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    Titan in the Playground
     
    Tavar's Avatar

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    Default General Exalted Discussion IV: Roll Join Debate

    Have a question about committed Essence? 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
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    • 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.

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    General Exalted Discussion II: No Longer Mortal
    General Exalted Discussion III: Weddings Are An Act of Villainy

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    Reynard's Sheets:
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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:
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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 value
    Spoiler
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    > [List of purchases, and sources]

    Charms
    Spoiler
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    Ability/Yozi
    Excellencies
    [Charms]

    Combos:

    Combat Stats:
    Spoiler
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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 +)
    Spoiler
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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:
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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]
    Spoiler
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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 value
    Spoiler
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    > [List of purchases, and sources]

    Charms and Knacks
    Spoiler
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    Attribute
    Excellencies
    [Charms]

    Knacks:

    Combos:

    Combat Stats:
    Spoiler
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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:
    Spoiler
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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
    Spoiler
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    Name:
    Exalt Type and Caste:
    Anima:
    Anima Power:

    Motivation:

    Faction:

    Background:

    Attributes
    Spoiler
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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 +)
    Spoiler
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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:
    Spoiler
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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]
    Spoiler
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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 value
    Spoiler
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    > [List of purchases, and sources]

    Charms
    Spoiler
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    Ability
    Excellencies
    [Charms]

    Combos:

    Combat Stats:
    Spoiler
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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:
    Spoiler
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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
    Last edited by Tavar; 2011-05-11 at 08:37 PM.
    He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
    -James Graham, 1st Marquess of Montrose
    Satomi by Elagune

  2. - Top - End - #2
    Troll in the Playground
     
    Xefas's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    We need someone to run a game with five players, who just take control of five Deathlords, they forsake absolutely all resources, connections, and authority aside from what is physically on their person at the time, and just form a Circle and go personally wipe out Creation by wandering around killing things and taking their stuff.

    EDIT: For easy mode, you could even have it happen before the Great Contagion. Instead of "giant world-ending plague followed by fair folk crusade", the Deathlords ultimate evil scheme for ending the world could be "Become adventuring hobos".

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    Turalisj's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    That... wouldn't be fun. I don't like starting with such odds. And I don't really like the deathlords as they are


    We need someone to run an Alchemical game set in Autocthonia.
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    Mr.Bookworm's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    The Deathlords are Abyssals that start with 2500 XP and can naturally take Solar charms and Arcanoi, done and done.

    Man, the more I think about this, the more I want to run/play it.
    Awesome Cyborg Doom Monkey avatar by Lord Fullbladder, Master of Goblins. Offer up your robo-bananas to him.

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    tonberrian's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    That dovetails nicely into an Abyssal character idea I had. He writes letters.

    They kill people.
    The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.

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    Lochar's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    Quote Originally Posted by tonberrian View Post
    That dovetails nicely into an Abyssal character idea I had. He writes letters.

    They kill people.
    The act of being in the room with an open letter causes your skin to bleed.

    Hearing the letter read aloud can cause visceral blades of words to shred your body.

    And the poor schmuck reading it? Held alive by the force of the letter, only to fall apart into dozens of pieces at he finishes.
    Most excellent Rising Echo avatar created by GryffonDurime.
    Quote Originally Posted by Cardea View Post
    That is the scariest two lines I have read in a forum of any kind.
    Take two internets, a cookie and a vorpal sword, please.
    Youth ages, immaturity is outgrown, ignorance can be educated, drunkeness sobered, but stupid lasts forever.

    Don't be stupid.

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    tonberrian's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    Quote Originally Posted by Lochar View Post
    The act of being in the room with an open letter causes your skin to bleed.

    Hearing the letter read aloud can cause visceral blades of words to shred your body.

    And the poor schmuck reading it? Held alive by the force of the letter, only to fall apart into dozens of pieces at he finishes.
    I need charms for this now.
    The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.

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    SurlySeraph's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    @^: You already have Killing Words Technique. The rest is stunting.

    Quote Originally Posted by Mr.Bookworm View Post
    The Deathlords are Abyssals that start with 2500 XP and can naturally take Solar charms and Arcanoi, done and done.

    Man, the more I think about this, the more I want to run/play it.
    Can they take Spirit charms like normal ghosts can, too? Because at Essence 10, Principle of Motion + Flying Time Technique for yes I have that many extra actions, foolish mortal! would be hella fun.
    Quote Originally Posted by Thespianus View Post
    I fail to see how "No, that guy is too fat to be hurt by your fire" would make sense.

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    Quote Originally Posted by SurlySeraph View Post
    Can they take Spirit charms like normal ghosts can, too? Because at Essence 10, Principle of Motion + Flying Time Technique for yes I have that many extra actions, foolish mortal! would be hella fun.
    Extreme Principle of Motion abuse will be met with MoEP: Abyssals to the face. Really, that goes for everything. Everything that isn't funnier then not abusing the rules.

    That said, sure why not.

    If I ever run this game, which is looking increasingly likely the more I think about it. Gah. As long as potential players would be okay on a ST that isn't the most experienced with the rules.
    Last edited by Mr.Bookworm; 2011-04-25 at 08:50 PM.
    Awesome Cyborg Doom Monkey avatar by Lord Fullbladder, Master of Goblins. Offer up your robo-bananas to him.

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    Xefas's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    You'd really only need to run a few fights. I mean, what exactly is going to pose enough of a challenge that it merits carting out the full combat system? In Creation no less. The Sun? All the Lunars at once? The Five Immaculate Dragons voltroned together with an artifact duplicating the effects of Unity of the Closed Fist?

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    tonberrian's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    The Kukla and the Gardullis in a tag team match.
    The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.

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    Turalisj's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    No. This needs... Fakuf.
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    Wealth: 5

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    Xefas's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    Quote Originally Posted by tonberrian View Post
    The Kukla and the Gardullis in a tag team match.
    The Emerald Mother reveals that the Imperial Mountain is in fact her personal warstrider...

    Coming up with challenges for the Circle of Deathlord Hobos is fun.

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    Mr.Bookworm's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    I've got about 24 serious encounters swimming in my head right now.

    What exactly will make it in remains a mystery. A lot of it, though, things that actually threaten the circle, will have to be defeated by things other then punching it in the face, since doing that for an entire game gets boring.

    There will be plenty of face-punching, though.
    Awesome Cyborg Doom Monkey avatar by Lord Fullbladder, Master of Goblins. Offer up your robo-bananas to him.

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    Kris Strife's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    The Ebon Dragon, Ma-Ha Suchi, Desus, Arkady and Peleps Deled Dickery Voltron suggested by Mr. Bookworm?

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    Turalisj's Avatar

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    Default Re: General Exalt Discussion IV: Roll Join Debate

    Quote Originally Posted by Mr.Bookworm View Post
    I've got about 24 serious encounters swimming in my head right now.

    What exactly will make it in remains a mystery. A lot of it, though, things that actually threaten the circle, will have to be defeated by things other then punching it in the face, since doing that for an entire game gets boring.

    There will be plenty of face-punching, though.
    If you do this, I only request that someone make good rules for making a Collosi Alchemical so I can play a Void Lord.
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    Default Re: General Exalt Discussion IV: Roll Join Debate

    Quote Originally Posted by SurlySeraph View Post
    Can they take Spirit charms like normal ghosts can, too? Because at Essence 10, Principle of Motion + Flying Time Technique for yes I have that many extra actions, foolish mortal! would be hella fun.
    ??? I thought ghosts were limited to only take Arcanoi. Although, I'm sure high powered ghosts like Deathlords could take Spirit charms, but as far as I know normal ghosts can't. They are supposed to be lesser creatures than mortals after all.
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    Quote Originally Posted by Mr.Bookworm View Post
    The Deathlords are Abyssals that start with 2500 XP and can naturally take Solar charms and Arcanoi, done and done
    Really? There are people who use Deathlords as is? You're better off going with some unique panoply charms. Surprisingly easy to make too. Though I am ashamed that the very first idea I got for the Lover Clad in Raiment of Tears was a charm that turned her hoo-hoo into a portal to Oblivion.
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    Quote Originally Posted by a_humble_lich View Post
    ??? I thought ghosts were limited to only take Arcanoi. Although, I'm sure high powered ghosts like Deathlords could take Spirit charms, but as far as I know normal ghosts can't. They are supposed to be lesser creatures than mortals after all.
    Ghosts are classed as spirits and spirits can learn spirit Charms. Therefore, ghosts can learn spirit Charms.

    Yes, it's horribly stupid, but that's what you get for putting a fourth class of being with different characteristics in with three classes of being that all work mostly the same.

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    Quote Originally Posted by Primal Fury View Post
    Really? There are people who use Deathlords as is? You're better off going with some unique panoply charms. Surprisingly easy to make too. Though I am ashamed that the very first idea I got for the Lover Clad in Raiment of Tears was a charm that turned her hoo-hoo into a portal to Oblivion.
    I thought that was canon. "The little death" indeed.
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    Quote Originally Posted by golentan View Post
    I thought that was canon.
    It is canon, but it's also stupid. Why in the world do Deathlords have access to Solar and Abyssal charms? They have neither Solar, nor Abyssal exaltations, just a bunch of dead 3rd circle devas glued together.
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    I thought they were Solars from the 1st age who created the abyssals.
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    Quote Originally Posted by Primal Fury View Post
    It is canon, but it's also stupid. Why in the world do Deathlords have access to Solar and Abyssal charms? They have neither Solar, nor Abyssal exaltations, just a bunch of dead 3rd circle devas glued together.
    I believe he was referring to the part about the hoo-hoo. As for the Charms, apparently the Neverborn can give a Ghost back access to the Charms they knew in life. That doesn't explain the Abyssal Charms however. Also I prefer the panoply Charms idea myself, fits better with the whole merged with a 3rd Circle Deva thing in my mind.
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    Quote Originally Posted by Primal Fury View Post
    Though I am ashamed that the very first idea I got for the Lover Clad in Raiment of Tears was a charm that turned her hoo-hoo into a portal to Oblivion.
    Quote Originally Posted by golentan View Post
    I thought that was canon.
    Quote Originally Posted by Primal Fury View Post
    It is canon.
    Exalted canon has gone to a strange place in these last few years...

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    Quote Originally Posted by Sanguine View Post
    That doesn't explain the Abyssal Charms however. Also I prefer the panoply Charms idea myself, fits better with the whole merged with a 3rd Circle Deva thing in my mind.
    Plus, that way you can set them up so they can't just solo the setting, either in creation or the underworld.
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    Quote Originally Posted by Sanguine View Post
    I believe he was referring to the part about the hoo-hoo.
    Oh. Well that makes Xefas's quote ladder much more amusing.
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    Quote Originally Posted by Kyeudo View Post
    Ghosts are classed as spirits and spirits can learn spirit Charms. Therefore, ghosts can learn spirit Charms.
    I disagree. While there is a lot of confusion in the books of what ghosts can do and when they count as spirits, but it seems clear (to me at least) that ghosts are not supposed to use spirit charms. All the ghost I've seen stats for only use Arcanoi. In the ghost creation rules there is no mention of how to get spirit charms. Many of the ghost charms duplicate effects of spirit charms (e.g. they have a separate charm to materialize) and in general Arcanoi are far less powerful than spirit charms.


    Yes, it's horribly stupid, but that's what you get for putting a fourth class of being with different characteristics in with three classes of being that all work mostly the same.
    This I agree with. But I would argue that ghosts are fundamentally different from demons, elementals, and gods. At the very least every non-heroic moral, no matter how small, has can become a ghost and have access to their charms.
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    Quote Originally Posted by a_humble_lich View Post
    I disagree. While there is a lot of confusion in the books of what ghosts can do and when they count as spirits, but it seems clear (to me at least) that ghosts are not supposed to use spirit charms. All the ghost I've seen stats for only use Arcanoi. In the ghost creation rules there is no mention of how to get spirit charms. Many of the ghost charms duplicate effects of spirit charms (e.g. they have a separate charm to materialize) and in general Arcanoi are far less powerful than spirit charms.
    The Scroll of Errata very clearly says they can learn spirit Charms.
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    Quote Originally Posted by The Rose Dragon View Post
    The Scroll of Errata very clearly says they can learn spirit Charms.
    Which is kind of amusing since the original text explicitly said they didn't.
    BEEP.

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    Quote Originally Posted by Kylarra View Post
    Which is kind of amusing since the original text explicitly said they didn't.
    Where does it say that, might I ask? The only part I found is that they have no access to Excellencies (which, technically, still holds true).
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