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  1. - Top - End - #31
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Me, I'd love to play Exalted 3e, but the last game I was online and only lasted a few months so....not much happened. running a game is out for me, since its the whole mechanics thing and doing all that prepwork. I've settled for just writing Exalted fan fic in little snippets at a time to try and build a story out of it.
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Accelerator View Post
    I've searched.

    No spells. Or at least, only one or two.

    https://docs.google.com/document/d/1...fR2bOYaLI/edit

    Most spells ported here are still not officially ported.

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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    And now we've got a full set of Lunar Charms. I'm tempted to actually create one or two now. Like a Full Moon who focuses on Strength and Stamina, leaving Dexterity off to the side and using the right Charms to make up for it. They're pretty obvious patches for Dexterity's status as a god-stat, but what can you do.
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Lord Raziere View Post
    Me, I'd love to play Exalted 3e, but the last game I was online and only lasted a few months so....not much happened. running a game is out for me, since its the whole mechanics thing and doing all that prepwork. I've settled for just writing Exalted fan fic in little snippets at a time to try and build a story out of it.
    Well hey, I've got good news. To celebrate the official release of STaRS (and my getting sucked back into thinking about Exalted), I've written up some rules for emulating Exalted using it. If you're looking for an easier-to-run version...

    (If they work well, I might fiddle with them a bit and match them up to an original setting and publish as a stand-alone expansion)

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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Grod_The_Giant View Post
    Well hey, I've got good news. To celebrate the official release of STaRS (and my getting sucked back into thinking about Exalted), I've written up some rules for emulating Exalted using it. If you're looking for an easier-to-run version...

    (If they work well, I might fiddle with them a bit and match them up to an original setting and publish as a stand-alone expansion)
    thats not the problem.

    I've got Godbound deluxe, Blood and Fire and I can probably do a fate hack easily of Exalted. I got three different systems to pull it off

    the problem is I don't know if players will even go for less crunch. or if they'll even stick around. no point in trying if it dies before it really begins.
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Grod_The_Giant View Post
    Well hey, I've got good news. To celebrate the official release of STaRS (and my getting sucked back into thinking about Exalted), I've written up some rules for emulating Exalted using it. If you're looking for an easier-to-run version...

    (If they work well, I might fiddle with them a bit and match them up to an original setting and publish as a stand-alone expansion)
    Those look pretty fun.
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Recaiden View Post
    Those look pretty fun.
    Thanks

    I took a stab at Lunars and Sidereals, but I don't know what the different schticks of their castes are so couldn't include that. Really don't know about Infernals and Abyssals; if someone could give me a quick overview of their mechanically unique schticks, I could take a stab at them too. (Alchemicals... I guess would get a bunch of Variable Traits?)
    Last edited by Grod_The_Giant; 2019-03-09 at 06:37 PM.

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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Grod_The_Giant View Post
    Thanks

    I took a stab at Lunars and Sidereals, but I don't know what the different schticks of their castes are so couldn't include that. Really don't know about Infernals and Abyssals; if someone could give me a quick overview of their mechanically unique schticks, I could take a stab at them too. (Alchemicals... I guess would get a bunch of Variable Traits?)
    you asking something a bit complicated.

    Lunars is as easy saying that they have Warrior, Trickster and Witch castes and a fourth casteless state focused on shapeshifting and self-discovery. and that Luanrs are generalists to the Solar specialists, and the Lunar equivalent to Supernals is shapeshifting, but only into humans and animals.

    but Sidereals has always been the hardest Exalt to figure out, while Abyssals and Infernals are undergoing overhauls when the devs get around to them. we don't know what they will mechanically look like when we get to them. the devs comments I've read say that the Sidereal equivalent to Supernals is Sidereal Martial Arts.

    you can draw upon 2e versions, but 2e Abyssals are basically dark Solars to the point of literally telling you to look up the mechanics of an Abyssal charm by reading a Solar charm.

    while Infernal charms are very thematic and focused on a specific yozi in question. and single Yozi can encompass a lot of things despite their narrow purviews. but generally, Yozis seem to be spiritual primordial cthulhu interpretations of real world physical laws: Malfeas is nuclear radiation and stars, Cecylene is the vastness and void of space, She Who Lives in Her Name is gravity, orbits and general order of physics, Adorjan is....I think Solar Winds? but also unexpected cataclysms or something? while Ebon Dragon (the real one not 2e snidely whiplash) is a dragon who is in love with peoples doom, so, entropy and murphy's law. and thats just a few of the Yozis that got charm sets at all, the others who didn't like Isidiros who is a black hole, Oramus who is quantum uncertainty, Metagaos who are those weird quarks that make everything into them when you touch them, and Cytherea who is the big bang, and so on just got plain screwed out of it when 3e is promising to include all the Yozis, go figure. but yeah, Infernal charmset is basically all about drawing upon the underlying physical laws of the world filtered through a weird demonic cthulhu lens. and even these summaries are vast over simplifications of the Yozi in question.
    Last edited by Lord Raziere; 2019-03-09 at 07:19 PM.
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Grod_The_Giant View Post
    Thanks

    I took a stab at Lunars and Sidereals, but I don't know what the different schticks of their castes are so couldn't include that. Really don't know about Infernals and Abyssals; if someone could give me a quick overview of their mechanically unique schticks, I could take a stab at them too. (Alchemicals... I guess would get a bunch of Variable Traits?)
    Lunars:
    Full Moon: Agility, Physique, Dexterity. Their thing is just being fast and strong and tough.
    Changing Moon: Manipulation, Presence, Awareness. Social, they got better disguises
    New Moon: Intellect, Will, Wits. Mental Caste, they had darkness and sorcery anima effects.

    Sidereals:
    I would say give them just 2 favored abilities.
    Their anima effects all have to do with helping a whole group. Maybe Sidereals as a whole can multiple-Aid without penalty.
    Fake identities was a big Sidereal thing, and mechanically, Weird Dice Tricks (compared to the straightfoward more dice/more successes that other types got)
    Mercury (Journeys): Speed, Physique. Their thing is going fast.
    Venus (Serenity): Presence, Manipulation. Their thing is showing off.
    Mars (Battle): Agility, Dexterity. Their thing is physical defense.
    Jupiter (Secrets): Awareness, Intellect. Their thing is mental defense.
    Saturn (Endings): Will, Wits. Their thing is death/offense.

    Alchemicals wouldn't necessarily need Variable Traits. I would say let them reassign more during Milestones, and maybe 1xp of mid-session reassign?

    Abyssals don't really have any unique mechanics that Solars don't have.

    Infernals have the thing where their Excellencies weren't tied to abilities but to themes like 'taking people by surprise', 'obeying the letter of the law'.
    And of course transforming into a weird demonic super-mode.
    Last edited by Recaiden; 2019-03-09 at 09:11 PM.
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Huh. Idea. A spell that lets you beat on a drum, slowly synchronising everyone's heartbeat to it. After the casting, everyone moves in sync, with perfect timing. Cooperation bonuses, and increased stats whenever they are working together.

    Casting using long ticks lets you cast it over the armies, granting the army elite drill, an extra point of might, and an extra size.

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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Caste Attributes for lunars are:
    Full Moon: Dexterity, Stamina, Strength
    Changing Moon: Appearance, Charisma, Manipulation
    No Moon: Intelligence, Perception, Wits


    Full Moons unique powers are getting bonuses to things like feats of strength, movement, and soaking damage, is harder to intimidate or incite fear in, and 1/day being able to go "instead of losing all of that edge I gained in combat with this attack, I'll keep a small amount".

    Changing Moons unique powers are making it so people let them talk and don't interrupt/ignore them, gaining a bonus on disguise/stealth rolls while at dim-anima, and 1/day can make it so when they're influencing someone they can't use the fact they distrust/hate/fear/etc. the lunar to make that influence harder.

    No Moons unique powers can make them harder to see, can sense nearby places of power, and 1/day they can convert their bonfire level anima into sorcery motes/willpower/excellency on a mental attribute roll.

    Casteless unique powers reduce the cost of shapeshifting into human forms while at dim-anima, reduce the cost of shapeshifting into animals while at bonfire-anima, and 1/day can use one of the castes's 1/day abilities. Can't use a caste's ability more than once until they've used all three and then they refresh.
    Last edited by Milo v3; 2019-03-11 at 01:22 AM.
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Accelerator View Post
    Huh. Idea. A spell that lets you beat on a drum, slowly synchronising everyone's heartbeat to it. After the casting, everyone moves in sync, with perfect timing. Cooperation bonuses, and increased stats whenever they are working together.

    Casting using long ticks lets you cast it over the armies, granting the army elite drill, an extra point of might, and an extra size.
    Long Ticks are not a thing anymore. This seems just like a normal spell. I'd give it drill and size, but not might, at terrestrial level. Maybe at the cost of needing to be sustained? Size is a big deal after all. Though this is more or less what a starter solar War charm gives... hmm..

    Strong Rout protection would fit too.
    Last edited by Andreaz; 2019-03-11 at 06:03 AM.

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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Andreaz View Post
    Long Ticks are not a thing anymore. This seems just like a normal spell. I'd give it drill and size, but not might, at terrestrial level. Maybe at the cost of needing to be sustained? Size is a big deal after all. Though this is more or less what a starter solar War charm gives... hmm..

    Strong Rout protection would fit too.
    Aw come on. Maybe might 1? They are touched by sorcery...

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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    The new Lunar preview has examples of what was talked about way back before the corebook was released, namely Essence 6 powers. As was promised, they're not new and powerful Charms, but rather personal spins on existing ones.
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    So, for the preview people, on a scale of 1 to 10 with 1 being 2e Lunars and 10 being Devil-Tigers, how cool and useful are Lunar powers in this addition?

    I'm particularly interested in the Chimera stuff and the stuff about "enhancing the spirit shape" that'd been previously alluded to. If that stuff's in, is it... viable. when I first learned about 3E chimera, I dreamed of starting with a smole carp totem and becoming a dragon by taking the heartsblood of horse, a snake, a stag, a camel, a crocodile, a camel, a clam, an eagle, a tiger, a cow, a tortoise(all various creatures that chinese dragons are said to have the parts of) and then climb to the top of a waterfall to meditate with it's God to merge those creatures with my Totem.
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Rater202 View Post
    So, for the preview people, on a scale of 1 to 10 with 1 being 2e Lunars and 10 being Devil-Tigers, how cool and useful are Lunar powers in this addition?

    I'm particularly interested in the Chimera stuff and the stuff about "enhancing the spirit shape" that'd been previously alluded to. If that stuff's in, is it... viable. when I first learned about 3E chimera, I dreamed of starting with a smole carp totem and becoming a dragon by taking the heartsblood of horse, a snake, a stag, a camel, a crocodile, a camel, a clam, an eagle, a tiger, a cow, a tortoise(all various creatures that chinese dragons are said to have the parts of) and then climb to the top of a waterfall to meditate with it's God to merge those creatures with my Totem.
    You get only two spirit shapes to combine and hybridize up to 12 mutation dots. so that specific dream will have to be very limited or slightly homebrewed.

    but other than that, its awesome. But I wouldn't really rate it on that linear scale though. Full Moons get a bunch of stuff to be great warriors, berserkers and to survive in harsh environments. Changing Moons have their Pretty Kitty build supercharged with ways to exploit their love and fear intimacies in Appearance like a noir femme fatale, with Manipulation being trickster and culture defying stuff central, and no moons are witchy ritualistic stuff and things like eating gods to get their powers kirby style or transform other people into animal hybrids- or even turn gods into animals as a punishment. you can even with a wits charm create a hearthstone from your own soul and insert it into yourself like a SU Gem.

    so I'd say 9, myself? you still get to express your individuality a lot and defy culture and be awesome monster thing, but your probably never getting Devil Tiger level stuff.
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    ...Do Lunars get familiar support charms?
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Rater202 View Post
    ...Do Lunars get familiar support charms?
    Yes

    like a charisma charm that can summon beasts you possess hearts blood of, a charisma charm to get a familiar by forming a bond with a nearby animal, oh and Wits charms for a lot of things including teaching your pet sorcery.

    yes your pet dog can fire death of obsidian butterflies.
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Lord Raziere View Post
    Yes

    like a charisma charm that can summon beasts you possess hearts blood of, a charisma charm to get a familiar by forming a bond with a nearby animal, oh and Wits charms for a lot of things including teaching your pet sorcery.

    yes your pet dog can fire death of obsidian butterflies.
    That is infinitely better than the Solar and Dragonblooded versions.
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Rater202 View Post
    That is infinitely better than the Solar and Dragonblooded versions.
    Ok but be warned: the sorcery one is at Essence 5. and you don't get supernals. but charms for summoning heartsblood animals to you and forming a bond is E1.
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Lord Raziere View Post
    yes your pet dog can fire death of obsidian butterflies.
    ...
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    STaRS (and STaRS Lite)
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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Andreaz View Post
    Long Ticks are not a thing anymore. This seems just like a normal spell. I'd give it drill and size, but not might, at terrestrial level. Maybe at the cost of needing to be sustained? Size is a big deal after all. Though this is more or less what a starter solar War charm gives... hmm..

    Strong Rout protection would fit too.
    Ok then. How about this:

    Adds to size (adds equivalent to the sorcerer's Occult score)
    Adds to drill (transforms into elite)

    I'm kinda stuck on what else. I think I should have an effect that allows you to choose to boost either attack or defense.

    Alternatively, there's the 2e wood dragon claw. Get a pool of points. You can devote those points to whatever you want. And now its set for the battle.

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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Accelerator View Post
    Ok then. How about this:

    Adds to size (adds equivalent to the sorcerer's Occult score)
    Adds to drill (transforms into elite)

    I'm kinda stuck on what else. I think I should have an effect that allows you to choose to boost either attack or defense.

    Alternatively, there's the 2e wood dragon claw. Get a pool of points. You can devote those points to whatever you want. And now its set for the battle.
    Size caps at 5. Adding ONE size is more than enough.

    I'd keep things simple in execution. +1 size, +1 drill, automatic success at any rout check. Maaaaaaaaaaaaaaaaybe add occult/2 dice to the commander's command action. Demands sustained Shaping actions.
    Last edited by Andreaz; 2019-03-13 at 07:11 AM.

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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Another alternative to the command buff is a slow "heal", like [essence] magnitude per round.

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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Andreaz View Post
    Another alternative to the command buff is a slow "heal", like [essence] magnitude per round.
    Magnitude? Isn't that number of men? How would that work?

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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Magnitude loss isn't strictly loss of soldiers' lives. Most of it relates to broken ranks, and can be recovered with a rally for numbers action.

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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Andreaz View Post
    Magnitude loss isn't strictly loss of soldiers' lives. Most of it relates to broken ranks, and can be recovered with a rally for numbers action.
    Huh. But that's not exactly what I'm thinking of...

    Is perfect morale too overpowered, in the context of 3e?

    New idea:

    Sickness as weapons



    The sorcerer finds an example of a sickness. Maybe its herbs that cure it. Maybe an ill patient. Maybe a culture of the bacteria. He casts the spell (Ritual). From that point onwards, he has control over it, manifesting as a black mist that moves around like a snake. The mist can spread outwards, and contact with it infects anyone it touches with the disease itself. Skip the minor symptoms, and go straight to major symptoms, along with a penalty due to the illness. The illness should also be mystically empowered, cutting down the Interval, but with reduced virulence. Alternatively, the sorcerer can draw out more and more examples of this disease from other patients, allowing him to add extra power to the black mist or cure people.

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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Accelerator View Post
    Huh. But that's not exactly what I'm thinking of...
    It's how the game models it though.

    The only standard scenario where every magnitude lost means lost soldiers (and thus can't be recovered with Rally for Numbers) is when the troops have perfect morale. You'd think that gives them a defensive buff to compensate, but it doesn't.

    Perfect Morale is great to avoid Routs without having to spend actions to rally them into not routing. This usually happens against bigass scary things and when the BG's magnitude is zeroed (a successful rout or rally means it reforms with 1 less size but otherwise full magnitude)

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    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Perfect Morale is the domain of War Charms, at Essence 2 for Solars and Essence 3 for Dragon-Blooded and Lunars (though they're Charisma Charms for the latter). I'd be wary of letting a spell give it to a battle group.
    Last edited by Morty; 2019-03-17 at 07:47 PM.
    My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gulaghar and Purple Eagle.

  30. - Top - End - #60
    Dwarf in the Playground
    Join Date
    Feb 2019

    Default Re: General Exalted Discussion XVIII: Lunars Time To Shine!

    Quote Originally Posted by Morty View Post
    Perfect Morale is the domain of War Charms, at Essence 2 for Solars and Essence 3 for Dragon-Blooded and Lunars (though they're Charisma Charms for the latter). I'd be wary of letting a spell give it to a battle group.
    Fine then.

    I'll take the other one.

    Now, on the other thing... what if I casted it for small groups? Because I just searched 3e, and there doesn't seem to be any systems for teamwork or cooperation. Maybe extra bonus dice the more people are gathered? No surprise, as long as one person can see the attack?

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