluice
marsh garden
#

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

marsh garden
#

...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

south horizon
#

personally, i wouldn't because this is.double.dipping i to the penalty the artifact already inflicts

marsh garden
#

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

south horizon
#

mhmm, more ways to mark or more ways for the marks to be spent

#

You ever play Rogue Trader crpg?

marsh garden
#

i have not, just watched runs

south horizon
#

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

marsh garden
#

I'll go badger my RT sicko friend

quiet garnet
#

Torn between Ascendant and Penumbra for my friend's Infernal campaign.

#

Reading The Traitor Baru Cormorant is giving me ideas.

marsh garden
#

MASTER'S MANY HANDS
Cost: — (+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?

south horizon
#

i think any effect that makes another charm.permanenr

#

should be e3 minimum

#

but that's a personal.feel

marsh garden
#

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?

south horizon
#

wjat is the effect of.field.of.fell dreams

marsh garden
#

ivory spell

bleak hazel
#

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

marsh garden
#

gotcha

#

no notes other than that?

prisma sun
bleak hazel
#

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

south horizon
#

an hr

marsh garden
#

gotcha gotcha

#

thank you for the help

south horizon
#

🫡

prisma sun
#

So its a pair of gloves that serve as smash fists all the way

marsh garden
#

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?

prisma sun
#

Unnarmed stuff

#

It is a starmetal pair of gloves called the Ten Finger of the Maidens

marsh garden
#

nice nice

prisma sun
#

And as they are infused with the very foundations of what being a martial artist is there is no martial arts beyond them

bleak hazel
#

if you totally waive compatibility you can basically do what you like

marsh garden
# south horizon an hr

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

south horizon
# marsh garden > MASTER'S MANY HANDS > Cost: — (+10m1wp); Mins: Essence 2 > Type: Permanent > K...

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

bleak hazel
#

ah fuck I missed the long range punching ability

south horizon
#

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

bleak hazel
#

yeah that's an E3 sidereal martial arts charm by itself

#

(rain of unseen threads)

south horizon
#

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

south horizon
coral wraith
#

hey @tulip folio , you have a perroneles statblock written up, right?

tulip folio
#

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?

coral wraith
#

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

tulip folio
#

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.

coral wraith
#

i mean thats p cool!

tulip folio
#
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

tulip folio
coral wraith
#

her, actually! but yes I do ill chuck it your way

tulip folio
#

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?'

coral wraith
tulip folio
# coral wraith <a:fnod:987851360273858621>
#

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.

coral wraith
#

Wahey!

tulip folio
#
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.

coral wraith
#

thats sick

#

thanks Iki!

tulip folio
#

Happy to help. @fierce star oh and you wanted them done. Finally got finished.

fierce star
#

yaaaay

#

the quintet is now complete

tulip folio
#

...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'

buoyant summit
#

Pondering

#

Demon Slayer type stuff

#

Elemental Dragon MAs

#

But With Swords

fierce star
#

either treat it as a light weapon or let you treat it as if you were paired for the purpose of clashes, maybe, iki

limpid badge
fierce star
#

the latter probably has some Bullshit Techniques youc an pull with that in other charm trees

tulip folio
#

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.

coral wraith
#

yes! that;'s real neat

tulip folio
#

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)

coral wraith
tulip folio
#

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

marsh garden
# south horizon in either case, it definitely should be an e3 level of effect minimum

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?
south horizon
#

something to that effect for the latter

marsh garden
#

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?

south horizon
#

I mean that was less a concern and more

#

"this is a thing this charm is doing"

marsh garden
#

ah

south horizon
#

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

marsh garden
#

right right

prisma sun
#

I have done crafting

marsh garden
#

waog

south horizon
#

yerp

#

das do be the crafting

marsh garden
#

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?
bleak hazel
#

as it should be

#

(re: crafting)

marsh garden
#
  • 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)

coral wraith
#

craftgar strikes

south horizon
#

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

marsh garden
#
  • a third follow-up charm for any buffs to that that i'd add?
#

i see

south horizon
#

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

marsh garden
#

ah, i thought that making it Short range instead of Medium would cut down on that some

south horizon
#

Being able to freely use melee at ranged, especially stuff like grapples is a very strong effect

marsh garden
#

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)

south horizon
#

most effects that do that often have it as an instant effect

marsh garden
#

gotcha

#

i saw a few artifacts with range extenders, so i kind of assumed it wasn't that out-there of an effect

south horizon
#

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

south horizon
bleak hazel
#

being able to punch at range with melee combat trees is priced very highly

south horizon
#

a constant hazard that has a difficulty of about diff 3-5 can really do a number on people

bleak hazel
#

medium range martial arts is the entry charm of an E3 sidereal martial art for a reason

marsh garden
#

ah, uhhh

#

spiders?

bleak hazel
#

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

south horizon
#

and that is doubly true for letting you do stuff like grappling

bleak hazel
#

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

south horizon
#

especially when it doesn't restrict your ability ot use charms in any way

marsh garden
#

gotcha

wise ocean
#

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

south horizon
#

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

bleak hazel
#

combat trees do not work with mind-hand, because brain is neither unarmed combat or a form weapon

south horizon
#

Mind Hand is a very bespoke kind of effect for 3e and thus, kinda janky in it's interactions

marsh garden
#

oh, does "doesn't suffer the usual penalties" not also refer to the -3 they're getting for fine movement?

south horizon
#

it does not

#

but that was more

marsh garden
#

gotcha

bleak hazel
#

mind-hand is its own self-contained combat setup for nerds, rather than something to extend other trees

south horizon
#

" You can't use bear with the telekinetic grabby hands"

wise ocean
#

Can't grapple the guy and then swap over to MA?

#

Since it drags them to you

south horizon
#

That's kinda tricky in that you switch from grapplign them with your mind hands

#

to your real hands so. . .

bleak hazel
#

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"

south horizon
#

it's a funky interaction there

wise ocean
#

the jank hath arrived

south horizon
#

indeed

bleak hazel
#

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

south horizon
#

ye, just a lot of work

marsh garden
#

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?

bleak hazel
#

it should be its own charm at higher essence with a fairly steep price tag

south horizon
#

^

marsh garden
#

its own charm at higher essence was something that i already said, yes

#

thank you, though

south horizon
#

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

marsh garden
#

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

south horizon
#

ChenShrug 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

marsh garden
#

now, making that baseline work with the rest is sounding like it's going to be more and more of an issue

south horizon
#

where if you wanna do it, you gotta pay a cost each attack you make

#

rather than a scene long effect

marsh garden
#

which part of it do you think isn't a healthy design space?

prisma sun
#

Craftgar makes my brain feel good

#

50 is a nice number

south horizon
#

tying the ranged punch effect to the spell

bleak hazel
#

efficient craftgaring is fun

south horizon
#

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

bleak hazel
#

question: how does your craftbyssal have Shadow Circle at E2

south horizon
#

and also have a stacking penalty system being applied to them throughout

prisma sun
bleak hazel
#

ah

prisma sun
#

Since I used his Experienced base and then forgot to update it

#

I think originally I might have just cheated though

bleak hazel
#

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

marsh garden
# south horizon tying the ranged punch effect to the spell

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?

prisma sun
#

Waking Smith is an abyssal for now

marsh garden
#

so then i just need to find something else somewhere else to make "these two are literally the same thing" fit

bleak hazel
#

so is Crimson, he's Cultivation Sauron

#

besides, I want Shadow Circle once I get there so I can make doom golems

prisma sun
#

Oh woops

bleak hazel
#

and that fits best as Silver Prince's most enterprising and mutinous merchantman

coral wraith
#

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

bleak hazel
#

we do little a political assassination

prisma sun
#

I appreciate people with E1s

south horizon
marsh garden
#

which one is that?

bleak hazel
#

Crimson's manse and auction house are explicitly totally safe neutral ground that he extends to all parties, even the haters and losers

south horizon
#

and, personally, I'm not for ranged grapples but that's an ST reliant choice there

bleak hazel
#

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)

south horizon
#

abyssals has slashing ghost talon, and Infernals has kissed by hellish noon

marsh garden
#

ah, thank you

south horizon
#

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

marsh garden
#

i see

south horizon
#

and again, i'd tie any added benefits you might give the charm to the marked system you've got going on

marsh garden
#

admittedly, i don't think i'm going to have most of those multiattacks, but

south horizon
#

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

marsh garden
#

gotcha

#

it's a helpful one at least, thank you

south horizon
#

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

marsh garden
#

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

south horizon
#

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

bleak hazel
#

"I stack 5000 ongoing penalty charms" is a fairly common way to become a real bastard

south horizon
#

yeeeeeaaaah

#

there is no upper limit to penalties

bleak hazel
#

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

prisma sun
#

One of our sids is doing that build right now

#

It's like 5 -1 penalties

coral wraith
#

Violet Bier is very good at doing that

south horizon
#

sounds like a sid

bleak hazel
#

(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)

south horizon
#

VIolet bier is very funny

marsh garden
#

my group's got a violet bier sid, yeah

bleak hazel
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enemy is at -7 to -9 to hit you, you have cover and then you stack more penalties from poison

south horizon
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because it's so win more as a style but when it works, it works very well

marsh garden
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violet bier endings and then...idk if our secrets has any MAs

bleak hazel
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many other ways to do it that do not require E5 SMAs but Syn has all those combos preloaded as one of her strats

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so it's notable for her

south horizon
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but yeah, my main advice with building anything is that ultimately, testing it out

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is gonna give you better knowledge on what to do and what not to do then just trying to lab it mentally

marsh garden
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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

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but yeah, fair, the axiom applies everywhere

wise ocean
south horizon
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experience with hazards is what made me realize that a diff 5 on a hazard

marsh garden
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testing beats everything

south horizon
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is actually a really big problem for most people

marsh garden
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well, within context i'm also only int 3

south horizon
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because not everyone invests in resistance

marsh garden
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so i'm not worried about that at the moment

south horizon
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int 3 still means on avg

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someone needs stam 3, res 3

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not including any other issues they may have

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and it's not uncommon for people to just not super invest into resistance

marsh garden
#

ah

south horizon
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and QCs, notably tend to lack that kind of roll more often than not

marsh garden
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well, that one's just how the spell works so not much i can do about that

south horizon
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ye, i'm not saying it's an issue

marsh garden
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oh

marsh garden
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apologies

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was this just saying it to say it's good?

south horizon
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ye

marsh garden
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because it sounded like "this is a problem that must be changed"

south horizon
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nah, that was more me making an anecdote of

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" people under sell resistance and QCS don't have good stats agaisnt hazards that often"

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because exalted kinda has a like

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psychology issue that you often roll so high in the stuff you're good at

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that you can kinda become blind to how hard those numbers can be to hit if you're not spec'd

marsh garden
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ah.

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the dnd 5e saves problem.

south horizon
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it's something I saw with the new spell that came out with infernals

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with people saying " how is this meant to be used"

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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

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to attempt it

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and they can't use their hands