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2011-07-13, 12:46 PM (ISO 8601)
- Join Date
- Jan 2007
General Exalted Discussion VI: Ascendancy Mantle of the Playground
Have a question about how to become one with our glorious Yozi overlords? Want to discuss the Balorian Crusade? Infernals
or Abyssals? What sort of build can throw Creation at some Shinma? Just how high can we get that Serenity's Appearence? This is your thread. Discuss with fervor.
Popular Homebrew/Fixes
- Kyeudo's warstrider fix.
- Extra Ox body techniques(or equivalent charm) equal to Stamina/Essence
- Pete Schaefer on Lunar Character Generation
- Extra Excellencies. Generally, Solars/Abyssals get 5, Lunars get two, Sidereals 4, and Dragonblooded are 3, spread amoung caste and favored. Infernals get their caste Yozi's first Excellency free, including all future purchases of it.
Currently Recruiting Games
Chosen of Hell
An Unnamed IRC Game looking for more dudes.
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
Useful Links:
The White Wolf Exalted Forum
Exalted Character Repository
Reynard's Sheets:Spoiler
Infernal, Solar, and Abyssal SheetSpoilerName:
Exalt Type and Caste:
Anima:
Motivation:
Urge [If Infernal]
Background:
Attributes
SpoilerPrimary (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[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:SpoilerBackgrounds:
Artifacts and Equipment:
Artifact: X [What it is], fluff name
Important features.
[Source]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
SpoilerCreation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for valueSpoiler
> [List of purchases, and sources]
Charms
SpoilerAbility/Yozi
Excellencies
[Charms]
Combos:
Combat Stats:
SpoilerJoin Combat:
Attacks:SpoilerHands:
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:
SpoilerBonus Points:
Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:
Experience Points. Spent: X | Left: Y | Total: Z
Lunar SheetSpoilerName:
Caste:
Spirit Animal:
Anima:
Tell:
Motivation:
Background:
Attributes
SpoilerPrimary (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[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:SpoilerBackgrounds:
Artifacts and Equipment:
Artifact: X [What it is], fluff name
Important features.
[Source]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
SpoilerCreation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for valueSpoiler
> [List of purchases, and sources]
Charms and Knacks
SpoilerAttribute
Excellencies
[Charms]
Knacks:
Combos:
Combat Stats:
SpoilerJoin Combat:
Attacks:SpoilerHands:
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:
SpoilerBonus Points:
Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:
Experience Points. Spent: X | Left: Y | Total: Z
Sidereal SheetSpoilerName:
Exalt Type and Caste:
Anima:
Anima Power:
Motivation:
Faction:
Background:
Attributes
SpoilerPrimary (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[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:
SpoilerThe 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
Backgrounds:
Artifacts and Equipment:
Artifact: X [What it is], fluff name
Important features.
[Source]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
SpoilerCreation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for valueSpoiler
> [List of purchases, and sources]
Charms
SpoilerAbility
Excellencies
[Charms]
Combos:
Combat Stats:
SpoilerJoin Combat: 9 +1 Sux
Attacks:SpoilerHands:
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:
SpoilerBonus Points:
Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:
[B]Experience Points. Spent: X | Left: Y | Total: ZLast edited by Xefas; 2011-07-13 at 12:56 PM.
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2011-07-13, 12:53 PM (ISO 8601)
- Join Date
- Apr 2011
Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
Man, this new airship is much newer than the one we just abandoned! What would the First Playground Excellency look like?
~ ♅
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2011-07-13, 12:55 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Land of Angles
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2011-07-13, 12:56 PM (ISO 8601)
- Join Date
- Aug 2008
- Gender
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2011-07-13, 12:57 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Land of Angles
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2011-07-13, 12:58 PM (ISO 8601)
- Join Date
- Jul 2005
- Location
- WI, USA
- Gender
Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
I don't think they could.
I have an idea for mixing dragon-bloods and alchemicals, but I'm not going to go into too much detail. I have plans for them in my game....
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2011-07-13, 01:08 PM (ISO 8601)
- Join Date
- Aug 2008
- Gender
Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.
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2011-07-13, 01:13 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Land of Angles
Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
Well then. Just give the Serenity as many Appearance Augmentations as she can handle, that adamant artifact that boosts Appearance... I'm sure we can get somewhere in the low 40s.
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2011-07-13, 01:24 PM (ISO 8601)
- Join Date
- Jan 2007
Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
I imagine a rough draft looking a bit like this. (Obviously needs more to it, but I doubt anyone is actually going to take this seriously and make a charm set for it .)
First Playground Excellency
Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker; Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Playground is heavily moderated, and censors all religion, politics, morality, and any unnecessary strife or hostility. It does not act with overdue haste, but gives potential flamebait the benefit of the doubt, before extinguishing the resultant fire with ruthless prejudice.
Excepting those subjects that the Sandbox-and-the-Giant-Upon-It deems taboo, all are welcome within its fences. Thus, the interests encompassed within the Playground are hugely varied, and those willing to make a home there can find acceptance within a group for just about any endeavor.
In the beginning, the Playground was first and foremost an accompaniment to an ongoing work of art, before it grew beyond its original purpose. In similar fashion, it has taken to housing the works of others, fostering them, giving them an audience to grow them, before letting them out into the world.
The First Playground Excellency may never be used to augment a prayer roll, or to protect or aid a God. Similarly, it may not be used to attempt to draw others into a Cult, however, acquiring a Cult incidentally through one's actions without asking for it is completely within the capabilities of the Sandbox and the Giant Upon It. Furthermore, attempts to take benevolent actions towards specific individuals who have knowingly offended the Playground's taboos are likewise impossible to supplement with this charm.
This charm may always be used to assist in the creation of visual art.
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2011-07-13, 01:33 PM (ISO 8601)
- Join Date
- Mar 2009
- Location
- Too close to the sun
- Gender
Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
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2011-07-13, 01:48 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Land of Angles
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2011-07-13, 01:57 PM (ISO 8601)
- Join Date
- Aug 2008
- Gender
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2011-07-13, 03:07 PM (ISO 8601)
- Join Date
- Jan 2007
Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
Just want to point out a very entertaining story about the Black Nadir Concordant and the origin of Necromancy, by Revlid, for those that frequent this thread but don't spend a lot of time on the WW forums.
Unfortunately, at the end of it, all I could think was "I wish we had a game that told stories like this." and was very sad.
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2011-07-13, 04:32 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Department of Smiting
- Gender
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2011-07-13, 05:48 PM (ISO 8601)
- Join Date
- Apr 2008
- Location
- Fever dreams
- Gender
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2011-07-13, 06:08 PM (ISO 8601)
- Join Date
- Jul 2010
- Location
- Kitchener/Waterloo
- Gender
Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
Lord Raziere herd I like Blasphemy, so Urpriest Exalted as a Malefactor
Meet My Monstrous Guide to Monsters. Everything you absolutely need to know about Monsters and never thought you needed to ask.
Trophy!
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2011-07-13, 06:14 PM (ISO 8601)
- Join Date
- Jan 2007
Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
I'll just ask if you'd like the opportunity to defeat someone by narrating them into your stick figure comic, and leave it at that.
I think the Order of the Stick comic may have to be the Playground's Fetich Soul, and represent a charm tree in much the same way that Ligier embodies the Green Sun Nimbus Flare tree. The various moderators could be Third Circles.
This made me lol.Last edited by Xefas; 2011-07-13 at 06:14 PM.
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2011-07-13, 09:41 PM (ISO 8601)
- Join Date
- Nov 2010
Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
Weapons of the Gods (WotG) is a fun game, with a decent amount of Exalted compatibility. I've played (and GM'd) it, so I have a somewhat informed opinion.
Pro
The combat engine is interesting, decently resistant to excess lethality issues, and encourages the equivalent of stunting and diverse combos. Mechanics are also rather exotic.
There is a definite power plateau, so it's both understandable how multiple lesser beings can defeat a potent foe, and how a powerful character can lay low large numbers of Extras.
A wide range of archetypes can be accommodated, from pure combat engines to sneaky wizards (with combat skills, true).
All characters start with the ability to run up walls, over water, and fall unlimited distances with no harm.
You pay for flaws - because when they get you into trouble, it gives you xp.
The combat system is reasonably munchkin-proof. There are better and worse options, but most things can be used pretty well.
Non-combat buffs and debuffs are powerful.
The equivalent of gaining Essence occurs when you've committed enough awesome (or terrifying) deeds, and is partly correlated with xp. Be boring and gain xp, and you'll never reach a higher tier. Be impressive, and you'll gain xp to help you match your new level of power.
Con
Very tied in to the setting. It's possible to play out of the setting, but you lose 90% of the book.
Power level tends to flatten out at 'wreck cities'. Which is a bit weak for Exalted.
Non combat activities (and buffing / debuffing) are firmly on the narrative side of the mechanics, with lots of potential but plenty of second guessing involved. They are neat, and powerful, but figuring them out and getting them to work is... challenging.
No stock opponents - a few (high tier) characters from the comics, but that's it. Making GM's life difficult as a result.
Combat versus mooks works reasonably well, but interacts strangely with area attacks.
Skill definitions are sometimes a bit hard to interpret. You have Senses, Awareness, and Investigation as different skills, for instance.
The world map provided is a fraction of the described setting. Plus, the current day setting is not very well described.
Indexing is essential, but instead erratic and mostly absent.
Not Sure
There is a mass combat / mass social system, which I have not tested yet. It's largely orthogonal to the combat engine, so no wearing armies.
Experience is largely linear - one xp is worth at much at character creation as it is when gained later on.
Experience is spent on combat and world-building. You can either become better with a sword, or find out more about weird artists in the North and the precepts of Daoism. One of these two helps you kill things. One of them tells your GM where and what you're going to meet (and then often unlocks new ways to kill things, true).
A few things called for errata, but it's simple errata and not hard to integrate - mostly more options.
There is a martial arts creation system in the Companion. It works moderately well, but is likely vulnerable to munchkins.
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2011-07-13, 10:52 PM (ISO 8601)
- Join Date
- Oct 2008
Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
I will depart from your mostly excellent summary about using one system for the other on one singular point.
Combat versus mooks works reasonably well, but interacts strangely with area attacks.
I'd also point out that while the non-combat debuffs are extremely broad in-setting, because they can work off of a lot of things, they all basically do the same thing in different ways. It's not like, well, Sorcery; Sorcery can do a lot of things (Even though people generally really only care about one of them), including things you wouldn't necessarily see without it. Secret Arts almost entirely do their buffs and debuffs, which are fairly straightforward. They're interesting, but it doesn't produce the same breadth.
I don't know if that's a problem, but it is a difference.Asok: Shouldn't we actually be working?
And then Asok was thrown out of the car.
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2011-07-13, 11:09 PM (ISO 8601)
- Join Date
- Jan 2007
Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
Thank you for the info, guys. I wasn't planning on trying to play Exalted using Weapons of the Gods, just interested in playing a game with a similar feel. Sounds definitely worth a try so far.
The one thing I heard about that very much intrigued me, but neither of you mentioned is..."Lore Sheets"? Something like that. Like, you spend experience on in-setting knowledge that also supplies the GM with plot hooks? Is that right, and how does it work out in play?
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2011-07-14, 02:20 AM (ISO 8601)
- Join Date
- Nov 2010
Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
Double damage to minions does not come automatically with AoE effects, but that's not the point.
If you're alone against a horde of mooks, you remove (result dice) * multiplier and done. Easy. Agreed.
If you're fighting mooks with a friend, and your AoE hits both packs of mooks, are they one group? Two? If your friend is far away and you remove more mooks than you're facing, are mooks lost from the other group? It's an issue that turns up at the intersection of AoEs and minions, and thus is rather specialized, but it's there.
Back to questions.
In WotG, you have (very roughly) four kinds of things you can spend xp on.
- Attributes (5 of these exist most of the time), which give you the Exalted equivalent of Health Levels (not much, but you start high), motes (important), and skill / combat benefits. A high Attribute helps you use your skills, and works very well with appropriate Martial Arts.
- Abilities (5 for each Attribute, so 25 in all). Note that the 'Strength' Attribute has a Climb skill linked to it, and all characters can run up walls. I don't know either. Improving an Ability is cheap, and makes you better at what it does. There are usually four (five - six) combat Abilities: Dodge, Initiative, Sharp weapons, Blunt weapons (including fists). And Ranged (+ Thrown). Specializations are even cheaper, but can't stack too high.
- Advantages. Spend xp to get one, and you have it. The cost varies depending on its power. Flaws fall in this category as well, since they give you extra xp when they get you in trouble.
- Powers. These have a 'buy-in' cost meaning you need to spend xp to know (have Lore) about the power, and then you can spend xp to become more competent in using the power. The technical term is loresheets. And they include:
* Martial Arts. A higher buy-in means the techniques you learn are better for the same chi (mote equivalent) cost. Of course, these are thematic, and you have to buy the simpler (cheaper) techniques first. Note that true martial power comes from combining multiple martial arts rather than focusing on a single one.
* Secret Arts. Medicine, Social-fu, and a few kinds of Magic (prophecy, curses, and environmental manipulation). Once you get past the different buy-in costs, you can pick your abilities in any order - though having the basics helps.
* Lore. Everything else. You know deep Truths about the topic of the Lore, be it the historical period between 1500 and 1200 years ago, how married couples should behave, or exotic Western landscapes and the people inside. Once you've paid the buy-in, you get a plethora of thematic options you can spend xp to get, which give you special powers or tell the GM what is going to happen. "I'll find an uber-powerful sword (and keep it)" is something you can get with a Lore. As is "I'll change the face of the known world by inventing the cuckoo clock." On a more sensible scale, you get things like "Because my spiritual ancestor was an expert politician, I can make people like me," "I'll end up in an arranged marriage with someone who can teach me secret martial arts techniques," or "When fighting the bandit gang who are the guardians of the Plot Powered Fan of Death, I will win."
For Lores, the buy-in is typically cheap, and can be free if you put some effort into learning about them in-game. And the follow up powers are diverse and relatively inexpensive too - so it's a way to define what you want the campaign to be about and get mechanical benefits for pursuing it.
The game FAQ does recommend that xp invested in things that end up being lost / destroyed / irrelevant should be refunded or regained, which is nice.
Edit: Actually trying to answer the question.
Lore sheets are cool. Pick up (it's free!) Auspicious Beginnings in pdf / on the net - it's the introductory scenario for the system, and it's fun. You get things like "I will capture the Wind Monkey and return it to its proper owner", with mechanical benefits for doing just that, or "While I'm looking for the treasure I desire, one of my rivals will fall n love with me". In the latter case, you can make it happen during the fight. Or not, and invest your destiny (xp) elsewhere instead.
On the meta front, it's xp players are investing in non-combat things, telling the GM it may be a good idea to involve them in the game! Since some of the Lore Sheet effects are "This happens", the GM is sort of obligated to have them pop up. And they usually have mechanical or plot benefits tied to them.
Being very tied to the setting is an issue, since it make it difficult (to say the least) to run WotG in a different world, where 90%+ of all the options and special powers granted by Lore sheets are meaningless - and you're pretty much stuck with the genre, of course.
Some amount of investment in Lore sheets gives you a few special / unique knacks or knowledge, and can contribute significantly to the contents of a campaign, so it's good stuff. For a flexible GM, that is - which WotG requires.Last edited by meschlum; 2011-07-14 at 02:28 AM.
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2011-07-14, 03:54 AM (ISO 8601)
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Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
Nice. It almost sounds like they're comparable to Burning Wheel's Beliefs/Instincts, in that they're a way of informing the GM where the story will be going, and also give you bonuses for using them. Different, obviously, but similar purposes.
Well, I'm gonna go grab a copy and give it a go. It being summer, hopefully I can drum up a game of it sooner rather than later.Last edited by Xefas; 2011-07-14 at 04:07 AM.
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2011-07-14, 08:12 AM (ISO 8601)
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Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
One small note, the first two disadvantages are typically free. Although you have to pay after that, and they all give Destiny the same (When they come up), they won't make you pay for a bit. Which works out well, since it means there's no reason not to pick up a "Kick Me" sign.
The only thing I have to expand on Lore Sheets, for purposes of "Not in Shen Zhou", is that the GM is actually encouraged to make their own, and to use the ones in the book as a guide. This can be ludicrously difficult. I'll also point out that Lore Sheets denote in-depth knowledge, not necessarily through study. The Confucian Relationships, for instance, are purchasable as Lores, and each denotes the basics of how that relationship works (To the GM and player) and includes someone on the opposite end of that relationship (Because if you bought the Lore Sheet, you bought the hook, in this case). Most Lore Sheets are not, by themselves, a hook, but they contain hooks and plot themes and fragments to work into the game.
A final note, it can be helpful to read a lore sheet or two before a session. The tone of the game is rather... quirky, I suppose; I don't have a good word for it. But it's distinctive, and if your players dug the book itself on reading it, will probably help make it a teensy bit more enjoyable.
Destiny is encouraged to be redistributed; you pay for any artifact you plan to keep with it. If something isn't still coming up, and isn't completely resolved, the book encourages the GM to return the Destiny, even if it logically 'should' still be there, with the example of Iron Palms softening once everyone's found and is swinging about Weapons of the Gods and the character's bare fisted Kung Fu isn't still enough. The system is open to being screwed up, of course, but in my experience it's worked out decently.
On the downside of the system, genre assumptions can weaken or destroy a character concept. Archers, in particular, are kind of left to dry as there's... I believe a grand total of 2 styles for use with Ranged, and they're both Silver Chi (You don't really want two styles using the same color until you have a lot of experience under your belt, if then). I suppose the same is true of assassins; the Mao-Shan is painted as such, and their Kung Fu is for beating people to death, same as everyone else's. The Million-Style-Manual should have ways to help, and it's part of the companion, but it's still somewhat irksome. I didn't use it for either, so I couldn't tell you.Last edited by RPGuru1331; 2011-07-14 at 08:13 AM.
Asok: Shouldn't we actually be working?
And then Asok was thrown out of the car.
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2011-07-14, 10:18 AM (ISO 8601)
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Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
Make an archer so awesome he never had to pick his bow from the quiver and beaten people to pulp with chopstics.
Youth and strenght alvays lose to age and treachery.
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2011-07-14, 10:19 AM (ISO 8601)
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Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
That sounds less like an archer and more like some guy who happens to also know archery.
Originally Posted by SkyBoundFencer
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2011-07-14, 10:42 AM (ISO 8601)
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Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
So, I previously mentioned I'm working on a Gurren Lagann exalted total conversion. I'm worried that I've made Absolute Despair too powerful... or rather, too hard to break free from. I tried to aim for what it seems to be in the series: something that when it happens significantly weakens a character for a significant chunk of time.
What do you guys think?
Spoiler
Limit Replacement:
Absolute Despair
A spiral warrior is mighty as long as he maintains hope and belief in himself. Similarly, he is weakest when he abandons these things. When suppressing a virtue rated 3+, a spiral warrior rolls an equal number of dice. Successes give one point of despair each. A spiral warrior also gains despair when resisting unnatural mental influence and as a result of certain charms. On reaching ten despair, the spiral warrior enters absolute despair.
Their actions become erratic and they may enter a deep depression or rage (treat as the partially controlled versions of heart of tears, berserk anger, or some other virtue flaw as appropriate to the character). More tellingly, they significantly weaken: Peripheral spiral energy is not available to them for the duration of their despair, and they may not use perfect defenses, attacks, combos, or learn new charms or advance their spiral rank. Attempts to do so result in Spiral Backup, causing them to immediately and violently leave any Gattai! into which they had entered and causing them to uselessly vent (spiral rank) personal spiral energy.
Absolute Despair lasts until the Spiral Warrior spends a number of virtue channels equal to their spiral rank, or until they give in to it utterly. Should a spiral warrior give in, they immediately become an Anti-Spiral (See Storytelling), replacing charms with their Mirror equivalents as appropriate. Anti-spirals are typically not appropriate for play, and certainly not in the same group as spiral warriors: someone who gives in should come under storyteller control as an npc.
A spiral warrior never gains Despair as a result of the actions of someone they believe they stand no chance to beat. Hope must exist for it to be taken away. Also, reliance on friends can stave off the effects of despair: with a stunt a companion can remind the warrior why they fight. Doing so allows the warrior to roll their compassion: each success reduces despair gain by one point, to a minimum of zero (this cannot remove previously acquired despair).
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2011-07-15, 06:46 AM (ISO 8601)
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Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
Sounds good, except for this:
A spiral warrior never gains Despair as a result of the actions of someone they believe they stand no chance to beat. Hope must exist for it to be taken away.
Also, you could reduce the number of v. channels necessary to overcome AD up by the number of times they've already done that (down to a minimum of x). After all, it wouldn't make much sense for someone who kept overcoming overwhelming odds before to mope for increasingly longer periods of time as they keep get stronger.LGBTitP
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2011-07-15, 08:54 AM (ISO 8601)
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Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
I was trying to give a reason similar to the in series reason for why the Anti Spirals didn't just bring their game ender weapons at the beginning of the conflict, instead opting for steadily ratcheting up the power level in order to induce despair. *shrug*
Maybe I didn't do it well. I'm planning on revising some things anyhoo. Thanks for the input.
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2011-07-15, 11:36 AM (ISO 8601)
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Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground
It better serves as a reason why the guy with a spoon doesn't have to try to take on an army of mechs. That's a silly way to have a game end.
Also, what would cause someone in Despair to spend Virtue Channels? Aren't they down and out enough that they aren't doing anything virtuous?
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2011-07-15, 11:37 AM (ISO 8601)
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