#Exalted
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Ability+spec as in "cap out at 6 but +1wp reroll fails"?
might be fun for that one great house that is hinted to have a method to overclock a deeb
yeah
Interesting.
House Ledaal, the ones who really hate anathema
might be a fun Wyld Hunt campaign
Kill Bull Volume 2
"blood potency" is interesting
deebs place a high premium on legacy, so effectively sacrificing that for a one-time Punch A Solar is big
If you do run it, I formally petition that I be a player >XD
I'm happy with how I set up the Kitsune exigent for my player
You get tails per 5 motes you spend up to 9
which raises your dice cap
So your dicecap just slowly ramps up to 9 as you sprout more tails
Custom
oh i love that
i assume it's your anima banner along with your excellency?
that is a fun one
I assume they stick around longer than an anima banner because 9 anima raises in a scene is hard
is this a terrestrial exigent or a celestial one?
because full 9 tail fox just stunting on deebs with their huge dice cap for a relatively short time is very funny
To Live In Interesting Times
Cost: 3m; Mins: Dexterity 2, Essence 1
Type: Supplemental
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
The Wanderer swans her way into danger, sure that it is better to live interestingly than to not live at all.
This charm supplements a rolls to pick a lock, with each 10 adding a non-Charm die. If she rolls 3 or more 10s, she also adds a non-charm success. Buoyed by the narrative certainty that failing to pick a lock doesn't do much to progress the tale, she succeeds even on a failed roll. Instead, her failure introduces some complication: her tools break, a guard catches her, she finds herself in a different room than she intended etc. If opening the lock would directly imperil the Wanderer — e.g., the chest she’s opening contains a bomb or there is an ambush waiting for her — she succeeds automatically without needing to roll.
Keys:
Forester Arrows Contest: This charm can also enhance rolls with any ability to take part in competition, like archery contest or to play gateway. Exalted opponents and non-exalted opponents with essence higher than hers are not beaten on a failed roll, though others will still be affected. This never applies to combat.
Exit Stage Left: This Charm can also enhance rolls with any Ability to attempt to escape foes, like leaping from a window or hiding among a group of passing monks. Exalted foes and non-exalted foes with essence higher than hers are not beaten on a failed roll, though others will still be affected.
Half-Blind Snake Methodology(Essence 2): This Charm can also enhance rolls with any Ability to bypass barriers and personal defences; such as a tall wall, patrolling guards or a doorman requesting a password. Exalted opponents and non-exalted opponents with essence higher than hers are not beaten on a failed roll, though others will still be affected. This never applies to combat.
Maze Stalking Hero(Essence 2): This Charm can also enhance rolls with any Ability to bypass esoteric barriers and obstructions, like a curtain of sorcerous flame or the illusionary maze guarding a Fae court. It doesn’t let the Wanderer make a roll if she couldn’t normally attempt one.
Took one of those 'Hey, what if you just Messed Up instead of failing' charms but gave it keys to expand it to stuff like 'contests' and 'being stealthy against non-exalted foes'. Do you can do all your Solid Snake or Robin Hood Bullshit.
"Colonel, I'm trying to sneak past but the lfaring of my anima keeps alerting the guards"
wait it has mute
shit
Yes, or two for one if the math works better
Could be fun. I think I'm being kinda tempted by like 'Turn dice from stunts into successes'. The Fae Exalt wants to Look Good/Gets worse if you're not stunting well/at all.
tru that is simpler
btw, do these seem fun for some basic 'do infiltration stuff' charms? They're not big stealth stuff but they get you past Basic Things reliably.
this feels like something that would cost 1wp to me, just by the vibes of it, but i kind of adore it either way
guarantee a successful escape...as long as you've led a scrying sorcerer to your friends
automatically win a competition...whose "prize" is your own capture
Oddly enough, Sids, Infernals and Abyssals all have a version of this and the Abyssal one is actually cheaper (Sometimes). It's not an effect the game seems to value very highly.
walk confidently through a magic maze...to petition a Fae king that wants you dead
love it all
That said: The keys do broaden it in unusual ways that others don't get. Nobody else gets the contest one for example.
Divine Domain Imposition(Maze Stalking Hero, Essence 3): The Wanderer can use this charm to attempt to break through mystical barriers that would normally be impossible. She rolls (Dexterity + [Larceny or Occult]) to enter a spirit’s sanctum, pass through a normally inaccessible magical portal, cross a boundary between realms of existence or such. The roll’s difficulty equals the Essence of the character who created or owns the boundary; if no such character exists, the Storyteller assigns a difficulty from 1-5. Success lets the Wanderer and (Essence x2) companions pass through safely. Failure still allows them to pass through but introduces a complication as is normal for this charm.
High essence key for it!
hmmmmm
what if you add a "default complication" when she's bringing allies - the problem that only the wanderer and one companion (half her companions?) can cross the barrier
a forced "the way is barred, we must leave them" drama moment
so many shows & movies where One Or Two of a 3-5p group cross some great divide or magic barrier or slip through a boulder trap
and then someone dramatically goes "they'll have to find another way" or "...we must keep going"
I'm sorta trying to avoid 'default complications' as that makes it a hair too predictable and I like the GM getting to slap players about in creative ways.
If that makes sense?
mm, it does
...I worked out a fun idea on how to get a cool trick theme for each of the stats for Wanderers.
Physical
Strength: Dragon's Ire
Dexterity: Legerdemain
Stamina: Primal
Mental
Intelligence: Infusion
Perception: Soothsay
Wits: Wayfare
Social
Charisma: Tale-Craft
Manipulation: Contract
Appearance: Naming
I linked each stat to a C:tD art to basicly go 'Hey, this stat gets some cool supernatural tricks based on this art'
Which will help fill the space in between the 'basic function' charms.
Burning Thews
Cost: 3m (2i); Mins: Strength 3, Essence 1
Type: Reflexive
Keywords: Dual
Duration: One scene
Prerequisites: Chimera's Claws
Muscles glowing from within with the power of legend, the Wanderer's grip mangles metal as easily as if it was fresh from the smith's forge.
The Wanderer gains the following benefits:
• Her unarmed attacks ignore three points of soak and Hardness.
• When the Wanderer succeeds on an unarmed disarm gambit against a non-magical weapon, she can reflexively pay two Initiative to destroy it.
• The Wanderer an also pay two Initiative to destroy a non-magical weapon after successfully defending against an attack made with it if the attacker failed by two or more successes. (This doesn’t affect weapons that use projectiles). Against an unarmed attack, she can instead inflict two dice of decisive damage, which ignore Hardness.
• The Wanderer adds two automatic successes on feats of demolition to destroy objects. She can complete feats to destroy objects or cause similar personal-scale damage instantly.
• She automatically flares her anima banner to glowing, unless it would be higher. While this charm is active, her Anima banner cannot drop below glowing.
got tired of waiting for the sid companion to release and took matters into my own hands (tm)
```
Sidereal Charm
Maiden-in-Chains Enlightenment
Cost: -; Mins: Occult 5, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any completed Sorcerous Martial Art
The Sidereal stands before the chains that seperate the self and the world, and in a moment of brilliant understanding -
realize they never trapped her here at all.
Upon purchasing this charm, the Sidereal chooses a Sorcerous Martial Art they've completed. That Sorcerous Martial Art, along with any weapons or armor it creates, become compatible with all Sidereal Martial Arts for her.
This charm can be purchased any number of times.```
Looks fun. Being sorcerous marital arts, it makes the buy in relatively cheap.
Meanwhile I'm trying to give some spice to the various wanderer charms/stat sets.
• Her unarmed attack three points of soak and Hardness. should be "ignores" right
other than that it seems good
gives herself 3 soak/hardness when she lands an attack, clearly
Whoops. Yeah, that should be ignore
... huh, that's actually a fun effect. I don't think anyone does that yet.
It's basicly a 'it's you, not your weapon' version of Essence Core Ignition that Beamklaives get but being able to put it on unarmed attacks is unique.
Cold Iron Ruin
Cost: 3m; Mins: Strength 3, Essence 1
Type: Supplemental
Keywords: Aggravated, Decisive-only
Duration: Instant
Prerequisite Charms: Dream-Reaving Strike
The Wanderer invokes the death of dreams and hope, cold iron's annihilation.
The Wanderer's decisive attack deals aggravated damage to a spirit or creature of the wyld, and destroys it permanently if it incapacitates him. Any damage from this attack inflicts the target with the soul-deep numbness of iron, having them take a -1 penalty on rolls until the end of his next turn. Against Creatures of the Wyld, this penalty is (Essence/2, rounded up).
Keys:
Iron In The Soul: Iron kills not only the body but the heart, leaving nothing but indifference. Characters with positive ties towards an incapacitated target lose those ties unless they spend a willpower to resist. Trivial characters cannot resist. This key's effect on the target is a fate-altering shaping effect. It's effect on others is a psyche effect.
Autumn Ends, Winter Begins(Essence 2): The Wanderer can affect any living creature. The souls of beings killed this way lose their vital spark and unravel without the dreams that sustain them, never reaching lethe or leaving a ghost.
Blight The Earth(Essence 2): If the Wanderer deals 3+ levels of aggravated damage, her target becomes incapable of healing damage by any means for the next (Essence) days.
Decided to make the 'You permakill a thing' tied to the most 'this is the incarnation of death' thing there is for fae. You're turning Cold Iron against others.
hmmmmm, going down the line and looking at ligier's defenses again - what all options for lunars are there for unblockable attacks? not seeing much in-splat, but are there animal shapes or any moderately complementary artifacts that provide one?
Goddamm
...it would likely be too meme-y to list 'Such as the Mask of Winters' when listing targets for a charm that has a bigger effect the less literate the target is.
This should cause your unarmed attacks to deal lethal damage without stunting as well, I think. It's a minor bennie but it makes sense.
Thos keys are really spicy, I especially like that first one. I assume those who knew the victim are not aware something happened to them, just that they suddenly feel less willpowery?
I was planning on having the prereq be your parry unarmed/do lethal unarmed style charm so they'll have that already, luckily.
Yeah. I'll make that clear.
Legit
okay wow jeez, been going through infernal athletics and this is so much more powerful than the solar & abyssal version
getting more and more excited to make infernals every time i crack open their pdf, all of their charms are just so much more juiced than abyssals'
at least all the ones i'm interested in
World-Saga Demiurge Dramaturgy is so cool
Walk the Faerie Path
Cost: 3m, 1wp Mins: Wits 3, Essence 1
Type: Simple
Keywords: None
Duration: One hour or Instant
Prerequisites: None
The Wanderer drops a runed stone, breadcrumb or twinkling gem, marking a place in her memory she can always return to.
The Wanderer familiarises her with current location over the course of a minute, creating a mystical waypoint she can return to. This waypoint hangs in the air (or in the water, on the ground, etc.). It’s visible but immaterial and remains in place for one hour. The waypoint immediately dissipates if the Wanderer moves more than a mile away from it. Characters capable of striking dematerialized targets can destroy the Waypoint with a difficulty 2 gambit against Defense 1. The Wanderer can have a number of Waypoints equal to (Wits/2, rounded up), with additional ones created resulting in a previous one of the Wanderer's choice being lost.
Alternatively, this charm lets the pull the herself through space, immediately teleporting back to a Waypoint of her choice, dissipating that Waypoint. When used this way, the Charm’s Willpower cost is waived. If used during combat, it requires a difficulty 4 (Wits + Athletics, Ride, or Survival) roll, suffering a penalty equal to the number of nontrivial enemies within medium range of her; if she’s in a battle group’s space, she also suffers a penalty equal to its Size.
Keys:
Hidden Fairy Fort: The Waypoint becomes near imperceivable, requiring a (Perception + Awareness) roll at a difficulty equal to the Wanderer's (Wits + Essence) to notice.
Deep Rooted Paths(Essence 2): Waypoints created this way last one Story and allow the Wanderer to travel up to ten miles from them before they dissipate. Waypoints created within the Wyld (Including Bordermarches) are even more enduring, allowing the Wanderer to be up to (Essence) times as far away as normal before dissipating.
Elf Ring Portal(Essence 3): The Wanderer can also use this charm to link her current location to that of a Waypoint or to link the location of two Waypoints, creating a stable passage. As long as the Waypoints remains intact, any character can pass between the two locations as if walking through an open doorway. The Wanderer may end this effect as a Simple action, dissipating all linked Waypoints.
Fey Bullshit!
I really like that
I dont' have any comments on the like, efficiancy for it but it seems cheap enough to be quite viable
I'd almost want an E5 key that's like
'waypoints are permanent and have no ma range' anymore or something
*max
but that might be too much?
I mean, it's E5. Likely not.
Paths That Predate Creation(Deep Rooted Paths, Essence 5): Waypoints are permanent until used and do not dissipate regardless of your distance from them. You may even maintain Waypoints in different planes of reality, though attempting to leave or enter Malfeas via a Waypoint or Elf Ring Portal will take five days of travel along the Wyld paths instead of being instantaneous.
Strength: Dragon's Ire
To ask the Princes of the Earth, a Dragon is a being blessed and made to stand above. Magnanimous and glorious, they rule over creation with wisdom and shepherd it into new ages of wonder. This is not a universal tale.
Others tell stories of the terror of dragons. Of vile scaled beasts that wipe villages away in their fury and claim any treasure that appeals to them. They tell of the horror of their mere attention and the devastation of their wrath. Within the Wyld, there are tales of the Golden Dragon, the Unconquered Beast squatting in the middle of what was long ago lost to them. They sing of his flames that consume heroes that seek to free them from the curse of shape, of his gravity that shaped wonder into straight and narrow lines by his mere presence.
The Wanderer invokes the art of the Dragon's Ire to emulate the explosive, devestating power of these stories. To bring rending claws, skyfire and gravity to bear against their foes. The Wanderer must beware however not to grow too complacent in this power, for there is no dragon that cannot be laid low by a hero with the story at his back.
Writing up some intro things for each of the stat charmsets to sorta give a 'vibe' for the thematic area they play in. How does this read?
you're making attribute Deebs?
i think they're celestial tier
so like the prototype pre-1e version of lunars
wyld-corrupted attribute exalt (except iki's wanderer is Essence)
Inconstant Student's Brushes
Starmetal Hook Daiklaves, Artifact •••
Attunement: 5m
Type: Medium (+3 ACC, +12 DMG, +1 DEF, OVW 4)
Tags: Lethal, Melee, Disarming
Hearthstone slot(s): 2
lorelorelore
The wielder of the Brushes must shatter one of their weapons' blades in order to use several of their Evocations. A shattered Brush can be reforged via a superior repair project (Exalted, p. 242) with a goal number of 25. When undertaken by the artifact's attuned wielder, these projects do not require the expenditure of craft experience or a project slot.
A shattered Brush retains the characteristics of an intact artifact, but is wielded as a light mundane weapon with the Martial Arts, Lethal and Thrown (Short) tags.
Attuning to the Inconstant Student's Brushes awakens Broken Blade Salvation at no cost.
Broken Blade Salvation
Cost: 1wp; Mins: Essence 1
Type: Reflexive
Keywords: Resonant, Decisive-only
Duration: Instant
Prerequisites: None
When the wielder accepts a crippling injury (Exalted, p. 201) to reduce a decisive attack's damage, she may use this evocation to shatter one of her weapon's blades instead of suffering maiming. This negates (Essence, maximum 5) levels of damage.
Resonant: Use of this evocation does not count towards the once-per-story limit on crippling injuries.
Misc write artifact
first thing i see is crippling injuries
i'm interested
okay this is a funny mechanical hook
how many blades are there? is it just a pair, or are there more?
this is probably too strong an effect to hand out at E1, even when made significantly more expensive than Cracked Mask Sacrifice or Form-Shedding Sacrifice, since they're both E3
but I think the basic idea holds
and yes, it's two swords
huh, really, even when it's only 1 level?
yeah, i think one decisive level at e1 isn't problematic in the way E-or-3 would be
anyway lots of ways to go for future evos, I was thinking "when you complete repairs to one of your blades, you can go into XP debt to learn a charm, spell or evocation based on the circumstances that led you to break it"
since these are to some extent a teaching tool given to new disciples
the sword spares them from their mistakes and then they learn by repairing it
i think cracked mask and form-shedding are e3 because they have no cost
they're just reflexive Thing Doers
lunar shapes and sid resplendent destinies are also dirt cheap and easily replaced
yeah
the sword takes three months, although I suspect I may have to bring that down by replacing the repair project with a regular Extended roll
few games last long enough to fix the same sword several times
i can go and get myself three types of dog, three types of bird, Dave from a town over, and this rabbit in the span of a week
I like to imagine these are not in fact brushes but they have big fancy hilt tassels because those always look fun
i do love hilt tassels
these are basically designed to be Rival's swords and so I won't make too many evos for them, probably about five
he probably won't learn most of them
but I wanted an Oh Shit button that wasn't without cost
and of course you can gut people with your broken sword or chuck it at someone because it wouldn't be cool otherwise
ah with Mending Warped Designs you can fix these much faster, I'll have to remember that and adjust the costs
that seems reasonable though
probably shouldn't make it a weapon entirely locked to sids, conceptually
in this case it's for me in particular, and every splat has repair charms, but I do want it to be not-busted when a fae breaks your sword and you can fix it in one 8-hour shift
fair
can a sid make themself an enemy of fate lmao
could rakan thulio smash his own shit and complete repairs instantly
yes, but in this case I'm pretty sure the damage is caused by the guy who just stabbed you
huh
oh right, that reminds me
other than that one infernal e5 charm
is there anything in the game that doesn't eat shit to eye of the unconquered sun?
don't think so
alas
there's a lot of stuff that is immune to everything but that
this is why we need to finish corrupting all of the solar exaltations
shove them into the wyld for three thousand years
My favorite setting variation is the one where this happened

And we have 150 abyssals and 150 Infernals, give or take enough to let a small number of solars be around maybe
If we have to
hmm
trying to figure out numerology variants that make it interesting
256 is 4^4 but that's neither obvious nor immediately compelling for abyssals, even if it + 66 infernals means you can have exactly 11 solars left with 333 initial
13 has too many waste numbers for larger amounts
and not enough solars for significantly larger numbers of 4s or 6s
you could look at the deathlords for 3s or 9s, but that doesn't evoke any real-world significance that i'm aware of
sad
hmm, other evos possibilities
Reforged Spirit Meditation
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Broken Blade Salvation
Accelerate training times while repairing, probably should do other stuff
Potential upgrades/repurchases:
- learn eclipse charms as reforged sword evos from someone you fight or someone who assists in the repair process
- XP debt to learn charm when the sword breaks so you can use it in that fight?
Blood and Splinter Blossoms
E2
Break sword on decisive attack to do more damage/leave snapped blade in wound to cause penalty
Placeholder Capstone
Unsure
I think the capstone being "when you explode the sword, temporarily learn stuff you need to win the fight, make permanent with XP debt" makes a certain amount of sense
i like the idea of temporarily learning a charm that would help you in a given fight
i'm not sure how i'd implement it, but i think it'd be compelling to provide a different benefit depending on whether you win or lose the fight
win and you can get that charm, lose and it was the wrong choice and you get something else
but i'm not sure what would be like, interesting to do with that
unrelated, i'm trying to do a Deathlord-related charmthing, and i want to solicit some thoughts
I know I might have the speed-training charm also speed up prophecies/sorcerous workings/regular crafting etc. as a kind of post-fight accelerated prep time mode
you finish the big fight and go off on your training arc
so, thinking about the fact that there are nine of them and they kind of match up with both an attribute and an ability they're primarily concerned with, i've been poking at mini-charmtrees related to them and those scores
Abyssal trees are all Deathlord-themed already, so you're spoiled for choice there
but the problem is that it almost works, but there aren't enough for both stamina and strength lmao
no yeah i just want three-charm attribute trees
i also just don't really have a good grasp on the Mask, which is very appropriate i think
but like
i can look at the walker and go "appearance", the bishop and say stamina, or the lover and manipulation
the heron works for dex (i know, of course, that they're all ability-first and her primary concern is stealth, not dex)
but like, the mask is kind of just performance, bastardry, and tryharding, and he doesn't really fit any social or mental stat better than the others
Mask feels like Charisma
the others work with an attribute keyed to their ability, but he doesn't really
and i'm sad that i can't point at any of them and go strength (other than the Bishop, but with Sepulchur's style i think he fits better on stamina) and that the Mask doesn't slot in cleanly with what i'm wanting to do
because i've got three with A Social Stat that they signpost better
Strength makes sense for Walker imo
he's super appearance imo, his whole MO is being pretty and tempting people
and also war
which can key off appearance
Walker, FAFL maybe
Walker’s a warrior first and foremost
hmm
I’d give stamina to Falafel, personally
the deathlord write-up emphasizes his attractiveness and silver tongue more
nah, lion's charisma
i kind of can't say anyone fits that better than them
they're The General
they were explicitly super charismatic before they got jarred
prince is charisma, fafl is something unsubtle
I think he’d be charisma before getting jarred
nobody else deserves stamina more than they do
and now they're an app 7 nightmare bozo
The tricky ones IMO are the mental scores
i actually had prince pegged as Wits
since he loves scheming
but i guess that's more the staring at people stat...
yeah, but he's mostly a captain and an orator and a diplomat
fair
Int is pretty easily Eye and Seven Despairs I think
Dowager is tricky
but i can accept prince getting charisma over lion and lion getting somethin else
Dowager is also very scheme-y, so i probably would have also put her as Int or Wits
Counterpoint: Eye and Seven Despairs should be perception
Its right there in the name
I mostly put Eye into Int instantly because they are like the crafting guy among the deathlords
The Silver Prince is an interesting cat because he’s less schemes and more, AIUI, just doing the ground-level work of building a functional empire
with a total base craft pool of 21 from that and craft
I was just making a joke about there being Eye in the name
I don’t actually know who would be best for perfection
Perception is just a weird stat for a deathlord to spec into
sauron is a perception deathlord
perception/craft would be his mains
well, perception + awareness + craft
since the awareness charm suite is just Straight Up Sauron Shit
His appearance is probably pretty good as well
I might give Perception to Dowager just because she has the well of udr
yeah, app 7 (beautiful) -> app 7 (terrifying)
that's why i did it!
Eye Int, Mask Wits, Bishop Perception
Heron Manip, Prince Charisma, Lover Appearance
Walker Dex, Dowager Strength, FAFL Stamina
would be my spread
with strength and perception as the odd ones
the Well, the huntress theming, and the fact that Per is a casting stat
could easily swap those two because Bishop is very stronk
I was thinking Black Heron as Dex maybe
Her whole animalistic killer vibe
fair
the three stats i'm willing to consider on bishop are Strength, Stamina, and Charisma
Heron has a lock on Abyssal Socialize and is the most cunning-socialite deathlord
since those are the three stats that Sepulchur explicitly calls out
Bishop - Stamina
Heron - Dexterity
Dowager - Perception
Eye - Intelligence
Lion - Charisma
Mask - glorpshit
Lover - Manipulation
Prince - Wits
Walker - Appearance
this was my initial list
I was mainly thinking since she's also an assassin
Heron has the whole double identity thing going on
and Lover is hard Appearance
Where she’s Princess Magnificent
Walker is a straight fighter, Heron's deal is about social
I'm sorry did he call it the Company of Peaceful Sinners?
He leads a mercenary company
in the JOAT category
he is second only to FAFL as the most down-the-middle warlord of the lot and FAFL is definitely more endurance than dexterity
his three emphasized centers are personal power (archery and melee), military leadership, and being The Tempter
of the deathlords
walker is the one who's described as being pretty and silver-tongued
while the lover is pretty and caustic
unfortunately there are way more social deathlords among the list so he's middle-of-the-road there at most
Most of all Walker is the knight-commander of a mercenary company
and he's a very notable warlord
if Lover isn't Appearance I don't know what metrics you're using
manip because she's 80% gaslighting by volume
i will accept app, but
she is the gaslight gatekeep girlboss
Mask gets Wits because he is The Schemer, that is his entire deal
he is busy playing CK2
Walker is smart and charismatic, but he is A Warrior and kinda thinks like a warrior, right down to the obsession with chivalry
that's fair
strength on walker then
Bishop - Stamina
Heron - Dexterity
Dowager - Perception
Eye - Intelligence
Lion - Charisma
Mask - Wits
Lover - Appearance
Prince - Manipulation
Walker - Strength
current list
Walker is the evil version of the kind of archetypal Good Mercenary Duke
Prince Manip doesn't fit him at all for me
he's going for the cultural victory
he is the most charisma charisma deathlord
his deal is "look at me, I'm a noble sailor and administrator and culture hero"
Honorable, charismatic, capable in most or all areas, a legendary fighter, and also evil
hm, thanks. prince and mask are the ones i understand the least about
Lion is also not charisma, lion is a brutal iron-fisted tyrant who happens to be an amazing general
Silver Prince is interesting because he’s not here to trick or deceive you.
i guess i'm fixated on the contrast of their pre and post-jar personalities and the cha-to-war parts too much
Falafel’s most iconic thing is Abyssal Resistance, imo
Like Walker, he’s almost a subversion of a good guy archetype
yeah...he's Here With the Chains all in on the damned armor
my problem is that Bishop is all phys but dex is the least emphasized of his phys stats...and the walker's biggest phys stat is absolutely strength in my mind, because he uses a bow and a giant greataxe
so now i'm staring at four goobers that want phys stats and none that are dexxed out, if the Heron's manipulation
I’d give him strength dex because I imagine him as possessing, first and foremost, mastery
'him' being the bishop or the walker?
because that entire statement could apply to both lmfao
Walker
He’s got that big axe, but even with it in hand nobody else seems like they would be half the fencer he is
hits you with the void circle, the SMA, the giant gribbly war-form
Bishop - Strength
Heron - Manipulation
Dowager - Perception
Eye - Intelligence
Lion - Stamina
Mask - Wits
Lover - Appearance
Prince - Charisma
Walker - Dexterity
this is a full lineup, then...
Bishop’s SMA is also very strength-focused
looking at walker as dex just feels wrong to me lmao, and heron not as dex - but she is the literally two-faced one
strength and stamina
heron is like 40% dex, 60% manip, fuck everything else
i'd argue it's more stamina-focused, because it wants to sit there and tank shit and gets bonus soak & hardness from stamina
Like, when I imagine falafel vs. walker
and its strength is just on one of its debuffs
yeah, but FAFL is busy with "tank it out" as their number one methodology, they are the Big Armoured Bastard
and Bishop has about fifty ways to fuck you up, all of which are max power and extremely unsubtle
looking at their combat writeup again, and yeah that makes sense
explicitly just sits there and relies on soakbeasting and raw hardness
thanks gamers
I imagine the inexorable force of wrath versus the legendary warrior
Falafel just powering through all of the walker’s legendary skill
it'd be fun to power up bishop a bit by giving him one of his actual old SMAs back instead of just the raidboss one
nah, I mean "old" as in "when he was a sid"
ahhh
The Bishop can have a little PAOC, as a treat
i assume he still knows whichever ones he had in life
can't exactly unlearn a martial art (ignore the fact that Exalted is a setting where you can), assuming you've got the juice to actually survive using an SMA
indeed, but it's not on the sheet
I can totally imagine him using Spell-Shattering Palm
Huh, I could've sworn he had a sheet in Abyssals and that was why the Bishop SMA was in there
Mandela effect'd
ghosts get fairly fucked up, I think it's very possible he only has the one SMA
at the very least I doubt he can teach anything besides Albicant
i would definitely agree with that
agreed
Ye
bro's probably working off raw instinct for any other SMAs or SMA charms he has
actually.
it'd be cool for him to have stuff for the Fight though
he's also got a lot of other potential super modes that will probably take the phase 2 slot
i feel like he probably just has individual SMA charms
I could see him knowing other stuff but having lost the sheer enlightenment of the sids
remnants of the mastery he had in life, dredged back through relearned skills or surviving instincts
And even having developed Albicant to recapture a bit of that
but yeah i totally agree that Spell-Shattering Palm feels extremely fitting
as a charm that supplements Sepulchur for him
My personal vision of him is that he’s got all of the raid-boss stuff going on, and then if you somehow get through it oh shit he hits you with absolutely terrifying karate skills
Deep stances, full extension on his punches
Dude fighting like fuckin’ Ryu Akuma from Street Fighter if you get close enough to make him mix it up
"phase 1: Cosmic Death Ray, Gigaflare, Shoot Down The Sun"
"phase 2: hit you in the face with zero fanfare"
Like, imagine this ancient Buddhist monk type, dressed in concealing robes, standing perfectly straight, surrounded by slabs of rock and waves of death and all of that
And then you close in and he rips off his sleeves and he’s got biceps for days and he punches you so hard that every piece of glass in a 100-meter radius explodes
This is my vision of the Bishop fighting
it's just a good aesthetic every time
shit like uhhh
lordgenome from gurren lagann
Nah, Wyld Exalts
ye I missed the Wanderer part the first time lol
You know who I think is really fun fuel for a Sid character?
Lodi from Destiny
But idk how it'd work
Cuz Sids don't really
Get possessed by their bosses <XD
Oh?
I just recently joined in Exalted and got Essence recently
Exalted just vibes with my tastes
Thunderbolt Fantasy + Devil May Cry + Sengoku Basara SSS Smokin' Sexy Stylish Action
yeah there you go you got it
i like to call it white goth xanxia but thats because i remember 2e....
incredibly funny sid craft charm
"hey can I look at your sword for a minute?"
this is your sword-retrieval charm but it also works on all random trinkets, which is fun
huh, that works on artifacts too
touch an enemy's artifact and they're never allowed to have it again
Well, as long as you keep that charm committed
and you have to handle it for a while
for 1m
but it's a good way to assert dominance
Will have to put it on any larceny sids I make
not nothing, but "sneak into a sword pervert's room and now he's instantly fucked forever" is (while standard for a sid charm, i think) quite good
and then you just gank him and can attune his cool daiklave
Can also use it for light espionage
give someone fencable goods and then see where they take em
this is my spying coin, I hid it in your purse
"accidentally" allow an enemy to steal your paranoia sledgehammer and then get free deets on their base
Spy camera cigarette
Sacred Hospitality's Contract
Cost: 5m, 1wp; Mins: Manipulation 2, Essence 1
Type: Simple
Keywords: None
Duration: One social interaction or event
Prerequisite Charms: None
Sacred Hospitality has existed longer than there has been a Creation. Not even the wildest raksha or the most violent demon would break it carelessly.
The Wanderer blesses a social interaction or event where they are welcome, from one as glorious as a fae party, as tense as bloodless protest or as private and intimate as a few friends resting around a campfire. A character involved in this event, even if they intrude upon it, that initiates hostilities without being insulted, provoked, or harmed is considered to have broken hospitality and must pay two willpower to do so. Trivial characters cannot resist.
Keys:
Intoxicating Revelry Invocation: Characters at the event treat intimacies related to hatred, despair, or self-restraint as one step weaker for the rest of the scene.
Broken Trust: If a character breaks hospitality, all other characters at the event gain a minor tie of disgust or hatred towards them, or increase an existing tie to major. A character may pay 1 willpower to avoid this. This tie is not reduced by Intoxicating Revelry Invocation for the duration of this event.
Storm-Calming Contract(Essence 2): Not even nature would dare to break hospitality the wanderer invoked. Characters are protected from any trouble by the environment, suffering no environmental penalties or harm from environmental hazards for the duration of the event unless they break hospitality. This is a Shaping(Terrain) effect.
Thrice-Cursed Treachery(+10m, +1wp, Broken Trust, Essence 3): For a surcharge of ten additional motes and one additional willpower, the Wanderer can lay a curse upon all who break hospitality. The details of the curse are up to the storyteller. One who strikes a guest in rage may find himself unable to feel passion for a year and day, while one who poisons the food of another may find the food they attempt to eat rotting away before it can reach their lips. A character that would break hospitality becomes aware of this curse with enough time to avoid doing so, though they are not aware of the specifics. This is a Shaping(Fate) effect.
The Wanderer version of that 'Hey, I'm too diplomatic for you to attack'. It's omnidirectional, not only protecting you and your friends as you go 'Hey, this is a Peaceful Place. Stop That Shit'.
for broken trust, does the person breaking hospitality spend the WP or does everyone else spend the WP to not increase their tie?
The latter is the intent. I should make that clear.
I too make lots of craft exalts
lol that's not what I meant but
Fair
I may
Oh god I might do that
No not a Siddy, sorry to preemptively disappoint
Sid Craft is a wonderful toolbox but not amazing for big time artifact crafting, this is fair
Although 5/5/1 + two charms can do perfectly acceptable three dots if you don't mind taking a while to build up the necessary gold juice
I want to be a FOOLISH SAMURAI WARRIOR
My Friend made this as a personal joke, and I thought I should share it with everyone.
Who made his own sword
Have you ever considered using other kinds of edged weapon
hand axe 👍
You can just Glorious Solar Saber yourself a sword, but Alchs making their own wargear has always appealed to me and Lunars have charms to make artifacts out of their important kills
Do you know how much random bullshit I've learned about swords specifically
In short no I have not my brainrot is terminal, tell my family I love them
<XD
Lunars can also make artifacts out of their ass
Knowing Exalted that's
distressingly literal
Oh yeah their moonsilver armor-skin charm track
also can just decide they have artifact weapons
They can make artifacts out of other people's arses too
I think Infernals have the most interesting Solaroid craft tree, I need to make a green sun soulsmith at some point
'fuck you I have a spear now'?
I should look at Inf craft
very keen to make an Elric...
Lunars can basicallyd eclare 'I have finished an artifact' and go into debt for it, ish. IIRC, lemme find the exact details of the charm
Yeah they kill you with a half done spear
Huh
This also makes them the only non solar splat that can kinda sorta do N/A - with immense effort they can build half an N/A artifact and partially boot it up with this charm
and the upgrade, which lets you finish it by just Doing STuff With It
not like, finish an NA probably
This Fucks
Doesn't do anything for N/A because N/As are built with white rather than gold points
This is some preem 'story around the artifact' shit
so you can make a perpetually unfinished doomsword and kill people with the one tiny fragment of its power
but not a full one
Oh
My Lunar on the voyserver uses her claws (bear lunar that uses white reaper style unarmed)
Speaking of Lunars
My Abyssal game circle is having an audience with Obsidian Leopard
Pray for us
Wits: Wayfare
It is no surprise that many Wanderers have an affinity for travel and navigation. Beings without a true home to call their own, they spend much of their time on the road and amid liminal spaces in their endless journeys.
To those that master Wayfare however, comes a more mystical understanding. Wayfare is not merely the art of travel but the art of forming links, of crafting pathways and passages. They chart landmarks and milestones both physical and metaphorical. It is the art of Couriers and Scouts, those who walk dangerous paths and keep links between communities strong despite distances.
The Wanderer invokes the art of Wayfare to stretch a few steps into eternity or to weave the links between friends into a net to catch the most dangerous of despair. She can chain moments into a circle to trap her foes in an eternal present. However, she must remember a important fact: The power is within the links, not within her. She must not allow herself to become distant and dull to the world, lest she find herself without links to draw upon.
Added a writeup for another Stat/Art for Wanderers. How's this read?
evocative!
We are heading to bed, but I wish to share these merits with everybody.
Followers ●●● Personal Bodyguards
Command ●●●●●● Ten Legionary Dragons (Average)
Backing ●●●● Imperial Legions (General)
Resources ●●● Legionary Stipend
Language ● Old Realm
Quick Draw ●
Danger Sense ●●●
Retainers ●● Second-In-Command
Resources ● Personal Estates Revenue
i didn't realize merits could go beyond 5 dots
is that enough dudes to need command 6?
24 total merit dots is very scary, though
Dragons are a unit of measurement in the Realm.
That's a fucking lot of dudes
That's 5000 soldiers. Aka: Literally an Entire Imperial Legion.
Command specifically does! Usually to represent additional Might or Numbers you might posses yay
huh! learn something new every day
btw Lilah this is the Cassie system's Deeb for their time in the voyserver <XD
They Are Bringing The Army
oh jesus
The Humble Tepet, whose Legion is cresting the hill; "WHAT HO, CHUCKLEFUCKS!!!"
lmao
I do not think this woman is humble.
hehehehe lol
I do not think that is rules legal
group with Elite Drill and the traits of elite rather than
average troops, or five Size 5, might 0 groups with Average
Drill, or two Size 5, Might 0 groups with Elite Drill.```
five up from two at four dots, up from one at three dots, so I suppose it makes sense? You're kind of psuedo-doubling at each step
that said, the rulestext is
to represent multiple distinct military detachments or truly
enormous military forces.```
so the alternate view, which I believe is more RAW-accurate, is "10 dragons (10xS5) is *Merit 10*"
alternatively alternatively, the description for S5 in the battlegroup section is Size 5: A full army: two dragons of Realm legionnaires,
so 10 dragons is just
five size 5 battlegroups
5* merit
There's also various things that state you add 1 dot to the cost of the merit, usually to give it Might 1, like zombies or IIRC first circle demons?
Resources 1 and Resources 3 are totally redundant, too
i assume this is because the legionnaires are the [size 5 might 0 elite drill] pair
as opposed to the 1x [elite drill elite troops] or the 5x [average bozos]
i feel like this is uh
slightly overvaluing elite drill, claiming that it's worth reducing your Size 5 BG count from 5 to 2
i don't have a great understanding of BG value yet tho
Elite Drill ends up with a lot of value tbh
Getting a free +2 defense means that Legionaires are default Defense 7
And the +2 bonus means you get extra successes on command rolls
because of the way Order actions work, your one most powerful BG gets its capabilities multiplied, so having one group that is buff as all hell has outsized value
you put a giant order into it and suddenly it's AOEing an entire party for like 35 withering damage
ahhh, right. Order is fucked
and increases in static defense are also pretty fucked
resting dice pool to statistically hit 7 is 14; fortunately it's not players, so you don't have to worry about decisives (and their lack of weapon accuracy), but to hit a pool of resting 14 you're looking at 5/5 medium artifact with specialty
yeah, BGs are great seasoning for fights but they can be a real slog if there's one giant giga stacked one
that's fine because medium artifacts have free extra numbers for no reason
so everyone's motivated to use em
just battering through soak while they just spam you with huge withering dice pools
I would like to thank White Reaper Lunar for resolving this problem in one of my campaigns
generally light, medium and Thrown/Archery Heavy weapons are pretty well balanced against each other
heavy melee can be kind of sad
heavy melee seems kind of objectively worse than everything else as a balancing lever for being the one with the cool weapons
i.e. polearms and greataxes
they may have slightly overcompensated for Giant Hammer being the meta weapon for all of 2e
I had one size 3 BG of animated statues that was genuiunely threatening 2 exalts
oh?
i assume a combination of like, might 2 and hardness?
or just the same thing that happened to me and my buddies where we got fucking mogged because none of us had appropriate combat specs
one new player and one non-combat spec
Might 1
Did I.. Allocate too many merit dots to her Command for er, 10 Dragons of legionnaires?
Answer: I did. I must have been extremely tired.
so Four Seasons Rival would be a master swordsman if he could settle on one weapon long enough to actually specialise
... damn, I really needed to check the hearthstones section of AotC
What's the deal with the Exalt type-specific hearthstones, anyway?
come from demesnes/manses aspected to those essences
no mechanical effect beyond that if you have an abyssal hearthstone it will be from somewhere deathy and so on
the soak rock is admittedly a standout for combat, hard to find anything much better than that unless you have particular needs
(there's a rock that lets you spend 1wp to reroll 1s on a single roll per story, which can be really clutch for Sids because they have no other sources of rerolls, for instance)
That's his personal variation of Iron Kettle Body.
I have no way to prove this, but
I bet the fucker who drew Marvel that can't draw feet to save his goddamn life drew this
It's definitely not Rob Leifield
Swan-Maiden Grace
Cost: 3m, 1wp; Mins: Charisma 5, Essence 3
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Something
The Wanderer offers support, weaving comfort from tales of afflictions cured and curses banished by the kindness of others.
This Charm is an extended (Charisma + [Occult, Presence or Integrity) action that can be used to free one character of a Sorcerous Curse, such as the spell Corrupted Words, or a Shaping effect. It can also lower the intensity of a magically inflicted Derangement by one step. However, sorcerous workings can’t be broken with this Charm. The extended action has a difficulty equal to (the Essence of the character that imposed the effect), a goal number of (that character’s Essence x10), terminus 10, and an interval of one week.
The Wanderer need only visit her beneficiary one day for each interval.
Keys:
Shoulder Your Burdens: The Wanderer may transfer the Curse, Derangement or Shaping Effect from her beneficiary to herself for as long as the motes remain committed. She may still continue the Extended Action to cure this effect over time by visiting the beneficiary and comforting them.
If the Wanderer fails to cure an effect while it is transferred, they may choose to either take the effect on permanently or to return it to the original victim.
True Love's Kiss: If the Wanderer has a Positive Intimacy towards her Beneficiary she adds (Intimacy) non-charm successes on the roll and can reduce the interval to one day.
Dramatic Irony(+10m, +1wp. Essence 4): When the Wanderer cures an effect with this charm, she may pay a surcharge of 10 motes and 1 willpower to attempt to reflect the effect back on the source of the curse or shaping effect, rolling (Charisma + [Occult, Presence or Integrity) against his Resolve regardless of distance. On a success, the source of the curse or shaping effect suffers the same effect they inflicted upon the Wanderer's Beneficiary. This is a Shaping(Fate) effect in addition to any other shaping effects the original effect might have been.
Wanderer 'cure shaping effects' charm
It's not as fast as order affirming blow but well...most exalts have no way to Flat Cure Them.
Pondering whether the Here With The Chains build would be better-served by just taking brawl charms rather than bear charms in addition to melee
You seem to be beating the shit out of my FightSid just fine lmao
Bear has some great stuff but not all of it is super useful
tbc I wouldn't change the Tales of Creation version, just sorta thinkin'
Or would have had I not surrendured
Oh, of course
I am saying as a non-whiteroom example of the build
She's fuckin scary lol
Fair! And yeah, I'm glad she works, although I will say that I felt the relative mote inefficiency of solaroids versus sids there :D
Solaroids can throw a lot of raw power at a problem, but they burn through it fast
gk I have 3 peripheral motes left
Ah, Chains was down to 0 and 0 >_>
HOLY FUCK
It doesn't help that her setup eats so very many motes
Oh yeeeeeaaahhh
I think if I took my lumps this round then I might have been able to reverse our fortunes but I'm not gonna un-surrender that'd be a bitch move
It would involve risking you exploding my ribcage tho, so
I'm still quite happy with getting the opportunity to walk <XD
some solaroid builds are sustainable. my preferred version, however, is very mote-inefficient and involves detonating someone's entire cardiovascular system inside two rounds max.
this is simply the price you pay for cosmic power. embrace it
to answer this directly, I'm not sure there's much in brawl that really benefits you more than bear
Yeah, Abyssal Brawl is oddly light on grappling
Yeah, the big thing here is that if you didn't manage to crash Chains and break the grapple, Savages target a defense of 0 XD
I love an efficient build, but there is a certain simplicity to "I Join Battle, 25 init, I add your init to my init, I roll 40 decisive damage, I end battle"
the main issue is that if your enemy is even slightly upright you are totally fucked afterwards, which is not a problem that big grapple energy has because you are extremely tanky
Yeah Chains is fucking terrifying
you had 1 round of control, right? so it would have been savage -> chains turn ends -> fel goes and swings, removing the last round of control, grapple immediately ends
you lose control for getting swung on even if you are not crashed
assuming she hits, no?
from any source, she forfeits one turn of control of the
grapple.```
no, you can pressure people out of a grapple without actually hitting them
hitting them is just better at it
huh, attack or damage. so I suppose if your onslaught penalty ticks - yeah
so you would have eaten one low-init savage, probably withering, and then gotten to slug it out with an abyssal down to Breath of War
which I think personally might have been winnable but given that Chains has a zillion soak and Fel is a single thin bamboo reed I probably wouldn't have chanced it
also
, low motes is one thing but 20 post-savage init on a resistance abyssal vs. a sid down to her personal pool is Not Healthy
I made an unforced error in not leading with a withering, really
I like how we're Fantasy Footballing this now lmao
exalted fights are 99% theorycrafting and 1% rolling
I am partly learning the practicalities of the system right now, so I'm trying to be conscious of these sorts of things.
Exalted fights are also good fun to spectate when properly laid out because both sides have a huge toolbox and it's totally open info
so you get stuff like Guolin vibe checking someone for corruption as a poison attack in the middle of a fight, or Rival flurrying trash talk to locate intimacies for. Crane Style
I am still not entirely sure how to approach the open information part. Are you (the player, but maybe moreso the GM), expected to roleplay not knowing certain things about the opponent? I am thinking the various trap charms that are easily avoided threats but narratively seem like they would come up
to some extent yes
the social system revolves around people having to find out what the other guy's intimacies are in order to leverage them, so you need to model your NPCs as not having access to the PC character sheet there
deliberately making mistakes in combat is a sometimes food - Ligier is explicitly noted to think he's the hottest shit ever to the point he will underestimate most enemies, but often playing around enemy charms provides them with different angles so I find I don't have to make my NPCs that blind
although it's usually polite to not have the enemy rock up knowing your exact melee suite unless you've already used it on their friends or something
I know Rival already has enough on his plate and the rest of Cerulean Lute doesn't work for him but this goes really well with his style
must resist temptation to dip even more martial arts
Oh yeah, the transparency rules make a bit more sense to me for social conflict because the core of it (intimacies) aren't assumed to be public my default aiui
generally when running NPCs you don't hand the entire sheet over to the players but anything they do use has its full rules revealed the moment they declare it
to avoid saying "I attack, enhanced with A B and C" followed by "sorry, this is actually 24 dice to hit and C was a 20 mote tactical nuke, goodbye"
It's just 12 XP, what's the worst that can happen 
the one thing I don't have is a Join Battle charm, so it's appealing on that alone
wait, 12? i thought regular MA charms were favored for sids
8xp for charm + more for dots
ahhh, right
is cerulean lute a preview MA from agents/gets, homebrew, or just something i missed entirely?
ahh, "pacifist", ic
it also gives us Battle Umbrellas
which due to the way tags work are strictly better shields
and aiui shields were already kind of ass, yeah?
The only real use case for shields is that one sid melee charm
I think Sovereigns have something for them too
but in general only those two go sword and board and even then it's tempting to just go pure board for Sids because the charm negates the damage penalty
here we are
yeah
Yeah that kinda rocks
Hell of a charm
It does kinda annoy me that Sid War doesn’t have more non-war stuff
what non-war stuff would you want in war
I’m not sure offhand, but lots of Sid trees have weird stuff. Maybe awareness stuff related to plotting ahead?
Same as how there’s stealth charms in athletics and whatnot
And awareness stuff about being a thief, and presence soak charms, and—
Mainly I wish there was a reason to take War if not wanting to specialize in mass combat
i suppose not having played a sid, all i can say is "i sympathize with that, but it's not like any other splat is otherwise"
war's kinda a dead ability for everyone outside of mass combat, yeah?
Yeah
I’m surprised Infernals didn’t get any Weird War Stuff
Since they got so much Weird Sail Stuff
It’s like telepathy powers, right?
nah, that's just the standard solaroid war package
I haven’t looked at Infernal War in great detail, Tbf
(and god i wish abyssals were 80% weird shit 20% solar shit like infernals are)
i'm thinking of their charms that like
turn off divination for everyone on a battlefield
(But Sid trees are just sorta like that, with a few exceptions. It feels odd that war is one of them)
and they get a gigantic JB charm in war
Oho?
free excellency + E-or-3 dice for 5m
with app/cha + war
here it is
and the divination one's right below it, which explains why i remembered both
God damn
yeah, those are both super strong
they also get a "magdump a size 5 giga-BG" charm at e3
Also am I crazy
they have the mathematically best excellency in the game, yeah
No? Sids have a tiny dice cap
Its the same though, attribute+ability
no
nah, they don't add +10
No, Sid dice cap is e or 3
Ohhh
it does add more sux than +10d, for 5m
so it's strictly the best excellency in the game on all fronts
Their deal is efficiency and getting more out of the dice they have
Sids have (Essence, min 3, max 5) for dice adding
at ability 3 they can spend 1m to reduce TN by 1
ability 5 spend 2m to reduce by 2
ability 5 essence 3 spend 3m 1wp to reduce by 3
they are slightly lower powered than solars at base
nah, -2tn and +3m is more sux than a 10m solar ex
max dice pool 11, +2 stunt, +3 excellency at TN5 is 11.2 average sux
max dice pool 11, +2 stunt, +10 excellency at TN7 is 11.5 average sux
at E5 yeah, sid excellency is the strongest
in exchange they don't have a lot of direct booster charms
very little double 9s, no rerolls, very few non-charm dice
(outside Craft where every splat needs a bucketload of extra dice to be at all decent)
in my opinion this makes them a really good and really tight charmset because all the charms are pure juice, very little squeeze
They’re compelling to build because for most charm trees you go in with specific goals, rather than just needing to take as much as possible
and all of their charms are absurdly evocative and let you do ridiculous things at super low essence
they're the aura farming gods
the competition for Best Excellency is between Sids, Alchs and Lunars
Sids have raw mote efficiency and the highest power at E5, but need high ability scores and can't add that much to static values until E4/5
Alchs have a low dice cap at low essence but at high essence with a bunch of TAUs they have excellent efficiency and attribute exalt versatility
Lunars have amazing flexibility because they're basically Att+5 and can easily have an excellency in everything, but aren't efficient
the sids in my game have, so far, been the ones with the most hype moments and aura
Sids are generally backloaded in the cross-splat features
Something interesting about sids is that it’s less painful to have low attributes
Lunars and Solaroids get all the power of Supernal and most of the power of shapeshifting dumped on them at E1 and it doesn't get much stronger from there, Sids get their feet under them once they get some essence levels for better excellencies, SMAs and prophecies
prophecies get a nutso power spike at E4 if you have the prep time to do a really big one
At E1-3 they're meh
Since your excellency doesn’t care about attributes at all and sids have a bunch of x stat to y bonus charms
at that level of power you do need to deal with the fact that solaroid opposition is packing multiple different suites of I Win charms and possibly summoning fucking Ligier, but there is a reason that deeb gank squads with big prophecy energy backing them up are such a time-honoured tactic
yeah, once you get the ability to slam a Power 5 prophecy they become very good
then the Lore Gremlin slams this on the anathema too
Of Horrors Best Unknown
Cost: 3m, 1wp; Mins: Lore 5, Essence 2
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: The Methodology of Secrets
The Sidereal spins gossamer filaments of fate into a net
to bind otherworldly threat.
The Sidereal rolls an unblockable (Dexterity + Lore)
gambit against an enemy of fate within short range. The
gambit’s difficulty is (target’s Essence). If successful,
the Sidereal names a specific circumstance — “combat,”
“negotiation,” “keeping secrets,” “courtship,” etc. While
the bound enemy is in those circumstances, he suffers
+1 target number on all rolls.
Against un-Exalted targets, this lasts a year and a day;
against Exalted, it lasts only one scene.```
The one issue is that (Target’s essence) can be rough when fighting hot shit demons and ghosts
said by man who definitely won
the thing about comparing Sids to Solaroids is that a Solar is probably going to start the game with at least one thing that you have to play around or get smashed, in any area of specialty
then they take five more charms, and get another thing that you have to play around
and then another, and another, until you need the gigasetup to not get neatly bisected by one of their gordian knot cutters
which honestly is good ludonarrative integration for both sides
Sids will often take two or three really cool charms from a tree, but they’re missing some of the really hot shit fundamentals
To some degree they make up for it with MAs
Which can pack weird charms that do weird stuff
they also have an inbuilt advantage with MAs in that everyone uses the same MA charms
at which point having their great excellency is pure upside, they're not losing noncharm boosters from the ability to make up for it
oh, @velvet raft, another Weird War charm for infernals
their two capstones are "send the battlefield to Hell" and "discorporate, becoming untargetable as you possess BGs"
which is definitely more interesting than the one abyssal capstone (which itself is better than solars having zero war capstones)
My favorite war capstone is still the sovereign's
:D
Sovereigns I think have the most fun charmset in ex3. I'm absolutely biased. Love my over dramatic hardlight kings and queens.
'what do you do' 'GLOW'
Does this seem okay?
Query: this charm costs 15m and 3a. Does that mean that, if paid for with peripheral motes, the Abyssal's anima immediately flares back to bonfire?
back to bonfire, unless you mute it
that essence 4 key is mean, I like it
Tonight: Four Seasons Rival one-turns a cataphract (with a little help from his friend the Flying Guillotine stylist)
20 success withering clash, saps 19 init, decisive for 11 levels
Dang
hottest rolls I've ever gotten on a sid
And, I got my first two-dot stunt ever, with this written block! (we're better at writing than speaking)
Looking up at the cataphract on the roof with its bow out looking down at her, she darts-dashes to the nearby wall, jumping up with all her might to scale the wall and then jump off it, using the weight of the brightly shining 40lb yanyuedao to spin her entire body as she goes, scraping the tip of the blade over the ceiling twice as she aims to knock them off of the building even with all of the strength behind her.
It's much more minor, but, it's a big thing for me at least.
Exactly the 11 levels of decisive to kill a whole ass cataphract before it could take a turn
the other one did get to take a turn and now we have to fight off a very big battlegroup of hobgoblins that he pulled out nowhere after getting badly scared by the Lunar
they are likely to be more trouble than either of the cataphracts were
I have realised that all my mental images of Alchemicals have been replaced by @tulip folio's RiRi when I wasn't looking
Hahahahah
does she actually have E.P.C or am I misremembering
She's actually Thousand Blades.
That might be the one combat style that will get your pit crew more mad at you than handing in your arm for upgrades twelve consecutive times in a row
all the budget gone
She's not really super combat-heavy charm-wise but Thousand Blades has some good early defensive stuff/some cool auras later
Thousand Blades + Cerulean Lute of Harmony (With Harmony as the main one. Thousand Blades is there 90% so she can just float the weapons about her)
Her 'main combat' thing is: I have Zombie Raising and Big Command Score.
Which luckily: Doesn't count as 'making an attack' for Cerulean Lute
RiRi: "I'm a scary Tactician!"
Also RiRi:
Resolute Hope
Orichalcum Razor Parasols
Seemingly thin batons, these weapons can generate a powerful energy shield that is the last remnants of the loyal alchemicals of Erlik. When the city fell to the blight, they rallied to evacuate the people. Maddened blight drones swarmed over them, buzzsaws and screeching scrapcode assaulting the defenders. Despite that, they stood resolute, channelling their essence into barricade generators. When the corrupted Colossi of the city assaulted them, the barricade shook...but each time it would threaten to shatter, a champion of the city pushed forward and breathed his full life into the one thing keeping the mortals evacuating safe. They held for an entire day before the last champion fell and the slaughter began once again.
It is unknown how many of these energy shields remain, taken by the grateful survivors of the city as talismans in worship of the champions who gave everything to save them. They can be found across Autocthonia, whenever the refugees of Erlik have fled.
Her 'weapon' of choice is Energy Shield Batons.
The other known alchemical in that game has fractical gear chakrams
weird weapons are weird
Cerulean Lute of Harmony is pretty fun. Not sure how good a style it is but it seemed fun for an Alch who doesn't do much personal fighting.
I assume you're not play by post or I'd ask to spectate the Alchemicals, I haven't seen any Autochthon games yet myself
Lute has some fun stuff, I nearly dipped the first charm for Rival but it's too close to what he's already doing
Honestly two MAs, even just a few charms in, is a fair whack of combat
the game's not started yet, it's mostly just bandying around character ideas with the GM while we wait for one fo the group's current games to wind down
There's been a bit of 'characters bouncing off each other/non-canon stuff' but the Main Plot hasn't happened, yeah
Yes but spells and martial arts are really good buys for alchemicals at chargen since at that point they cost the same as native charms.
And native charms are much cheaper later 😛
Oh yeah I forgot about that
the most XP efficient chargen Alch is a human roomba with a knife strapped to it and fourteen MA charms
costs very few magical materials, too
budget Alch for a metropolis facing hard times, Kung Fu only
RiRi woke up out of the vats with 4 different necromantic spells.
This is concerning
I should make an Alch who is not John Swords, since I already have my favourite sword exalt
maybe a windblade rider
I'm tempted by an Autocthonian version of these guys
How does this seem as a first circle necromantic spell?
I like it, lots of good uses for this one
I assume the silence zone is basically assuming excellencies as standard for peer opposition
It's an odd one because some quite big magic mans don't really have the ability to cheaply boost their social rolls like that, but it's short duration and targeted, seems like fine utility
Yeah, it's why I made sure it was tied to a location, not an object or person.
If the guard gets a few meters away, he can shout.
Also one of the most complete combat packages, as martial arts go
Urg, I need to write up 7 more stat descriptions for Wanderer. I am really regretting a solo exalt project ;-;
Yeah. Like how Sids have Constellations per-ability.
Strength: Dragon's Ire
To ask the Princes of the Earth, a Dragon is a being blessed and made to stand above. Magnanimous and glorious, they rule over creation with wisdom and shepherd it into new ages of wonder. This is not a universal tale.
Others tell stories of the terror of dragons. Of vile scaled beasts that wipe villages away in their fury and claim any treasure that appeals to them. They tell of the horror of their mere attention and the devastation of their wrath. Within the Wyld, there are tales of the Golden Dragon, the Unconquered Beast squatting in the middle of what was long ago lost to them. They sing of his flames that consume heroes that seek to free them from the curse of shape, of his gravity that shaped wonder into straight and narrow lines by his mere presence.
The Wanderer invokes the art of the Dragon's Ire to emulate the explosive, devestating power of these stories. To bring rending claws, skyfire and gravity to bear against their foes. The Wanderer must beware however not to grow too complacent in this power, for there is no dragon that cannot be laid low by a hero with the story at his back.
Wits: Wayfare
It is no surprise that many Wanderers have an affinity for travel and navigation. Beings without a true home to call their own, they spend much of their time on the road and amid liminal spaces in their endless journeys.
To those that master Wayfare however, comes a more mystical understanding. Wayfare is not merely the art of travel but the art of forming links, of crafting pathways and passages. They chart landmarks and milestones both physical and metaphorical. It is the art of Couriers and Scouts, those who walk dangerous paths and keep links between communities strong despite distances.
The Wanderer invokes the art of Wayfare to stretch a few steps into eternity or to weave the links between friends into a net to catch the most dangerous of despair. She can chain moments into a circle to trap her foes in an eternal present. However, she must remember a important fact: The power is within the links, not within her. She must not allow herself to become distant and dull to the world, lest she find herself without links to draw upon.```
The two I have so far
They're basicly to explain the Weird Mystical Art Area that each stat plays in, in addition to 'normal stat stuff'.
Physical
Strength: Dragon's Ire
Dexterity: Legerdemain
Stamina: Primal
Mental
Intelligence: Infusion
Perception: Soothsay
Wits: Wayfare
Social
Charisma: Tale-Craft
Manipulation: Contract
Appearance: Naming
I know what they'll be. I've just gotta put the effort in and write all of them.
the capitalisation made me read this random post I scrolled past on discord rather differently than it was intended
you can in fact roll it against Threaten
I'd been pondering Wanderer castes/redoing their touchstones for ages and realised I could square this circle by making them not have castes but instead have the themes of thier touchstones give Anima Powers like Architects do with their city.
Pick 2 stats linked to your touchstone, get their anima power + a third that's shared by all Wanderers. There you go, castes and anima powers sorted out.
Yeah I like that
Reading some of the old Sidereal Martial Arts and I have in fact found the Domain Expansion that Voy was looking for, Quicksilver Hand of Dreams Style essentially has several. It also does a bunch of other extremely weird shit, but Chimerical Ascension is straight up "I deploy my bubble of personal wyld, it makes all my weapons ludicrously accurate and increases the level of all my stunts, the more juice I pour in the bigger the bubble gets".
Rakan "Dreamwalker" Thulio is the unquestioned master of the style, so I expect his fight to be really trippy
fuck yeah QHOD
at Essence Nine he can probably do some final battle shit and open like four different domains in a row, even before you get to the fact he has his own rogue cultivator SMA
does that unlock the mythical level 4 stunt
it used to unlock the theoretical level 10 stunt, fucked if I know what that does
She may also count her stunts as one level higher for every five motes she spends, to a maximum total stunt level of her Essence.
the capstone is "I just start telling a story which has its own stunt level within my bubble, and people need to spend willpower to act against what I say happens in the story. Each willpower they spend reduces the stunt level of the story by 1 until it collapses, but I can boost it with Chimerical Ascension"
2e SMAs were very high concept and also oscillated wildly between broken and unusable. I don't think QHOD was a particularly strong one, but there's some great vibes in here
QHOD was, iirc, broken in the 'doesn't actually work when y0ou get down to the details' sense?
yeah they just spent a ton of willpower and the capstone fell over
some of the other effects did do stuff, nothing wrong with making a stupidly high accuracy weapon, but it was just too much jank
Man, was actually considering a particular paid game but the time would conflict with the PF game I'm in 😩
Do y'all think Obsidian Shards of Infinity stylists ever use the charms to resolve scheduling conflicts
Shattered Self Duality works but only if you can get your mirror clone to the other meeting within the same scene
"did you just use an SMA and Greater Sign of Mercury to get to your date"
lol
So what you're saying is it definitely does happen
I mean if I was a sidereal I would
"My girlfriend used Emerald Gyre of Aeons to schedule two dates at once and now I gotta use Shattered Self Duality to get to both at the same time"
I think part and parcel of the Sid Experience is using phenomenal cosmic power to engage in office comedy sketches
He is Manbeast. Hunter of elk. Lover of women. Sovereign of the moon. MANBEAST!
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Agreed
Okay so plans for wanderer anima powers:
One Based On One Touchstone Stat
One Based On Another Touchstone Stat
Unleashing: 1/Story 'Fuck it, I'm writing this story' trick that fills the general area that devil body would for infernals, though with its own twist.
Ikinote: Will likely need to do up 2 anima powers per stat if I want the classic 'this is free at high levels of glowing' as an option without *both* of them being glowing bonuses.
Unleashed Feats
Eternal Arms Mastery (••)
Within the Wanderer's hand, even the humblest of tools become a weapon worthy of divinity. She can fence the most brilliant of swordsman with nothing but the stick at her feat or unleash blessed flame from the barrel of a mundane flame piece.
Any weapon she wields, including unarmed attacks, artifacts attuned to another, vehicle-mounted weapons and improvised weapons uses the traits of an artifact weapon. She can reflexively ready weapons on her turn and treats the ability used to wield that weapon as equal to her (Melee, Brawl, Martial Arts, Archery or Thrown). Improvised weapons used this way ignore the initiative penalty for attacks and can use traits of any vaguely appropriate weapon, such as a stick as a sword.
Black Knight Mein (•)
The Wanderer assumes the role of the Black Knight, the unknown figure challenging all. Neither mother nor lover would recognise her. She can dance at a prince's ball or take part in a grand tournament without fear of being recognised the next day as she cleans the scullery.
The Wanderer's identity is perfectly concealed, no matter how obvious the resemblance may be. Onlookers are can’t recognize that she and her Unleashed self are the same person without magic like Eye of the Unconquered Sun.
Intoxicating Countenance (••)
The Wanderer's very presence is hypnotic, charming all who meet her. The husband who knows she slew his wife finds himself enamoured, the immaculate monk ignores his own teachings and even those who have sworn blood oaths against her cannot bring themselves to see her harmed.
Negative intimacies towards the Wanderer or groups she is part of are suppressed for the scene, as if they didn't exist. Characters cannot leverage them bolster their Resolve against influence, resist it in a Decision Points or to enhance charms.
Shining Soul (•)
The Wanderer embodies untouchable peace and freedom. Slaver's chains fall from her wrists and guards find their attempts to strike her faltering. She can walk amid the darkest prisons, bringing solace and comfort to the damned.
If the Wanderer has not engaged in hostilities this scene, any attempt to attack her, impede her movements or speak against her requires spending two willpower. Trivial characters cannot resist this effect. Once a character has spent willpower this way, they may do so for the scene. Mundane methods to bar her way likewise fail, doors unlocking at her touch and chains unwinding around her.
Messing with the options for Unleashing. The thing I'm intending is - It doesn't reach the sheer heights of demon form in terms of combat stuff (They will not get something like Dispersed Form or Legendary Size) and it doesn't just Shit Shaping Effects Everywhere but has a lot of non-combat options too to make it more tempting to use in times other than starting a brawl. It's still quite a good combat trick because it a Second Health bar but not quite 'And Now I'm Godzilla'.
||And yes, these first two are very much inspired by Fate/Zero Lancelot. There's a lot of Lancelot in the Wanderers||
Got zero clue how they weigh up against each other right now/in a dot value like how devil forms have dot values.
..A lore question: Can new artefacts be forged, or is there a fixed supply of them?
Oh yeah, you can make them
A fair amount of the Craft ability is dedicated to artifact crafting, aye
I see. And how are their abilities and exaltations determined? And is it just whatever you can steal from other books?
You can homebrew new attunement bonuses and evocations, but you'll often want to browse existing artifacts to see if there's anything fitting first
Unrelated: are there any good ways for a sid to masquerade as a deeb at Essence 2? Exaltation Ways does it at 3, but what about before then?
They have the usual low essence anima banner replacement in Larceny
Exalt Ways is superior because it gives you hella dice and anima flux proper, though
Water Deeb is a top tier pick for that even when not sneaking
Indeeb
Although for my money Moonsilver alchemical beats it
Very good anima powers, all Dexterity and Wits checks
But Larceny, gotcha.
You can also just weave a Dragonblooded RD
Would that cover anima?
No, but you can just BS your way through a lot of social contexts unless you're in a spot where you have to flare anima
you also can't steal the anima powers of anyone who isn't another siddie
Oh, huh, guess I misread that
Which is a shame, since sids don't treat martial arts as caste for purposes of said charm D:
I guess using the dragon styles would let one passably pretend to be a deeb
Even so, Moonsilver Caste and Starmetal Caste do both bring a lot to the table
water deeb gets you MA dice, anima flux and total safety from the spooky wyld hunters
Starmetal Caste gets you all of dex, which is also movement actions, and is probably less suspicious than the other two
and then there's Full Moon for raw combat power
...I wonder how Exalt ways works with exalts who don't have traditional castes, like Architects. As they'd likely be a real safe option to pretend to be.
Moonsilver is Dex/Wits/Appearance, which covers join battle, various resistance rolls, resolve, and possibly influence actions. Starmetal is really good if you have any intentions of using combat sorcery, since it covers int. I'm not sure what Full Moon really brings unless you're making rolls with Strength or Stamina.
How do architects work? I've never really looked at them.
Rather than having a caste, they pick a few stats that thematically link to their city
So a city with a warlike culture might have Dex + Str + Charisma or something
I think this is the relevant text:
If a Caste or Aspect requires selecting
from a list of Abilities or Attributes, like Solar Castes,
the stylist must do so when she uses this Charm. If the
stylist mimics an Exalt type that doesn’t have Castes,
Aspects, or the other relevant traits, her player should
work with the Storyteller to determine an equivalent
set of rolls she receives bonuses on.
So, ST fiat, kinda
Actually, would Str and Stam add to withering attacks and soak for Exalt ways? I guess that'd be something.
no, you'd just get dice on strength/stamina rolls
good for grappling and resistance but that's about it
Join Battle is less useful than it looks because you get (Anima) dice so you usually spend Join Battle getting spooled up
True
hiiiiiii if anyone has any ideas how to make a get npc
please help
im trapping myself in hell for this cool idea
unironically I'd make a sid NPC and then change the flavour, until we've got full get rules 😛
that's.... fair....
Iki: "Castes are tricky, I think I'll go easy and make it more like architects but with more in-line with celestial anima powers."
5 minutes later
Iki:"Wait...I just talked myself into inventing 2 sets of 9 anima powers. Ooops."
oh yeah, i saw you're giving em a DBA, yeah?
did you decide to make them solar-tier after all?
Nah, they are still celestial-tier. Most celestials have a 1/story 'oh god fuck what' trick in anima powers (See: All the Greater Signs) and they're not going to be as much 'become a supercombatant' as DBA is.
ahh, i just saw the night caste sig and assumed that's where you were aiming at
Nah. That effect also turns up on some terrestial exalts. It's a good effect but one that can go anywhere.
huh!
The intent is it's basicly them getting their version of C:TD's Invoking the Wyrd.
ooh, neat
I plan for the options available to be less set up for purely direct combat. Like it will have some combat options and the base effect has combat aspects but it won't have 'I have become a legendary size building' levels of combat boosting.
Without touching essence and not knowing how they work yeah
Make a sid with some fey charms for narrative flavor
i might just put this idea on the shelf until there's actually more to use for Gets
and then go do myself a Liminal because i ought to learn how those work
is there anything on liminals in either Exigent book?
or would you be doing that from scratch too while we wait for em
i am building qcs
ahh, that makes sense
or, more legit, probably just jacking dame crimson out of Adversaries of the Righteous
OK, cooking up an Infernal
assistant to a Tepet sublime armiger who had his entire position in society destroyed at Futile Blood, Thousand Blades/Craft
eventually going to get the "forge demon into artifact" charm and start turning his own second circles into weapons, I think
I like the idea of having seven weapons, each one of which is one of your fetich's 2CDs
honestly if you flavor the fetich correctly you could just have the souls be seven different swords
one of ligier's souls is a spear, anyway
unsure what weapon to pick, since it determines how Thousand Blades is compatible with other MAs and I think there's space for some shenanigans there
oh, is that the laser spear in his statblock?
i assumed that was just spears he conjured and yote
I could, but I think that has less style than forcibly beating the bits of your soul into the shape of weapons so you can kill solars with them
No, Gerversin, he fell in love with and murdered a Chairoscuran man which is why he defends that city occasionally
and/or swandive into the Realm Civil War
Gervesin is still rocking and rolling in 3e I believe
that guy will also eventually get the Craft charm that lets you corrupt other weapons with vitriol to gain resonance + awaken some free evocations
so I can assemble some real Thousand Daiklaive Wings
Thousand Blades lets you use all your evos at once, so it really suits this
Imagine your city gets saved from destruction because Ligier shows up
because his chud gay son spear couldn't make it
Seven Section Staff
Describe the fighting style like bits from Gundam, except instead of shooting lasers they beat the snot out of opponents
feels like a lot of liminal stuff is about just getting to do stupid healing tricks
given they also Can't Be Killed Right
I feel like Limenals should embody most of the "I am straight up a corpse" fantasies abyssals don't have
You should be able to tear off a limb and turn it into an artifact weapon
i feel like they do?
lots of HL costs to represent weird corpse-techniques of breaking your body and a cheap ass regen
This is a resident evil villain 😛
...that was supposed to be a reply to Delilah
with those posted charms
she's cute is the thing
i desperately wish abyssals went harder on their own shit where all of the solar clones are
the good thing about liminals is that they can do all the fun Carrion gore attacks
including "i exist in an eternal half-life"
I mean...gestures to how the internet responds to resident evil villains.
😛
the mean thing about liminals is that terrestrial exalts that are unreasonably difficult to kill make for solid reusable jobbers
yo are we fangirling over resident evil villians in unhealthy ways
i love u rachel resident evil revalaitons
anyway
time to work on my own fuckin liminal
her name is Bloody Bonnie Barras yaaay
it's going to be quite hard to find many seven-section staffs to loot and corrupt
will probably stick with something basic
what's her backstory?
bloody bonnie gives classical pirate or American cowboy vibes to me
gladiator who got killed by the gangsters she worked for, her sibling (a quack pharmacist) is the one who did the ritual to try and bring her back...
And got the Liminal instead~!
👀
Probably knives or chopping swords, then
If you wanted to get really cutesy you could do some other sword type, and mix it with the Even Blade grappling style
“I grab you while four million swords poke you via telekinesis”
Physical
Strength: Dragon's Ire (Done)
Dexterity: Legerdemain
Stamina: Primal
Mental
Intelligence: Infusion
Perception: Soothsay
Wits: Wayfare (Done)
Social
Charisma: Tale-Craft
Manipulation: Contract
Appearance: Naming
Lots more writing to do. Any of these arts seem particularly interesting to write about, as I'm finding it hard to prioritize.
Legerdemain or Naming, imo
Makes sense. I'll see about writing them up.
I'm also looking at attempting to include some stuff for like 'this is the sort of situation or location that inspires touchstones based on this'
Some thoughts: given Legerdemain is Dex, it'll presumably cover a decent set of offense and defense charms, which makes me think it should give reference to combat-as-sleight-of-hand
Yeah, I was looking at having their combat dex charms have a good bit of 'I'm a cheating bastard'. Even a brave fey knight is going to shank you in the kidneys if you let him.
They've got flair and skill but they're not a Gloriously Perfect Solar. They're more than willing to cheap shot you or use that flair to mess with you via distractions.
You could also play up that fighting is literally an act of theft for wanderers with legerdemain
They steal blows, pocket lives
They conceal moments up their sleeves, and nick timing from their foes
Anyone can fight dirty, but legerdemain lets you burglarize the fight itself
Entertainingly, that's one of the tricks that CtD Legerdemain had. You could slow a guy down by stealing his time.
Thief of Time
Cost: 3m; Mins: Dexterity 5, Essence 2
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Some Stuff
An overextending foe finds himself missing moments, the world dissolving into zoetrope flickering.
The Wanderer gains +1 Defence. On a successful dodge, she strips her foe of his time, causing him to suffer (Essence) dice of unsoakable withering damage. She doesn’t gain Initiative from this.
Keys
Stolen Moments (Essence 3) The Wanderer gains all Initiative lost by her attacker.
Sick charm
Zoetrope is an old animation method, like those flip books. Where you've got a series of still images you're jumping between fast enough that it looks moving but you can tell it's jumping a lot.
It seemed fitting for 'fuck, where did a lot of my time go?'
...this is making me think with the theme I want some real solid disarm charms.
zoetrope is also a very cool word
this is peak flavor for the classic "fuck your init" defensive charm
Bonnie Intimacies
The Kid needs me... (Ceno Barras) [THREAD OF LIFE] Defining Tie
Dying don't stop folks from movin. I just gotta show 'em how to hustle off. Defining Principle.
My sword is the sharpest in Royal Trandao. Major Principle.
I deserve a vacation.... Minor Principle
The Bluevein Syndicate (Fuckers...) Minor TieCeno Intimacies
That thing isn't my sister.... but I can lie to myself. (Bonnie) Defining Tie.
I can fool anyone! Defining Princple
I need to get out of Royal Trandao. (Anxiety) Major Tie
My Panacae (This one will work, it will, it will....) Minor Principle
The Bluevein Syndicate (Fuckfuckfuckfuckfuck) Minor Tie [CRAVEN]
the intimacies for my pair are very good
what about the animation guy from JJK's shibuya incident?
Naobito Animation Frames Technique!!!
This is awesome!
Jujutsu Kaisen Season 2 Episode 38 !
#jujutsukaisen #naobito
oh this fight looked better in the comic
It looks better when not cut up for YouTube
that kid is goin through it
and i love just how cowboy bonnie is
The Kid...
does she chew a barley stalk?
Vague Key Pondering:
Flickering Atemporal Horror: Against battle groups, this deals levels of withering damage instead of dice. A battle group that loses magnitude this way increases the difficulty of its rout check by 1.
Too silly?
love me a horror movie moment
I feel the base Thief of Time effect might be a bit big
...huh, I'm a bit surprised considering the base effect is a DB charm with different thematics. XD
this one is free, to be fair
oh it's dice base, nevermind, you're probably OK
unless you have like solaroid level giga noncharm dodge somewhere so you can just easily spam it
Nah. They're a celestial-tier, not a solaroid.
Dexterity: Legerdemain
Mortals may think of travellers and fae as tricksters, workers of slight of hand. They imagine a stage magician, making an object vanish from plain sight or a burgler stealing away with valuables in the night. While these are not wrong, they misunderstand the sheer scope of the trick.
Legerdemain is the art of the grantest of illusions and trickery. It is the art of a thief who can steal a crown and the kingdom along with it. They steal hearts and memories, hopes and dreams. They catch the very lightning that irate gods throw at them. They steal away the future of tyrants and gift it to the underclass fated to suffer in silence.
The Wanderer invokes the art of Legerdemain to perform acts of great glamour and skill. It allows her to weave illusion, steal the momentum of her foes and dance upon the edge of their blades. The Wanderer however must be careful to remember that no trick is flawless and that illusions cannot always stand the cold light of day.
Fluff up for the 'art' they use for Dexterity stuff.
Illusions and Theft is the 'General Dex Theme' but well...pushed to conceptual levels.
Like with the 'I just stole your time when I dodged'
There we go. Legerdemain fluffed up. I hope it reads okay.
...Pondering a social charm. Is this too weird/silly an effect?
The Dark Dream of Self
Cost: 3m; Mins: Appearance 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
There is something behind the Wanderer's eyes. An incomprehensible chaos, roiling, following rules creation doesn't understand. And it is hungry.
The Wanderer doubles 9s on an fear-based instil or threaten roll with any ability. The Wanderer treats the targets intimacies based on common sense, enlightenment or logic as if they were intimacies of Fear instead for this influence.
The harder you try to logic, the less you understand.
I like it!
Yay. Trying to give a solid identity to these guys by sorta defining the 'vibe' of each stat charmset.
discussion on what has killed the large number of Infernals that have apparently already reincarnated at least once
rock stars are known for dying early - now multiply that by exalt rates
Dying Horizon-caste Infernal: I have … discovered the upper solaroid tolerance for heroin …
infernal 27 club....
there's got to be a version of that for time-since-exaltation, since you can Infernalise at like 80 if it's appropriate
"yeah, he didn't make to the three year mark, chalk up another one"
