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    Ettin in the Playground
     
    golentan's Avatar

    Join Date
    Oct 2008
    Location
    Bottom of a well

    Default General Exalted Discussion XII: One More and Get a Free Deathlord

    Because nobody else seemed to be making it, I've taken matters into my own hands.

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    Art by Melissa Uran, colors by kirubanzai.


    First Welrub Excellency
    Cost: 1m per die; Mins: Essence 1; Type: Reflexive
    Keywords: Combo-OK
    Duration: Instant
    Prerequisite Charms: None

    The Giant of the Playground expresses whimsical humor in all he does. He wanders where he may, creating art as he goes and spreading good cheer. He is never malicious and always optimistic, but he loves argument and debates of all kinds, fostering them wherever he goes.

    Characters may apply this Charm to any action that causes laughter or hope. Any action that would deliberately inflict harm, physical or otherwise, upon someone who has shown no hostility to the Infernal is forbidden. This Charm may also always be used to create art, for such are his greatest loves.

    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.


    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
    General Exalted Discussion V: Our Armies are Pants
    General Exalted Discussion VI: Ascendancy Mantle of the Playground
    General Exalted Discussion VII: Playground Eternal Essence
    General Exalted Discussion VIII: Ten Thousand Playgrounders Post As One!
    General Exalted Discussion Thread IX: Errata is Combo-Ok!
    General Exalted Discussion Thread X: Playground Cosmic Principle
    General Exalted Discussion Thread XI: Great Job, You Broke the Scale

    Useful Links:
    The White Wolf Exalted Forum
    Exalted Character Repository
    Scroll of Errata

    Reynard's Sheets:
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    Infernal, Solar, and Abyssal 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
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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:
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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:
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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
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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:
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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:
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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
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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:
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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

    Dynast Dragonblooded Sheet.
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    Name:
    Aspect:
    Anima:

    Motivation:

    Background:

    Attributes
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    Primary (Physical/Social/Mental): 7
    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]spect and [F]avoured tags, for clarity.]
    Total without BP/XP: 35
    13 of these MUST be placed into Aspect or Favoured. Also, I placed Dots where Dots must be. (Archery 1, Lore 2, Martial Arts 1, Melee 1, Performance 1, Presence 1, Ride 1, Socialize 2 and War 1.) You cannot remove these Dots, or Peleps Deled will come for you for a discussion on literature. These dots count towards the Total and the requirement.

    Linguistics
    Lore ●●
    Occult
    Stealth
    Thrown

    Awareness
    Craft
    Integrity
    Resistance
    War ●

    Athletics
    Dodge
    Melee ●
    Presence ●
    Socialize ●●

    Bureaucracy
    Investigation
    Larceny
    Martial Arts ●
    Sail

    Archery ●
    Medicine
    Performance ●
    Ride
    Survival

    Backgrounds, Artifacts and Equipment:
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    Backgrounds:
    Dynasts start with 12 and may choose from Allies, Arsenal, Artifact, Backing, Breeding, Command, Connections, Familiar, Family, Henchmen, Manse, Reputation, Resources and Retainer. Also, note that Dynasts can go into the 4-5 range without using BP.

    Artifacts and Equipment:
    Artifact: X [What it is], fluff name
    Important features.
    [Source (Both it's Book and in-Game location]

    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
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    > [List of purchases, and sources]

    Charms7 Charms, at least four of which must be from Aspect or Favored Abilities; Immaculate martial artists get 5 Immaculate Martial Arts Charms instead, all of which must be from the same elemental tree.
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    Ability
    Excellencies
    [Charms]

    Combos:

    Combat Stats:
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    Join Combat:

    Attacks:
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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 ●

    Crazy Aspect Mode: (Differs, see your aspect entry in the DB book)

    Intimacies:
    You're a Realm-based DB. There will be many. See with your ST if you can arrange 'lesser' intimacies to represent your dozens of distant cousins and other members of your family that your character isn't that close to. List them in their own subsection just under this one, if so, and just use this for the Intimacies that will actually matter.

    Languages:
    High Realm (Native), ???

    Willpower: ●●●●●

    Essence:
    Permanent: ●●
    Personal: Current (Max) [(Essence + Willpower) + any gained from
    Breeding]
    Peripheral: Current (Max) (Value Attuned) [(Essence x 4) + Willpower + [the sum of the two highest Virtues] + any gained from Breeding]

    Bonus Points and XP:
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    Bonus Points:

    Total: 18/18 | Flaws:

    Lookshy Dragonblooded Sheet.
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    Name:
    Aspect:
    Anima:

    Motivation:

    Background:

    Attributes
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    Primary (Physical/Social/Mental): 7
    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]spect and [F]avoured tags, for clarity.]
    Total without BP/XP: 35
    13 of these MUST be placed into Aspect or Favoured. Also, I placed Dots where Dots must be. (Archery 2, Linguistics 3, Lore 2, Martial Arts 2, Melee 2, Performance 1, Presence 1, Ride 1, Stealth 1 and War 2.) You cannot remove these Dots.

    Linguistics ●●●
    Lore ●●
    Occult
    Stealth ●
    Thrown

    Awareness
    Craft
    Integrity
    Resistance
    War ●●

    Athletics
    Dodge
    Melee ●●
    Presence ●
    Socialize ●●

    Bureaucracy
    Investigation
    Larceny
    Martial Arts ●●
    Sail

    Archery ●●
    Medicine
    Performance ●
    Ride ●
    Survival

    Backgrounds, Artifacts and Equipment:
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    Backgrounds:
    Lookshy Dragonblooded start with 13 points of Backgrounds and may choose from Allies, Arsenal, Artifact, Backing, Command, Connections, Familiar, Family, Manse, Mentor, Reputation, Resources and Retainer.

    Artifacts and Equipment:
    Artifact: X [What it is], fluff name
    Important features.
    [Source (Both it's Book and in-Game location]

    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]

    CharmsLookshy characters all start play with Wind-Carried Word Technique and Elemental Bolt Attack, to which they add 6 Dragon-Blooded Charms, 4 of which must come from Aspect or Favored Abilities; Lookshy DBs may not start play with Immaculate Martial Arts Charms.
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    Ability
    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 ●

    Crazy Aspect Mode: (Differs, see your aspect entry in the DB book)

    Intimacies:

    Languages:
    ???

    Willpower: ●●●●●

    Essence:
    Permanent: ●●
    Personal: Current (Max) [(Essence + Willpower) + any gained from
    Breeding]
    Peripheral: Current (Max) (Value Attuned) [(Essence x 4) + Willpower + [the sum of the two highest Virtues] + any gained from Breeding]

    Bonus Points and XP:
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    Bonus Points:

    Total: 18/18 | Flaws:

    Outcaste Dragonblooded Sheet. Poor buggers.
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    Name:
    Aspect:
    Anima:

    Motivation:

    Background:

    Attributes
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    Primary (Physical/Social/Mental): 7
    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]spect and [F]avoured tags, for clarity.]
    Total without BP/XP: 25
    13 of these MUST be placed into Aspect or Favoured.

    Linguistics
    Lore
    Occult
    Stealth
    Thrown

    Awareness
    Craft
    Integrity
    Resistance
    War

    Athletics
    Dodge
    Melee
    Presence
    Socialize

    Bureaucracy
    Investigation
    Larceny
    Martial Arts
    Sail

    Archery
    Medicine
    Performance
    Ride
    Survival

    Backgrounds, Artifacts and Equipment:
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    Backgrounds:
    Outcastes get 7, and use the Backgrounds from the Core Exalted book; no Background may be higher than 3 without spending bonus points. Note that this means you don't get the awesome version of the Artifact background.

    Also, you get Breeding.

    Artifacts and Equipment:
    Artifact: X [What it is], fluff name
    Important features.
    [Source (Both it's Book and in-Game location]

    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
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    > [List of purchases, and sources]

    Charms Outcastes get 7 to choose from, 4 must be from Favoured or Aspect. Abilities; an outcaste with a Mentor 5 sifu who opts to learn Celestial martial arts [see sidebar on p. 95] get 5 Celestial Martial Arts Charms instead, all of which must be from the same elemental tree.
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    Ability
    Excellencies
    [Charms]

    Combos:

    Combat Stats:
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    Join Combat:

    Attacks:
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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 ●

    Crazy Aspect Mode: (Differs, see your aspect entry in the DB book)

    Intimacies:

    Languages:
    ???

    Willpower: ●●●●●

    Essence:
    Permanent: ●●
    Personal: Current (Max) [(Essence + Willpower) + any gained from
    Breeding]
    Peripheral: Current (Max) (Value Attuned) [(Essence x 4) + Willpower + [the sum of the two highest Virtues] + any gained from Breeding]

    Bonus Points and XP:
    Spoiler
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    Bonus Points:

    Total: 18/18 | Flaws:
    Last edited by golentan; 2012-10-26 at 01:00 AM.
    My motto: Repensum Est Canicula.

    Quote Originally Posted by turkishproverb View Post
    I am not getting into a shootout with Golentan. Too many gun-arms.
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    There. New thread that won't get us stabbed by the mods. Oh, yeah, and I'm getting ready for that Valkhawsen game. Any ideas for crazy things I could include for the Quest?
    My motto: Repensum Est Canicula.

    Quote Originally Posted by turkishproverb View Post
    I am not getting into a shootout with Golentan. Too many gun-arms.
    Credit to Astrella for the new party avatar.

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Subscribing To Thread Prana
    Last edited by Sanguine; 2012-10-21 at 05:30 PM.
    Avatar by Elagune

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    I think we can get rid of the Excellency now. That was for a title two threads ago.

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Eh, it's not doing harm there.
    My motto: Repensum Est Canicula.

    Quote Originally Posted by turkishproverb View Post
    I am not getting into a shootout with Golentan. Too many gun-arms.
    Credit to Astrella for the new party avatar.

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    In case people didn't see it before the new thread opened, it's Burn Legend: The Movie.

    http://www.youtube.com/watch?v=a7l3okIqnCg
    Ten point three-four-two cubic inches of soup.

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    I repeat my objection: But Burn Legend is meant to have a contemporary setting.

    Because it's Street Fighter The RPG.
    There's no wrong way to play. - S. John Ross

    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Two questions for the new thread:

    1. Given that when a Lunar shapeshifts Moonsilver armour shifts with them, does that mean that Moonsilver Warstriders would as well; taking on the animal traits, but on a huge scale?

    2. If a GSP used Eldritch Secrets Mastery to make themselves seem to be a Dragonblood, could they access the Dragon’s Roar Resonance Engine ability of a Voidfighter Gunship (Shards p.20), since they can take on the aspect of another Exalt type's essence?
    Last edited by Kobold-Bard; 2012-10-22 at 11:45 AM.
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Quote Originally Posted by Kobold-Bard View Post
    Two questions for the new thread:

    1. Given that when a Lunar shapeshifts Moonsilver armour shifts with them, does that mean that Moonsilver Warstriders would as well; taking on the animal traits, but on a huge scale?

    2. If a GSP used Eldritch Secrets Mastery to make themselves seem to be a Dragonblood, could they access the Dragon’s Roar Resonance Engine ability of a Voidfighter Gunship (Shards p.20), since they can take on the aspect of another Exalt type's essence?
    1. Up to the ST, but I'd rule it as a higher Essence Knack or a unique Warstider effect. Also note that MS armor is mostly MS, while a MS WS would have lots of little nibbly bits of jade plates, starmetal wiring, orichalcum capacitors and such. So it might be able to shift a little but not from like a Lionstrider to a Bunnystrider.

    2. Don't have Shards but part of disguising yourself as another Exalt type is getting the perks! Although IIRC ESM is pretty low E? So I'd call it a second purchase or further charm to get magical benefits. I should have reread the charm before commenting :P

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Actually, moonsilver warstriders are mentioned in WotLA, and it goes on to mention that out of Ma-Ha-Suchi's collection, only his royal ones have any shapeshifting capability. Such shapechanging is usually part of an advanced stealth cloaking system, and in those cases it's to turn into stuff like rocks and trees. One other shapechanging warstrider was mentioned, and from how I read it, it seemed to be its own thing rather than a standard feature.
    Last edited by TheCountAlucard; 2012-10-22 at 01:18 PM.
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    I think it also says somewhere that royal and colossus 'striders are made entirely out of one material, down to the smallest springs and sprockets.
    Ten point three-four-two cubic inches of soup.

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    That's in the fluff, but who reads the fluff in Exalted?
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Quote Originally Posted by Turalisj View Post
    That's in the fluff, but who reads the fluff in Exalted?
    All the people in the White Wolf Exalted forum.

    No seriously, they are freaking picky about the fluff, they will pick out little words and details and such and from those little details, derive this whole theory or whatever about how things are in the game that somehow ruin Exalted for themselves, then declare that this little detail needs to be deleted from Exalted canon forever because of that.
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    So, the WW forum is Pelleps Delad?

    I'm going to go make a thread about that over there >:D
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Quote Originally Posted by Yuki Akuma View Post
    I repeat my objection: But Burn Legend is meant to have a contemporary setting.
    Yeah? So? By the lore, the exalted didn't just suddenly appear with M16s. They've been around for a looong time, and it's rather easy to adjust.
    Because it's Street Fighter The RPG.
    White Wolf made an actual Street Fighter RPG years ago.

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Quote Originally Posted by Yuki Akuma View Post
    I repeat my objection: But Burn Legend is meant to have a contemporary setting.

    Because it's Street Fighter The RPG.
    Because you can't just SWAP THE FLUFF!
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Fluff is the only thing worth reading in the Exalted books...

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Well you all know the old saying: Fluff>Crunch.
    Last edited by Teln; 2012-10-22 at 09:26 PM.
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Quote Originally Posted by Turalisj View Post
    Because you can't just SWAP THE FLUFF!
    Nope!

    The fluff is absolute immutable in that book presenting four different ways of fluffing the Exalted setting.
    There's no wrong way to play. - S. John Ross

    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    I bet you I could change the Burn Legend setting into a Wuxia setting in a day without losing any of the character types.
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Quote Originally Posted by Turalisj View Post
    Because you can't just SWAP THE FLUFF!
    1. Solars are all about swapping the fluff. If they weren't bound by the human aesthetic, I would already be a dragon-man doing various solar things through conjured Icefire inventions.

    2. mechanics are just the skeleton, what matters is the flesh that you put on that skeleton. I mean think of it this way: the basic attributes and skills are just numbers right, models to represent person doing actions in the game, right? they don't actually affect the aesthetic of the character or what they look like or what they are, just what actions they can model in game mechanic terms.
    Why should the rest of the mechanics like charms be any different? just because its named "Fireball" doesn't mean its actually a Fireball- it can be Shadowball, Necroball, Iceball, Electroball, Plagueball whatever, as long as it follows what the mechanic models.

    Fair folk are designed around such aesthetic flexibility, as well as pretty much every narrative game I know about. You can swap the fluff, its one of the most easiest and creative things you can do, and is done throughout all or at least many RPGs.
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Raziere, it looks like you fell into a sarchasm there. Might want to watch out for them better. They're hard to spot on the internet.

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Quote Originally Posted by Kyeudo View Post
    sarchasm
    Best. Word. Ever.
    Revan avatar by kaptainkrutch.
    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    A wild Sarchasm has appeared!

    It uses Misleading Text!

    Critical hit! It was Super Effective!

    Lord Raziere has fainted!


    ....

    I'm sorry. I am tired, I should be asleep, and I couldn't help it.
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Quote Originally Posted by Turalisj View Post
    A wild Sarchasm has appeared!
    ...don't tell any-one how many games were recognized by reading this text...

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Quote Originally Posted by Arti3 View Post
    Fluff is the only thing worth reading in the Exalted books...
    Quote Originally Posted by Lord Raziere View Post
    1. Solars are all about swapping the fluff. If they weren't bound by the human aesthetic, I would already be a dragon-man doing various solar things through conjured Icefire inventions.

    2. mechanics are just the skeleton, what matters is the flesh that you put on that skeleton. I mean think of it this way: the basic attributes and skills are just numbers right, models to represent person doing actions in the game, right? they don't actually affect the aesthetic of the character or what they look like or what they are, just what actions they can model in game mechanic terms.
    Why should the rest of the mechanics like charms be any different? just because its named "Fireball" doesn't mean its actually a Fireball- it can be Shadowball, Necroball, Iceball, Electroball, Plagueball whatever, as long as it follows what the mechanic models.

    Fair folk are designed around such aesthetic flexibility, as well as pretty much every narrative game I know about. You can swap the fluff, its one of the most easiest and creative things you can do, and is done throughout all or at least many RPGs.
    Alright, I think I have a suitable argument in this debate.

    You play Exalted for the fluff. If you want to play a game of Dragonball Z, you play Mutants and Masterminds, or Strands of Fate.

    You do not play Exalted only for the canon fluff. The Incarnae aren't interfering because they're actually all imprisoned? Autochthon has already fallen to the form of the Bleeding Engine or the Engine of Extinction, with some of his people and champions just barely making it through a breach in the Seal? As long as it fits into the world at large, sure. Plot hooks and even series hooks can be fabricated from a few pieces of canonical information and a "what if" attitude.

    Now Burn Legend. Burn Legend is different. Burn Legend is fast, simple, and combat-focused. If you want to play Burn Legend for the mechanics, that's fine.

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Quote Originally Posted by Jade Dragon View Post
    Alright, I think I have a suitable argument in this debate.

    You play Exalted for the fluff. If you want to play a game of Dragonball Z, you play Mutants and Masterminds, or Strands of Fate.

    You do not play Exalted only for the canon fluff. The Incarnae aren't interfering because they're actually all imprisoned? Autochthon has already fallen to the form of the Bleeding Engine or the Engine of Extinction, with some of his people and champions just barely making it through a breach in the Seal? As long as it fits into the world at large, sure. Plot hooks and even series hooks can be fabricated from a few pieces of canonical information and a "what if" attitude.

    Now Burn Legend. Burn Legend is different. Burn Legend is fast, simple, and combat-focused. If you want to play Burn Legend for the mechanics, that's fine.
    Uhm, people play the game for whatever they want. For some that's the lame-o mechanics. For others it's the canon fluff. For others, it's related fluff but with differences.

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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Quote Originally Posted by Kyeudo View Post
    Raziere, it looks like you fell into a sarchasm there. Might want to watch out for them better. They're hard to spot on the internet.
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    Best. Word. Ever.
    Oh god yes.
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    So, I'm trying to design a custom Cecelyne charm.

    The basic idea is a charm building off of her wish-granting charms, that allows her to grant charms in response to the wishes. What minimum Essence would work best for that sort of thing? Should it require a lot of other prerequisites or just Verdant Emptiness Endowment?

    As for restrictions, it seems pretty obvious that it shouldn't be able to grant Holy charms, Sidereal martial arts and probably not Sorcery initiation...
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    Default Re: General Exalted Discussion XII: One More and Get a Free Deathlord

    Quote Originally Posted by Yuki Akuma View Post
    So, I'm trying to design a custom Cecelyne charm.

    The basic idea is a charm building off of her wish-granting charms, that allows her to grant charms in response to the wishes. What minimum Essence would work best for that sort of thing? Should it require a lot of other prerequisites or just Verdant Emptiness Endowment?

    As for restrictions, it seems pretty obvious that it shouldn't be able to grant Holy charms, Sidereal martial arts and probably not Sorcery initiation...
    You mean aside from the charm that already grants charms? In The Broken Winged Crane? I mean, if you're granting other charmsets, that's different enough to warrant its own discussion.
    Last edited by tonberrian; 2012-10-23 at 12:34 PM.
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