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General Exalted Discussion V: Our Armies are Pants
Have a question about how to make that perfect pair of pants? Want to discuss the Balorian Crusade? Infernals or Abyssals? What sort of build can throw Creation at some Shinma? Just how high can we get that Serenity's Appearence? This is your thread. Discuss with fervor.
Popular Homebrew/Fixes
- Kyeudo's warstrider fix.
- Extra Ox body techniques(or equivalent charm) equal to Stamina/Essence
- Pete Schaefer on Lunar Character Generation
- Extra Excellencies. Generally, Solars/Abyssals get 5, Lunars get two, Sidereals 4, and Dragonblooded are 3, spread amoung caste and favored. Infernals get their caste Yozi's first Excellency free, including all future purchases of it.
Currently Recruiting Games:
We Hunt for the Sun
knightMARE- Alchemicals
Gargulec- DBs
Sucrose- Various (IM)
Tackyhillbillu- Godbloods
Bookworm- Deathlords
List of Previous Threads:
General Exalted Discussion: There's a God for that! Except for Sorcery, of course.
General Exalted Discussion II: No Longer Mortal
General Exalted Discussion III: Weddings Are An Act of Villainy
General Exalted Discussion IV: Roll Join Debate
Useful Links:
Exalted Character Repository
Reynard's Sheets:Spoiler
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Solar, Abyssal and Infernal Sheet
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Name:
Exalt Type and Caste:
Anima:
Motivation:
Urge [If Infernal]
Background:
Attributes
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Primary (Physical/Social/Mental): 8
Secondary (Physical/Social/Mental): 6
Tertiary (Physical/Social/Mental): 4
Physical:
Strength ●
Dexterity ●
Stamina ●
Social:
Charisma ●
Manipulation ●
Appearance ●
Mental
Perception ●
Intelligence ●
Wits ●
Abilities (Specializations +)
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[Note: Place [C]aste and [F]avoured tags, for clarity.]
Total without BP/XP: 28
(If using Dawn Solution rules, 4 free specialty dots, and Abilities can be raised to 5 without BP)
Archery
Martial Arts
Melee
Thrown
War
Integrity
Performance
Presence
Resistance
Survival
Craft
Investigate
Lore
Medicine
Occult
Athletics
Awareness
Dodge
Larceny
Stealth
Bureaucracy
Linguistics
Ride
Sail
Socialize
Backgrounds, Artifacts and Equipment:Spoiler
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Backgrounds:
Artifacts and Equipment:
Artifact: X [What it is],
fluff name
Important features.
[Source]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
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Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for valueSpoiler
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> [List of purchases, and sources]
Charms
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Ability/Yozi
Excellencies
[Charms]
Combos:
Combat Stats:
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Join Combat:
Attacks:Spoiler
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Hands:
Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3
Feet:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2
Clinch:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3
Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]
Permanent Charms (Effects)
Soak:
Bashing: [((Stamina+Armour)+Any other Modifiers)]
Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
Aggravated: [Armour+Any other Modifiers)]
Hardness:
Bashing: [Highest value from any source]
Lethal: [Highest value from any source]
Aggravated: [Highest value from any source]
Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]
Mental Defenses:
Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round down) + Any other bonuses.]
Charisma Parry MDV:
>Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Manipulation Parry MDV:
>Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Virtues:
Compassion ●
Conviction ●
Temperance ●
Valor ●
Virtue Flaw/Flawed Virtue:
Intimacies:
Languages:
??? (Native)
Willpower: ●●●●●
Essence:
Permanent: ●●
Personal: Current (Max) [(Permanent Essence x3)+Willpower]
Peripheral: Current (Max) (Value Attuned) [(Permanent Essence x7)+Willpower)+Sum of Virtues]
Bonus Points and XP:
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Bonus Points:
Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:
Experience Points. Spent: X | Left: Y | Total: Z
Lunar Sheet
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Name:
Caste:
Spirit Animal:
Anima:
Tell:
Motivation:
Background:
Attributes
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Primary (Physical/Social/Mental): 8 [9 If using Peter Schaefer's rules]
Secondary (Physical/Social/Mental): 6 [7 If using Peter Schaefer's rules]
Tertiary (Physical/Social/Mental): 4 [5 If using Peter Schaefer's rules]
[Note: Place [C]aste and [F]avoured tags, for clarity. Casteless do not get Caste abilities, obviously]
(Specializations +)
Physical:
Strength ●
Dexterity ●
Stamina ●
Social:
Charisma ●
Manipulation ●
Appearance ●
Mental
Perception ●
Intelligence ●
Wits ●
Abilities (Specializations +)
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[Note: Place [F]avoured tags, for clarity.]
Total without BP/XP: 25 [28 If using Peter Schaefer's rules]
(If using Dawn Solution rules, 4 free specialty dots)
Archery
Martial Arts
Melee
Thrown
War
Integrity
Performance
Presence
Resistance
[F]Survival
Craft
Investigate
Lore
Medicine
Occult
Athletics
Awareness
Dodge
Larceny
Stealth
Bureaucracy
Linguistics
Ride
Sail
Socialize
Backgrounds, Artifacts and Equipment:Spoiler
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Backgrounds:
Artifacts and Equipment:
Artifact: X [What it is],
fluff name
Important features.
[Source]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
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Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for valueSpoiler
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> [List of purchases, and sources]
Charms and Knacks
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Attribute
Excellencies
[Charms]
Knacks:
Combos:
Combat Stats:
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Join Combat:
Attacks:Spoiler
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Hands:
Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3
Feet:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2
Clinch:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3
Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]
Permanent Charms (Effects)
Soak:
Bashing: [((Stamina+Armour)+Any other Modifiers)]
Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
Aggravated: [Armour+Any other Modifiers)]
Hardness:
Bashing: [Highest value from any source]
Lethal: [Highest value from any source]
Aggravated: [Highest value from any source]
Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]
Mental Defenses:
Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Charisma Parry MDV:
>Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Manipulation Parry MDV:
>Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Virtues:
Compassion ●
Conviction ●
Temperance ●
Valor ●
Virtue Flaw/Flawed Virtue:
Intimacies:
Languages:
??? (Native)
Willpower: ●●●●●
Essence:
Permanent: ●●
Personal: Current (Max) (Value Attuned) [Permanent Essence+(Willpower x2)]
Peripheral: Current (Max) (Value Attuned) [(((Permanent Essence x4)+Willpower x2)+Highest Virtue x4]
Bonus Points and XP:
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Bonus Points:
Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:
Experience Points. Spent: X | Left: Y | Total: Z
Sidereal Sheet
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Name:
Exalt Type and Caste:
Anima:
Anima Power:
Motivation:
Faction:
Background:
Attributes
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Primary (Physical/Social/Mental): 8
Secondary (Physical/Social/Mental): 6
Tertiary (Physical/Social/Mental): 4
Physical:
Strength ●
Dexterity ●
Stamina ●
Social:
Charisma ●
Manipulation ●
Appearance ●
Mental
Perception ●
Intelligence ●
Wits ●
Abilities (Specializations +)
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[Note: Place [A]uspicious and [F]avoured (You get four) tags, for clarity.]
Total without BP/XP: 35, with at least 15 in Auspicious and Favoured.
(If using Dawn Solution rules, 4 free specialty dots)
Caste Requirements:
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The character must have at least Awareness ••, Bureaucracy ••, Linguistics (Old Realm) •, Lore •••, Martial Arts ••, Occult ••, Socialize •, Stealth • and at least one dot in Archery, Melee or Thrown. There are additional restrictions based on caste:
Chosen of Journeys must have Athletics ••, Linguistics (Old Realm and an appropriate additional language) ••, Resistance ••, Survival •• and Ride or Sail •••.
Chosen of Serenity must have either Craft or Performance ••, Linguistics •• (focusing on eloquent speaking and writing rather than languages), Medicine ••, Presence •• and Socialize •••.
Chosen of Battles must have Archery or Melee •••, Athletics ••, Dodge ••, Presence •• and War ••.
Chosen of Secrets must have Awareness ••, Investigation •••, Larceny ••, Socialize •• and Stealth ••.
Chosen of Endings must have Awareness ••, Dodge ••, Integrity ••, Martial Arts ••• and Stealth ••.
Journeys
Resistance:
Ride:
Sail:
Survival:
Thrown:
Serenity
Craft:
Dodge:
Linguistics:
Performance:
Socialize:
Battles
Archery:
Athletics:
Melee:
Presence:
War:
Secrets
Investigation:
Larceny:
Lore:
Occult:
Stealth:
Endings
Awareness:
Bureaucracy:
Integrity:
Martial Arts:
Medicine:
Backgrounds, Artifacts and Equipment:Spoiler
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Backgrounds:
Artifacts and Equipment:
Artifact: X [What it is],
fluff name
Important features.
[Source]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
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Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for valueSpoiler
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> [List of purchases, and sources]
Charms
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Ability
Excellencies
[Charms]
Combos:
Combat Stats:
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Join Combat: 9 +1 Sux
Attacks:Spoiler
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Hands:
Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3
Feet:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2
Clinch:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3
Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]
Permanent Charms (Effects)
Soak:
Bashing: [((Stamina+Armour)+Any other Modifiers)]
Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
Aggravated: [Armour+Any other Modifiers)]
Hardness:
Bashing: [Highest value from any source]
Lethal: [Highest value from any source]
Aggravated: [Highest value from any source]
Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]
Mental Defenses:
Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Charisma Parry MDV:
>Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
>Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
Manipulation Parry MDV:
>Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
>Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
Virtues:
Compassion ●
Conviction ●
Temperance ●
Valor ●
Virtue Flaw/Flawed Virtue:
Intimacies:
Languages:
??? (Native)
Willpower: ●●●●●
Essence:
Permanent: ●●
Personal: Current (Max) (Value Attuned) [(Permanent Essence x2)+(Willpower)]
Peripheral: Current (Max) (Value Attuned) [(((Permanent Essence x6)+Willpower 2)+Sum of all Virtues]
Bonus Points and XP:
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Bonus Points:
Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:
[B]Experience Points. Spent: X | Left: Y | Total: Z
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Re: General Exalted Discussion V: Our Armies are Pants
On an entirely other exalted topic, I always have trouble choosing a good celestial style for a sidereal who does martial arts, preferrably the close quarters punchy kind, although something with swordery is good too. Sure, I am aware of Crane Style and Crystal Chameleon (aka Disco Ninja), but the former is just not really my thing, and the latter I've already done and so wanna try something else.
Currently I'm looking at Air Dragon or Water Dragon styles, as I think they're nifty, but was wondering if any of y'all had other suggestions.
Oh, and instead of the Sidereals charmset from their manual, assume me to be using this rewrite instead.
Re-asking this
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
TheCountAlucard
Blast; it seems you're right... despite the fact that the whole "who learns necromancy" part of Black Treatise did not include mortals...
And funny enough, Dragonbloods can't learn it normally because they're tied too close to Creation. It is only the rare few that have can learn necromancy instead of sorcery.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
masterjoda99
On an entirely other exalted topic, I always have trouble choosing a good celestial style for a sidereal who does martial arts, preferrably the close quarters punchy kind, although something with swordery is good too. Sure, I am aware of Crane Style and Crystal Chameleon (aka Disco Ninja), but the former is just not really my thing, and the latter I've already done and so wanna try something else.
Currently I'm looking at Air Dragon or Water Dragon styles, as I think they're nifty, but was wondering if any of y'all had other suggestions.
Oh, and instead of the Sidereals charmset from their manual, assume me to be using
this rewrite instead.
Re-asking this
Violet Bier of Sorrows Style is actually quite good. And with the errata it's not even totally broken.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
masterjoda99
Currently I'm looking at Air Dragon or Water Dragon styles, as I think they're nifty, but was wondering if any of y'all had other suggestions.
Throne Shadow is awesome, if you want to be all Sidereal-y. Not really a straight-up punching people style, though.
Infernal Monster is excellent for that purpose. Solar Hero is pretty good, too. Air Dragon and Water Dragon are also very good.
If you have that one Charm that lets you take TMAs for 4XP, you might want to pick up First Pulse, too.
Joy In Adversity Stance was errata'd, but VBoS is still sort of wonky. Jon Chung did a rewrite, which you can fairly safely assume is as solid as a rock.
Quote:
Oh, and instead of the Sidereals charmset from their manual, assume me to be using
this rewrite instead.
Looking over that rewrite, it's a pretty radical departure from standard Sidereal Charm design. Which isn't necessarily a bad thing, but Plague of Hats did the stellar Loom 2.0 if you want a more straightforward fix.
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Re: General Exalted Discussion V: Our Armies are Pants
What is the sum total that being Enlightened grants a mortal? As far as I can see it's access to:
- Terrestrial Martial Arts
- Terrestrial Circle Sorcery
- An enhancement to Thaumaturgy
- Using artifacts/attuning to manses
Is that everything?
Quote:
Originally Posted by
Tavar
They're no longer considered a mortal for charm effects. This is pretty useful.
Quote:
Originally Posted by
Xefas
You forgot Shadowlands Circle Necromancy, for the aspiring sorcerer who would like to have less options at his disposal.
Quote:
Originally Posted by
golentan
You get better at fighting even without charm use.
You become employable by pretty much every faction in a favored position (you're valuable enough for exalts to keep you around and happy if not at the level of another exalt).
Quote:
Originally Posted by
Indon
You can no longer die spontaneously just because you made a friend who happens to be of an Exalt type that kills their mortal friends.
Anything else? I was primarily after what powers it grants. You don't suddenly get access to any Charms besides those mentioned above, do you?
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
Mr.Bookworm
If you have that one Charm that lets you take TMAs for 4XP, you might want to pick up First Pulse, too.
Wait, what charm is this? I didn't know Sidereals could do that.
Quote:
Originally Posted by Kiero
Anything else? I was primarily after what powers it grants. You don't suddenly get access to any Charms besides those mentioned above, do you?
No, not unless you are a god blooded of some sort. And to learn Terrestrial Martial Arts or Sorcery Charms you need to be at least essence 3, so your Essence 2 enlightened mortal doesn't get to play with much.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
Mr.Bookworm
Looking over that rewrite, it's a pretty radical departure from standard Sidereal Charm design. Which isn't necessarily a bad thing, but Plague of Hats did the
stellar Loom 2.0 if you want a more straightforward fix.
Pun intended? xD
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Re: General Exalted Discussion V: Our Armies are Pants
Your 10s double now, which is a pretty big bonus for things.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by masterjoda99;
Oh, and instead of the Sidereals charmset from their manual, assume me to be using
this rewrite instead.
Re-asking this
I've never liked that rewrite, it's always seemed like most of the Charms in that hardly ever work, only applying to certain specific circumstances. It's made even worse by the fact that you have to rebuy each Charm to open its area of influence slightly. I agree that Plague_of_Hats' is much better. Although, to be fair, I've never seen either of them in play, so this is just the impression I get from reading them.
Quote:
Originally Posted by
Kylarra
Your 10s double now, which is a pretty big bonus for things.
All heroic mortals double 10s, you don't need to be enlightened to do that.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
a_humble_lich
Wait, what charm is this? I didn't know Sidereals could do that.
Swallowing the Lotus Root, or "Perfected Lotus Mastery" if you want to be technical for siddies.
Quote:
Originally Posted by
IcarusWings
All heroic mortals double 10s, you don't need to be enlightened to do that.
It's still a bonus over normal mortals though.
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Re: General Exalted Discussion V: Our Armies are Pants
Speaking of mortals, what're your thoughts on "normal mortals". I've heard of the stance that you can be either a heroic mortal or an extra, but I think you can be either a heroic mortal, a normal mortal, or an extra.
Opinions?
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
Weimann
Speaking of mortals, what're your thoughts on "normal mortals". I've heard of the stance that you can be either a heroic mortal or an extra, but I think you can be either a heroic mortal, a normal mortal, or an extra.
Opinions?
The rules lay out guidelines for heroic mortals and ordinary mortals. They also have the guidelines for Extras, which are like a template, able to be laid on top of any type of being to produce stuff that dies in one hit. So you can have Extra ghosts, Extra gods, Extra demons, and Extra mortals.
So, RAW, there are heroic mortals, ordinary mortals, and Extra ordinary mortals. (heroic mortals can't be Extras)
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Re: General Exalted Discussion V: Our Armies are Pants
In practice though, any non-heroic mortal might as well be an extra as far as the combat distinctions go, at least in my experience.
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Re: General Exalted Discussion V: Our Armies are Pants
Where is Swallowing the Lotus Root?
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
AThousandWords
Where is Swallowing the Lotus Root?
Dreams of the First Age/ Scroll of Errata.
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Re: General Exalted Discussion V: Our Armies are Pants
First post is missing a link to General Exalted Discussion IV: Roll Join Debate, which I have helpfully provided.
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Re: General Exalted Discussion V: Our Armies are Pants
So, I'm thinking about putting together a Solar martial artist for a game I'm playing in that currently has too many inter-party conflicts - In a nutshell, the roughly Chaotic neutral sorceress (me) is getting into waaay too many arguments with the VERY Paladin-ish Dawn caste. Sorry about the D&D terms, I really am, but for the example, it works.
Anyways, I'm thinking about putting together a probably Night Caste proficient in Solar Hero Style, with a fair amount of athletics charms on top of that. Want to get into the area of God-Speed Steps, with the idea of a martial artist who is just blazing fast, his style being to hit a single enemy from multiple directions nigh-simultaneously.
Personality probably pretty curt, to the point. Not non-talkative, because that's boring to play, but he doesn't take crap from people.
Not many details about this character besides that are set in stone yet.
Anyways, I'm looking for a suitably awesome motivation, and was hoping you lot would help me out with some suggestions. What do you think?
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
DragonSinged
So, I'm thinking about putting together a Solar martial artist for a game I'm playing in that currently has too many inter-party conflicts - In a nutshell, the roughly Chaotic neutral sorceress (me) is getting into waaay too many arguments with the VERY Paladin-ish Dawn caste. Sorry about the D&D terms, I really am, but for the example, it works.
Is the in-character conflict spilling into out-of-character, or taking away from the fun of the game? I mean, there's not really a problem, otherwise.
Quote:
Anyways, I'm thinking about putting together a probably Night Caste proficient in Solar Hero Style, with a fair amount of athletics charms on top of that. Want to get into the area of God-Speed Steps, with the idea of a martial artist who is just blazing fast, his style being to hit a single enemy from multiple directions nigh-simultaneously.
Solar Hero Style is probably not your thing, then. It's more about sharp, single blows, and throwing your enemy around. It's good, though, don't get me wrong.
Take a look at Disco Ninja Crystal Chameleon Style if you want something really fast. White Reaper, too.
Quote:
Anyways, I'm looking for a suitably awesome motivation, and was hoping you lot would help me out with some suggestions. What do you think?
"Stoic martial arts guy" tells me absolutely nothing about the character. What is he like, beyond the part where he punches people and is silent about it?
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
DragonSinged
So, I'm thinking about putting together a Solar martial artist for a game I'm playing in that currently has too many inter-party conflicts - In a nutshell, the roughly Chaotic neutral sorceress (me) is getting into waaay too many arguments with the VERY Paladin-ish Dawn caste. Sorry about the D&D terms, I really am, but for the example, it works.
Anyways, I'm thinking about putting together a probably Night Caste proficient in Solar Hero Style, with a fair amount of athletics charms on top of that. Want to get into the area of God-Speed Steps, with the idea of a martial artist who is just blazing fast, his style being to hit a single enemy from multiple directions nigh-simultaneously.
Personality probably pretty curt, to the point. Not non-talkative, because that's boring to play, but he doesn't take crap from people.
Not many details about this character besides that are set in stone yet.
Anyways, I'm looking for a suitably awesome motivation, and was hoping you lot would help me out with some suggestions. What do you think?
"Be the fastest man alive" maybe? Note for this to be properly heroic you must have a very broad view of the word 'man'. For instance it should not be gender specific, nor should it limit your competition to just humans. Because a race between your Solar and Adorjan should happen at some point in the game.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
Sanguine
"Be the fastest man alive" maybe? Note for this to be properly heroic you must have a very broad view of the word 'man'. For instance it should not be gender specific, nor should it limit your competition to just humans. Because a race between your Solar and Adorjan should happen at some point in the game.
Which you'll probably lose because Adorjan has the best "go fast" charms in the game, pretty much.
Unless you take Principle Emulation of Adorjan and take those charms and stack them with, say, Disco Ninja Style charms...
Just be warned that if you beat her she might fall in love with you.
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Re: General Exalted Discussion V: Our Armies are Pants
@Mr.Bookworm, Sanguine, Yuki Akuma
The problem with the conflicts is mainly that they tend to take up entire sessions, and make the game far too stressful. If it were just a character thing, it would be fine, but it is definitely making the game less fun.
As far as the fast martial arts thing, I was thinking of conveying it mostly through stunting and the addition of athletics charms, but I will definitely take a look at the martial arts you mentioned, though, I'm still a little uncertain on how learning various martial arts works - They are an exception to the whole "Only Eclipse Caste's can learn other creature's charms" things, yeah? So how does that work with experience costs and the like?
And, sorry, I didn't mean to leave out details of personality, it's mainly that I'm still working on it, which is part of where his motivation will come in.
I wasn't really thinking of defining his motivation based on the fact that he's fast and a martial artist - Motivations like "Be the fastest" or "Be the strongest" or "Kill that one guy - he's a ****" seem kind of boring and generic to me. We can be more awesome than that, yeah? Yeah!
So I'm still working on whether his personality contains things like "A soft spot for adorable puppies" or "Avoids throwing mortals over the horizon if it is not absolutely necessary" or whatever. He probably doesn't actually have any problems with punching people into a fine red mist, but likewise is alright with avoiding such if in the company of people who would find that distasteful.
On a somewhat related note, are there any martial arts styles that would allow the user to wear Celestial Battle Armor?
EDIT: Maybe I should wait to discuss this character until I've solidified more details about him, I just thought discussing him might help me with that process. = P So I apologize if I'm sounding frustratingly vague or neutral so far, no offense meant.
EDIT THE SECOND: Hmm, maybe something like, "Vain has found that he is thoroughly disgusted with the state of affairs in Creation during the Second Age, and has judged that the root of this problem is the rampant corruption and disorganization in Yu-Shan. Thus, he has vowed to use his might to restore some semblance of order and efficiency to Yu-Shan."
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
DragonSinged
The problem with the conflicts is mainly that they tend to take up entire sessions, and make the game far too stressful. If it were just a character thing, it would be fine, but it is definitely making the game less fun.
Ah. Something needs to change then, yeah.
Quote:
As far as the fast martial arts thing, I was thinking of conveying it mostly through stunting and the addition of athletics charms, but I will definitely take a look at the martial arts you mentioned, though, I'm still a little uncertain on how learning various martial arts works - They are an exception to the whole "Only Eclipse Caste's can learn other creature's charms" things, yeah? So how does that work with experience costs and the like?
Yes. Martial Arts are their own independent subsystem, sort of similar to sorcery.
You can learn Martial Art Charms for the same cost as Favored Charms if you have MA Favored or as a Caste ability.
Quote:
And, sorry, I didn't mean to leave out details of personality, it's mainly that I'm still working on it, which is part of where his motivation will come in.
I wasn't really thinking of defining his motivation based on the fact that he's fast and a martial artist - Motivations like "Be the fastest" or "Be the strongest" or "Kill that one guy - he's a ****" seem kind of boring and generic to me. We can be more awesome than that, yeah? Yeah!
It's fine. But yes, be better then that, unless it's fitting in with the character.
Quote:
On a somewhat related note, are there any martial arts styles that would allow the user to wear Celestial Battle Armor?
Not many. Would need to check further.
Quote:
EDIT: Maybe I should wait to discuss this character until I've solidified more details about him, I just thought discussing him might help me with that process. = P So I apologize if I'm sounding frustratingly vague or neutral so far, no offense meant.
No, no, it's fine. I was just saying that it's impossible to tell what a character's Motivation should be with just hearing what's in the Concept box.
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Re: General Exalted Discussion V: Our Armies are Pants
Styles that are fully compatible with armor would work with CBA. So...Solar style would work. Not sure at the moment about others.
Is homebrew allowed?
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Re: General Exalted Discussion V: Our Armies are Pants
earth dragon works with armor.
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Re: General Exalted Discussion V: Our Armies are Pants
So, question time. Imagine that Warstriders were much more common/easier to make, and that it was easier for mortals to attune to them. Now, units made up of these are still special, and should get some kind of distinction for it, like unique names. Problem is, I'm horrible at names. So, suggestions for names? The unit size is about a fang, so around 5-10 'striders.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
Tavar
So, question time. Imagine that Warstriders were much more common/easier to make, and that it was easier for mortals to attune to them. Now, units made up of these are still special, and should get some kind of distinction for it, like unique names. Problem is, I'm horrible at names. So, suggestions for names? The unit size is about a fang, so around 5-10 'striders.
It just has to be part of a dragon, iirc.
So, whisker, flame, snout?
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Re: General Exalted Discussion V: Our Armies are Pants
No, that's just the nomenclature for units in creation. A fang is about equivalent in size to a Squad. The full chart is on page 159 of exalted. It goes Fang, Scale, Talon, wing, Dragon. Two unnamed categories, and then legion/first age legion. They don't have anything to do with actual unit names or anything.
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Re: General Exalted Discussion V: Our Armies are Pants
Something like this?
A unit of 500 warstriders is a lung.
These are broken up into five units of 100 called suspires.
These are broken up into two units of 50 called flames.
Each flame is divided into five units of ten called sparks.
Each unit of ten is divided into two units of five called cinders.
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Re: General Exalted Discussion V: Our Armies are Pants
Oh, no. Not official names for the units like that. I meant more like, well, like fighter pilots. Individual squadons often have unique names. Like, rogue squadron, or wraith squadron. Or the list here.
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Re: General Exalted Discussion V: Our Armies are Pants
I propose Honesty, Kindness, Laughter, Generosity, and Loyalty Squadron. Y'know, one after each of the five virtues the Unconquered Sun embodies.
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Re: General Exalted Discussion V: Our Armies are Pants
And then of course, Magic Squadron.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
Xefas
I propose Honesty, Kindness, Laughter, Generosity, and Loyalty Squadron. Y'know, one after each of the five virtues the Unconquered Sun embodies.
Quote:
Originally Posted by
Yuki Akuma
And then of course, Magic Squadron.
♥ this chat.
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Re: General Exalted Discussion V: Our Armies are Pants
Does anyone have any experiences of playing/running genuine Heroic Mortal games? Specifically ones which aren't just a prelude to Exaltation, but are intended to actually be for the "little people"?
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Re: General Exalted Discussion V: Our Armies are Pants
Can someone give me a page reference for Throne Shadow style? Please and thankyou :smallbiggrin:
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
knightMARE
Can someone give me a page reference for Throne Shadow style? Please and thankyou :smallbiggrin:
Lords of Creation, page 95-97. Make sure you bought the latest .pdf, though.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
The Rose Dragon
Lords of Creation, page 95-97. Make sure you bought the latest .pdf, though.
That.. would explain why I could not find it
While I'm asking innane questions, does your spirit shape's physical attributes have any affect on your Lunar's War-Form's stats? Or is it based only on your natural form?
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
knightMARE
While I'm asking inane questions, does your spirit shape's physical attributes have any affect on your Lunar's War-Form's stats? Or is it based only on your natural form?
:smallwink:
I'm 99% sure that it's just your natural form, plus the +1 dot per physical attribute that it gives you.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
knightMARE
That.. would explain why I could not find it
They should also be in the latest scroll of errata, since they are not modifying anything, but a lot of things in the same chapter are. Lords of Creation is a cool book to buy (in .pdf format) regardless.
Deadly Beastman Transformation only modifies your basic shape. Barring other knacks, however, you can only choose mutations appropriate to your spirit shape, so it does affect the end result somewhat.
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Re: General Exalted Discussion V: Our Armies are Pants
So... DB question. I know the guidelines for starting as an immaculate say "5 celestial martial arts charms." Does that include the enlightenment charms and if so, is it together or separately? (I.E. is it Enlightenment + 5 or Enlightenment + 3 or somehow bypassing enlightenment)
I thought it was Enlightenment + 5 because that's how it would seem to work simply buying your way in with the 7 DB charms, but my friend disagreed, and I'd like some clarification...
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Re: General Exalted Discussion V: Our Armies are Pants
Immaculate DBs start with exactly the same number of charms as any other DB - it's just that the book forgets to mention that two of them have to be enlightenment charms.
The hint is in the fact that Enlightenment charms are not Celestial Martial Arts charms. Immaculate DBs start with 5 CMA charms. (The fact that all five Immaculate Dragon styles are designed purposefully to have the Form charm as the fifth charm also kinda points towards this...)
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
golentan
So... DB question. I know the guidelines for starting as an immaculate say "5 celestial martial arts charms." Does that include the enlightenment charms and if so, is it together or separately? (I.E. is it Enlightenment + 5 or Enlightenment + 3 or somehow bypassing enlightenment)
I thought it was Enlightenment + 5 because that's how it would seem to work simply buying your way in with the 7 DB charms, but my friend disagreed, and I'd like some clarification...
No one knows! At one point, errata had two conflicting answers on the subject, but both were removed before the scroll was first released. It stands to reason that, since those five Charms are Celestial Martial Arts Charms and thus (ostensibly) stronger and more expensive than Terrestrial Charms, the Enlightenment Charms have to be bought using those five Charms. However, as far as I am aware, there is no official answer at the moment.
A bigger problem is the minimum Essence requirement of 3 for the Enlightenment Charm, which means that 10 of your 15 bonus points go towards Essence, which is highly inefficient compared to buying it with XP.
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Re: General Exalted Discussion V: Our Armies are Pants
Because trying to figure this somethings out (travel times/speeds) is bugging me, is there any word on how long the sun is up in creation?
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Re: General Exalted Discussion V: Our Armies are Pants
Isn't it 12 and a half hours? I seem to remember creation's day is 25 hours, and that the sun is up for exactly half, but I don't remember if some of the poles get longer or shorter days (I don't think so).
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Re: General Exalted Discussion V: Our Armies are Pants
You know, you'd think they'd explain it in one of the various sections dedicated to the passage of time in Creation, but I can't find any references to it. Maybe I am just missing where it is.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
The Rose Dragon
You know, you'd think they'd explain it in one of the various sections dedicated to the passage of time in Creation, but I can't find any references to it. Maybe I am just missing where it is.
I'm asking because I couldn't find it. Maybe they thought it was so obvious that they didn't have to include it (it isn't as the varience on earth is over 24 hours).
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
golentan
Isn't it 12 and a half hours? I seem to remember creation's day is 25 hours, and that the sun is up for exactly half, but I don't remember if some of the poles get longer or shorter days (I don't think so).
What with Creation being flat, I would guess that, unless it's blocked by mountains, the sun would be up for the same amount of time mostly anywhere in Creation.
EDIT: Although, something I've always wondered about Creation is (and I haven't really read about the Daystar, so maybe this is answered somewhere), does the Sun rise in the east and set in the west? And if so, where does it go at night?
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
DragonSinged
What with Creation being flat, I would guess that, unless it's blocked by mountains, the sun would be up for the same amount of time mostly anywhere in Creation.
EDIT: Although, something I've always wondered about Creation is (and I haven't really read about the Daystar, so maybe this is answered somewhere), does the Sun rise in the east and set in the west? And if so, where does it go at night?
It goes on the same-ish course as in real life. And it goes Elsewhere.
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Re: General Exalted Discussion V: Our Armies are Pants
The sun is closer to the South than the North at its zenith, but otherwise, it mostly travels from the Wood pole to the Water pole in a straight curve.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
jindra34
It goes on the same-ish course as in real life. And it goes Elsewhere.
It goes Elsewhere? So, can it travel in Elsewhere or something? Or does it just teleport back to the pole of Wood in the mornings?
EDIT: @ Mr. Bookworm
I thought Elsewhere was sort of an extra-dimensional space sorta deal that things could be sent to or summoned from. Does the Sun summon itself back from Elsewhere? Maybe I should just read up on the Daystar.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
DragonSinged
It goes Elsewhere? So, can it travel in Elsewhere or something? Or does it just teleport back to the pole of Wood in the mornings?
Elsewhere is by definition, nowhere.
It just pops back into a place different from where it left.
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Re: General Exalted Discussion V: Our Armies are Pants
All points in Elsewhere are equidistant from all points in elsewhere. So, it doesn't travel in Elsewhere - it cannot, really - to get to another point in Creation.
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Re: General Exalted Discussion V: Our Armies are Pants
A Solar can banish his daiklave to Elsewhere while in Pure Chaos and then summon it bake while standing atop Mount Meru, so I don't know why the Daystar wouldn't be able to teleport by going Elsewhere and then coming out somewhere else.
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Re: General Exalted Discussion V: Our Armies are Pants
I've been wanting to try out Exalted for awhile and I've got some interested people. So a few questions from a newbie:
1) I think I like the houserules on the first page, but would like to ask why they are common? Things they fixed, why they're better than the normal rules, etc.
2)How do you typically handle movement in combat? My understanding is that as long as you have joined the battle you can move, even if it's not your tick(though not if they haven't acted yet in that combat). So I'm thinking I'm going to be doing a lot of refereeing, and advocacy of common sense to avoid arguments of what moved where. Any tips?
3)Any general ideas on a good starting adventure for a bunch of Solars whose players have only played D&D before?
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
Yuki Akuma
A Solar can banish his daiklave to Elsewhere while in Pure Chaos and then summon it bake while standing atop Mount Meru, so I don't know why the Daystar wouldn't be able to teleport by going Elsewhere and then coming out somewhere else.
The only difference there is that the Solar is banishing the daiklave, then moving, then summoning it back to himself, so that the daiklave is moving to and from Elsewhere based on the Solar's position, whereas the Daystar would be moving, then banishing itself to Elsewhere, then.. Summoning itself? back to a different location. And while the comics aren't the best thing to refer to on these matters, there is that dude with the belt who's all "I can't move?!", which indicates to me that taking actions while in Elsewhere might be difficult. Although, that's just physical movement, so maybe charm activations and whatnot are still possible? Or maybe that comic's just dumb. Either way. :smalltongue:
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Re: General Exalted Discussion V: Our Armies are Pants
1) They don't fix much. Aside from the Warstrider fix, which I never used or read, all of them have an intended purpose, but none of them are solutions to a problem. The Lunar chargen rules are the originally intended rules before they were edited to be the current ones, and they bring Lunars closer to Solars during character generation. It doesn't fix anything with Lunars, just makes them slightly more powerful before the Solar XP costs kick in. The Excellency rule was my own creation, and the reasons for it were allowing niche definition (aside from the almost obligatory combat Excellency, where you spend the other Excellencies helps define what matters to your character), allowing people to spend their Charms on flashier things that are not as universally applicable as larger dice pools, and reinforcing the Exalted superiority right out of the box.
2) Vaguely. Absolute locations rarely matter in the face of frequent stunting small objects and landscape into existence, so it doesn't matter where the tables in the tavern are during a fight - just that there are tables in the first place. In practice, movement allows for changing distance between characters rather than their location. In some cases, it might matter where they are in relative to an important object, but those are rarely different from having a character in place of the object. As long as the sum of the distance between A and B and the distance between B and C is not smaller than the distance between A and C, you should be fine.
3) Return to the Tomb of Five Corners is always fun. You hunt for artifacts and you fight some minor monsters before facing a slightly powerful Exalt.
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Re: General Exalted Discussion V: Our Armies are Pants
One thing I meant to ask about Return to the Temple of Five Corners was about Barrow Black.
Before the adventure starts, the Circle and Kade's mercenary company were all hired by Nexus' Council to deal with the army of bandits Barrow Black was forming. Now I may be assuming too much that the Council of Entities knew Kade and co. were Solars, but if they did know then wouldn't that be a bit of overkill for an upstart bandit prince? Or am I just underestimating how big Barrow Black's army was?
Any ideas on how to make him a bit more interesting, that the final fight between him and the Circle wasn't finished as quickly as you'd expect a mortal vs Exalt fight to go? Maybe make him a God-Blooded or a Half-Caste? Maybe an Outcaste Dragon-Blooded?
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Re: General Exalted Discussion V: Our Armies are Pants
Technically the Ox-body one is a mitigation of a problem, but I agree that it isn't a fix. Alternative variants on the Ox-body houserule involve the stamina of the character involved rather than the Ess score, although that produces more fluctuations of relative uh toughness among characters since it is a lot easier to vary Sta than Ess in the same playgroup.
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Re: General Exalted Discussion V: Our Armies are Pants
I suppose a more accurate question is, "What do they do that the current rules didn't do already?" then. I think Rose answered that for me, thanks.
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Re: General Exalted Discussion V: Our Armies are Pants
Quote:
Originally Posted by
DragonSinged
The only difference there is that the Solar is banishing the daiklave, then moving, then summoning it back to himself, so that the daiklave is moving to and from Elsewhere based on the Solar's position, whereas the Daystar would be moving, then banishing itself to Elsewhere, then.. Summoning itself? back to a different location. And while the comics aren't the best thing to refer to on these matters, there is that dude with the belt who's all "I can't move?!", which indicates to me that taking actions while in Elsewhere might be difficult. Although, that's just physical movement, so maybe charm activations and whatnot are still possible? Or maybe that comic's just dumb. Either way. :smalltongue:
He could still move his eyes. And talk. That comic is pretty stupid if you actually think about it. (How was he breathing? There's no air there...)