Older D&D/AD&D and Other SystemsThe forum for discussions specifically related to the rules and procedures of either any of the older editions of Dungeons & Dragons (1e, 2e, BECMI, OD&D) or any other non-D&D roleplaying rules (Vampire: The Requiem, Dread), including non-fantasy d20 systems (such as Mutants & Masterminds).
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.
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.
[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)
Artifacts and Equipment:
Artifact: X [What it is], fluff name Important features.
[Source]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
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Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
>[List what the points are spent on]
Resources: X Reason for value
Spoiler
>[List of purchases, and sources]
Charms
Spoiler
Ability/Yozi Excellencies
[Charms]
Combos:
Combat Stats:
Spoiler
Join Combat:
Attacks:
Spoiler
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:
Spoiler
Bonus Points:
Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:
Experience Points. Spent: X | Left: Y | Total: Z
Lunar Sheet
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Name: Caste: Spirit Animal: Anima: Tell:
Motivation:
Background:
Attributes
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Primary (Physical/Social/Mental): 8 [9 If using Peter Schaefer's rules]
Secondary (Physical/Social/Mental): 6 [7 If using Peter Schaefer's rules]
Tertiary (Physical/Social/Mental): 4 [5 If using Peter Schaefer's rules]
[Note: Place [C]aste and [F]avoured tags, for clarity. Casteless do not get Caste abilities, obviously]
(Specializations +)
Physical:
Strength ●
Dexterity ●
Stamina ●
Social:
Charisma ●
Manipulation ●
Appearance ●
Mental
Perception ●
Intelligence ●
Wits ●
Abilities (Specializations +)
Spoiler
[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)
Artifacts and Equipment:
Artifact: X [What it is], fluff name Important features.
[Source]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
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Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
>[List what the points are spent on]
Resources: X Reason for value
Spoiler
>[List of purchases, and sources]
Charms and Knacks
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Attribute Excellencies
[Charms]
Knacks:
Combos:
Combat Stats:
Spoiler
Join Combat:
Attacks:
Spoiler
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 ●
[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 ••.
Artifacts and Equipment:
Artifact: X [What it is], fluff name Important features.
[Source]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
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Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
>[List what the points are spent on]
Resources: X Reason for value
Spoiler
>[List of purchases, and sources]
Charms
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Ability Excellencies
[Charms]
Combos:
Combat Stats:
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Join Combat: 9 +1 Sux
Attacks:
Spoiler
Hands:
Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3
Feet:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2
Clinch:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3
Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]
Permanent Charms (Effects)
Soak:
Bashing: [((Stamina+Armour)+Any other Modifiers)]
Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
Aggravated: [Armour+Any other Modifiers)]
Hardness:
Bashing: [Highest value from any source]
Lethal: [Highest value from any source]
Aggravated: [Highest value from any source]
Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]
Mental Defenses:
Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Charisma Parry MDV:
>Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
>Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
Manipulation Parry MDV:
>Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
>Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
Virtues:
Compassion ●
Conviction ●
Temperance ●
Valor ●
Virtue Flaw/Flawed Virtue:
Intimacies:
Languages:
??? (Native)
Willpower: ●●●●●
Essence:
Permanent: ●●
Personal: Current (Max) (Value Attuned) [(Permanent Essence x2)+(Willpower)]
Peripheral: Current (Max) (Value Attuned) [(((Permanent Essence x6)+Willpower 2)+Sum of all Virtues]
Bonus Points and XP:
Spoiler
Bonus Points:
Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:
[b]Experience Points. Spent: X | Left: Y | Total: Z
[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]
Spoiler
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:
Spoiler
Join Combat:
Attacks:
Spoiler
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]
[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
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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:
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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]
[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
Spoiler
>[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:
Spoiler
Join Combat:
Attacks:
Spoiler
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
Bonus Points:
Total: 18/18 | Flaws:
__________________
Awesome Cyborg Doom Monkey avatar by Lord Fullbladder, Master of Goblins. Offer up your robo-bananas to him.
Last edited by Mr.Bookworm : 04-12-2012 at 06:15 PM.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Well, I think I've got a First Excellency and an Anima Power (going deep into the Devil-Tiger tree). First Diospyros Excellency:
The Breaker of Order is insightful when analyzing others, but tends to be hasty in carrying out his own plans to destabilize them. He seeks to destroy all order in Creation’s societies by twisting the intentions of their customs against themselves and each other.
Characters may apply this Charm to actions relating to discovering weaknesses so as to use them to create chaos. Diospyros’ Excellency also benefits attempts to convince others to accept bargains that will eventually hurt them. The Charm may assist any attempt to infiltrate or falsely join a group that creates order, as long as the eventual goal is to bring them down from within. It may also be used in an attempt to make a small change that sets off a chain reaction. The Charm does not help to persuade others to be cautious, nor can it repair inherent weaknesses of a plan.
Shatterer Anima power: A Shatterer generally wishes to be able to create chaos more than once in a given city. When he performs an action which sets off a chain reaction, he may spend five motes. If he does, anybody who was aware of his role in catalyzing the disaster will forget all details about him once he leaves their sight, remembering only that they had seen a nondescript someone-or-something starting it. If they knew of him outside this event, they do not lose that knowledge, only the knowledge of him as the cause of the event.
If you're wondering, the name was chosen entirely because it sounds good. Apparently, it's the name of the genus of the kind of trees that produce persimmons.
EDIT: Oops, meant to put this in Lix's recruitment thread.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by Qwertystop
Shatterer Anima power: A Shatterer generally wishes to be able to create chaos more than once in a given city. When he performs an action which sets off a chain reaction, he may spend five motes. If he does, anybody who was aware of his role in catalyzing the disaster will forget all details about him once he leaves their sight, remembering only that they had seen a nondescript someone-or-something starting it. If they knew of him outside this event, they do not lose that knowledge, only the knowledge of him as the cause of the event.
That anima power is good, with one problem: It needs a resistance cost like the Adamant anima power. (Essence) willpower ought to be good.
It's more restricted than the Adamant power, but it's also stronger in that it leaves even fewer details. As an Infernal, you have some room to add a little bit to it.
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Quote:
Originally Posted by Kazyan
I think we can pack it up and move to a different thread. aetherialDawn has won this one.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by aetherialDawn
That anima power is good, with one problem: It needs a resistance cost like the Adamant anima power. (Essence) willpower ought to be good.
It's more restricted than the Adamant power, but it's also stronger in that it leaves even fewer details. As an Infernal, you have some room to add a little bit to it.
How does that work? I don't have the Alchemical book.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by Qwertystop
How does that work? I don't have the Alchemical book.
Adamant caste anima power makes witnesses forget they saw the adamant caste. Much like your power.
It is unnatural mental influence, and like all UMI it has a Willpower cost to resist, which yours is missing, which causes it to go to the default, of 1wp.
Hmm... Thinking about it, anima powers like that need to list their keywords too right?
And since it is rolling, I want opinions here! Also a devil-tiger for Lix' game.
Spoiler
Quote:
Originally Posted by Draken
Putting up the Artifex caste, and some basics of Althir, The Steel Duke!
ARTIFEX CASTE
Spoiler
Caste Mark: A circle surrounded by a hexagon, each of the arms of the hexagon is the color of one of the magical materials. The uppermost arm is Orichalcum, the ones to its sides are Moonsilver and Starmetal, beneath these two are Adamant and Jade, and lastly the lowest arm is Soulsteel. The central circle is the color of common Steel.
SUBPAR PAINT SKILLS ACTIVATE
Spoiler
Caste Abilities: War, Craft, Lore, Medicine, Occult. Anima Power: By spending five motes of Essence, the character’s anima crackles out of his him with thunderous power, infusing anything in his possession. Tendrils of surging essence arc in a constant stream between the Exalt’s chakras, weapons and armor. This effect comes into play automatically once the Infernal spends 11+ motes of essence.
While this power is in effect, the character gains a number of virtual hearthstone points equal to his permanent essence. These points can be allocated into any artifacts that require a hearthstone to function, with each point so allocated counting as one hearthstone level in order to power the artifact, this ability cannot be used to acquire actual hearthstones or their powers in a temporary manner. Additionally, while this power is in effect, the Infernal’s anima feeds any lesser essence powered weapon without effort, supplying the mote cost of any weapon (such as concussive essence cannons) without pulling those from the character’s mote pools.
FIRST ALTHIR EXCELLENCY – ESSENCE OVERWHELMING
Spoiler
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 Steel Duke is callous, convinced and somehow nurturing, always willing to improve creatures and objects through his own methods, through never against their will, those who thoroughly deny his grandiose design deserve only to be disassembled for parts to be used on better subjects, but he will never miss a chance to convince the wary of the sublime perfection that he offers. He holds no preference for metal or flesh, but prefers to fuse and meld these substances together into creations both animate and not, although whether these are living creatures or automata is difficult to guess. That said, he is not without emotion and truly, perhaps excessively, enjoys his craft and all steps that lead to it, going through all processes with glee much like a child playing a game.
The Seven-Metal Swarm detests to face a threat alone, to avoid this he breeds expendable hordes or overtakes the weak-willed masses to direct at his enemies, but mere wastefulness is not how he handles true threats, and his tactics are as brilliant as they are ruthless, when the immediate and utter end of the threat is not his goal, these soldiers can be spent as a mere diversion both for enemies and for himself, the success or failure of the horde is meaningless, they can always and easily be substituted.
This charm can always be used to enhance an action to create, repair or improve something or someone and can always be used in order to control and direct beings with lower essence than the Infernal. However, it can never be used in combat when the Infernal is fighting alone, such inane chevalier attitudes towards combat are nothing short of idiotic in the eyes of Althir and it can never be used to merely damage something without the intent to break it down utterly, the Forge of Flesh disdains such attitudes and would rather take what it wants intact or destroy it outright.
ALTHIR MYTHOS EXULTANT
Spoiler
Cost:—; Mins: Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Amaenon Excellency
Althir succeeds, and his glory trickles down to those who are beneath him in turn, his success is theirs because they serve him, and in serving him they are dignified beyond their capability and station. All of the Infernal’s servants within a radius of (5 * permanent essence) yards of him receive a stunt bonus on their next action equal to a stunt one dice less than the Infernal’s own, including any stunt rewards fitting a stunt of the dice received. This benefit is only gained if the servants are acting under the Infernal’s behest, if they are doing something unrelated or if the bonus would be detrimental to the infernal, no benefit is given.
Charm Concept: Servants
Spoiler
Althir forges servants fit for his needs, be these craftsmanship, battle or intrigue, and often his charms affect these servants. A servant, for the Althir’s purposes is any creature with lower essence than the infernal and who must obey him, be it a bound demon, created automaton, follower, henchman, will-broken slave and similar subalterns under his command, be that command earned through loyalty or magic.
ASCENDANCY MANTLE OF ALTHIR
Spoiler
Cost:—; Mins: Essence 5; Type: Permanent
Keywords: Native, Cybernetic 3
Duration: Permanent
Prerequisite Charms: First Amaenon Excellency
This charm is Cybernetic, with a repair rating of 3. If the charm goes too long without being repaired, the infernal loses its benefits (like Ascendancy Mantle of Cecelyne) until repairs take place.
New Keyword: Cybernetic
Spoiler
Charms with this keyword appear on the body of the infernal as visible, obvious biomechanical growths that can be noticed even when not in use. Many such charms also have a repair rating (characterized by a number next to the keyword), like Magitech artifacts, if the charm is not repaired between each 50 + 10*Essence hours of use, it shuts down and the infernal loses its benefits until repairs are made to the charm. Whenever a cybernetic charm interfaces with artifacts that have a repair rating, the charm’s repair always supersedes that of the artifact and performing repairs on the charm immediately counts as repairs for all artifacts interfacing with it.
Not yet written, will improve spells that create creatures (Calling the Stalward Servitor, etc) and improve the caster somehow (Wood Dragon Claw, Invulnerable Skin of Bronze). Spells that summon things will not receive benefits. Not sure what it will deny yet, ideas? I am thinking of blocking direct offensive spells.
Not yet written, will unlock Man-Machine Protocols (and shut down your sorcery) and pump your brain full of clarity for its duration. A variant of Ultimate Darkness Internalization, pretty much.
THE ALTHIRIAN URGE – THE URGE TO UPGRADE
Spoiler
Has not been written, but involves making things functionally better!
PRECIPITOUS FIAT – SACRIFICIAL SERVANT SOLUTION
Spoiler
Not often does the Seven-Metal Swarm find himself necessary to end a problem, many nuisances are beneath his efforts, for such cases he has numerous servants. Whenever the infernal finds himself posed with a problem, be it a puzzle blocking his way, an enemy threatening his life or any situation that is not completely trifle and delegates the effort of dealing with the problem to one or more servants without providing any aid himself, he may roll his Conviction and reduce his limit pool by one point per success, greater problems left completely in the care of minions might even award stunt dice to the roll. Should the infernal actually leave his servants to deal with the issue completely unsupervised, he may roll the highest of his Conviction or Valor.
TORMENT OF THE STEEL DUKE
Spoiler
Althir sees only the magnificence of his designs, that they may have flaws is beyond his imagining. In the throes of torment, his primordial essence short-circuits the channels of his body, draining all his motes and temporary willpower and preventing him from recovering motes through normal respiration for 25 hours (other means still work, however), furthermore, the lost willpower surges outwards as violent elemental essence (usually lightning essence, but sometimes fire or steam as well), creating a one-time environmental hazard with damage equal to the drained willpower and trauma equal to the Infernal’s essence (maximum 5) in a radius of [Essence] yards.
As an aside, what is the status of Autochthonia as of the start of the game? Is the seal breached, are there colonies in creation? This guy might end up being an autochthonian (*coughvoidbringercough*) settler if that is so (otherwise he will just have very old memories of Autochthon).
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by Draken
Adamant caste anima power makes witnesses forget they saw the adamant caste. Much like your power.
It is unnatural mental influence, and like all UMI it has a Willpower cost to resist, which yours is missing, which causes it to go to the default, of 1wp.
Hmm... Thinking about it, anima powers like that need to list their keywords too right?
And since it is rolling, I want opinions here! Also a devil-tiger for Lix' game.
So how do I put it in? Just say "The cost to resist this is an amount of willpower equal to the Shatterer's Essence rating"?
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by Qwertystop
So how do I put it in? Just say "The cost to resist this is an amount of willpower equal to the Shatterer's Essence rating"?
Yes.
But that answer is too short, so have a longer one:
Yes, although you could also say "Victims may spend a number of willpower points equal to the Shatterer's (Essence) to resist this effect, to a maximum of five willpower."
(5 is the max anyway.)
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Quote:
Originally Posted by Kazyan
I think we can pack it up and move to a different thread. aetherialDawn has won this one.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by Guancyto
That's okay, the canon Infernals are a bunch of dorks anyway.
That just makes it easier to put them on there!
Only Gyrfalcon really has much goofiness. And he's my favorite personality-wise. I like how Cearr looks though. Except on the cover, I don't really like how the cover artist draws guys like Cearr and Panther.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by Jade Dragon
That just makes it easier to put them on there!
Only Gyrfalcon really has much goofiness. And he's my favorite personality-wise. I like how Cearr looks though. Except on the cover, I don't really like how the cover artist draws guys like Cearr and Panther.
Gyrfalcon's pretty cool.
Though that may just be my airship bias speaking.
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Quote:
Originally Posted by turkishproverb
I am not getting into a shootout with Golentan. Too many gun-arms.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by golentan
Gyrfalcon's pretty cool.
Though that may just be my airship bias speaking.
I like Gyrfalcon in concept, but he is an utter disaster in execution, because his Charms don't support his nature.
He is an airship pilot who cannot stop running if he wants to be able to defend himself. He is an airship pilot who cannot see in daylight. He is an airship pilot who cannot enhance his crew or empower his airship in any way.
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Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by Friv
I like Gyrfalcon in concept, but he is an utter disaster in execution, because his Charms don't support his nature.
He is an airship pilot who cannot stop running if he wants to be able to defend himself. He is an airship pilot who cannot see in daylight. He is an airship pilot who cannot enhance his crew or empower his airship in any way.
It's true. Its like they went "Well, Airship Pilot, obviously he's the Exalt of that wind person!" without any idea of what Adorjan was actually like.
It might've been more appropriate for Cearr to have been the Scourge, tapping into Adorjan's sudden and brutal violence parts with Malfeas favored, and Gyrfalcon to have been the Slayer, tapping into Malfeas' leadership stuff with a bit of the Ebon Dragon's bastardness charms.
It would also have made more sense weapon-wise. I hope Gyrfalcon realizes that he's only going to be pistol-whipping people with that gun, because Adorjan doesn't play well with ranged weapons. Meanwhile, Kissed By Hellish Noon is all you need to turn your gun into The Calamity Cannon (courtesy of Bastion).
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
So while at least a portion of us are already in Devil-Tiger mode (but no one feels like critiquing anyone else's work ), what thoughts does everyone have on Greater Shintai (Greater Shintai of the Endless Desert, Tenebrous Apotheosis Shintai)? We know that Shintai are supposed to be iconic of the Yozi in question and that it's likely that each Shintai represents one of the Yozi's jouten. Are the Greater Shintais just the full stop Yozi versions of the Shintai? Is there a Greater Shintai of the Demon City that builds off of Demon Emperor Shintai by turning you into a giant radioactive brass city rather than a giant radioactive brass dude? How does everyone think they should look?
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by Kyeudo
The Demon City is not radioactive. At least, not normally. He's only poisonous to mortals normally.
Well, The Green Mile (which has almost nothing to do with the movie), lessens the effect of radiation in exchange for greater area. I suspect that the Greater Shintai, should it operate in the manner seen thus far, would incorporate a similar effect.
Quote:
Originally Posted by Exthalion
As I understand it, the 'radiation' is him hating you to death.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by Gensh
How does everyone think they should look?
I don't know about you guys, but my Lagomorphic Supernova Shintai looks like a bunny.
Seriously, though, my personal opinion (since you asked), I think every Yozi and every progression of Shintai is going to be slightly different. The way The Ebon Dragon goes 'Black Mirror Scene-Long -> Black Mirror Indefinite Upgrade -> Tenebrous Apotheosis -> Dragon That Swallowed The Sun' is going to be a little different than how Cecelyne goes 'Soul-Sand Permanent -> Greater Shintai of the Endless Desert Indefinite -> [Something Else - Argent Apotheosis Shintai?] -> [My Ass Is Infinitely Big E10]'
But a rough guess would be, your basic outline might look like,
Scene Long Single-Theme Shintai (Essence 3-5)
|
V
Indefinite Multi-Theme Shintai (Essence 5-6)
|
V
Greater Imperfection Shintai, which grants [Dude] Worldshaper Assumption and [Dude] Epic Panoply at an earlier Essence than those would normally be accessible. (Essence ~8)
|
V
I Look Like This Big Impressive Thing While Greater Imperfection Shintai Is Active, So I Still Have a Reason To Have My Greater Imperfection Up Even Though I Can Totally Just Buy [Dude] Worldshaper Assumption and [Dude] Epic Panoply fo' reals now.
So, to use Malfeas as an example, perhaps Devil-Tyrant Avatar Shintai eventually is subsumed into an Indefinite "Greater Shintai of the Demon City", where it represent's Malfeas' ability to spawn and shatter layers and buildings at a whim (kind of like how Soul-Sand Devil Shintai represent's the spiritual part of Greater Shintai of the Endless Desert, but it needs to be tempered with other Cecelyne Sand charms, perhaps Devil-Tyrant Avatar needs to be tempered with Malfeas City charms first). At this point, you can become a city, but not an arbitrarily large dimension-spanning one.
And then, he eventually gets Emerald Apotheosis Shintai, which grants Malfeas Worldshaper Assumption and Malfeas Epic Panoply if you don't already have them, plus The Greater Imperfection of the Demon City
Once you get to Essence 10, then you get Brazen Heaven-Slaughtering Metropolis, which makes you Arbitrarily Large City Man while Emerald Apotheosis Shintai is active.
Perhaps Demon Emperor Shintai functions similarly, eventually being tempered by Malfeas Dance charms to become an Indefinite or Permanent 'Brass Dancer Jouten Extrusion'.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Half-assed Nosusomething criticism
Spoiler
Anima's okay.
Imperfection is likely to lead to trouble. One of the biggest dangers of stunting is that the game can slow to a crawl as everyone tries to figure out the biggest stunt possible. Forcing stunts aggravates this enormously. Also, it can easily give rise to resentment against the ST for making what is ultimately arbitrary snap judgments against them. I'd focus on unknowability, like, can't hit you if they don't know some stuff about who and what you are (Motivation etc.)
Big Imperfect is ok
Torment might be either perfection transcending itself, paralyzing you as you become to busy Everyday I'm Dharmaing! or perhaps losing your identity to some other identity and forgetetting your own seflo.
Not correcting the typos I just made because I don't want to what are you my mom
Fiat could be
Ex has a who's where it's supposed to be whose. Also, it is cool. Needs italics, though, as it is, I'd have to think to figure out how it works, and I don't feel like that. Again, you are not my mom.
No 2Ex what the ****
Getting xp for anything other people don't get xp for is bad, because it leads to unbalanced teams. Give yourself Temp channels or something instead.
Don't say all Virtues are three that's free swag instead of a drawback. Also the other drawback is more than enough on its own. Why is your perfection connected to Virtue anyway this guy seems like he'd transcend that kind of arbitrary morality and make some other path instead.
Enlightenment is badly worded. Words should flow like blood with mosquito goop in them, not like chunks. Look at existing Enlightenments for tips.
ACF is weird. Nomuguy doesn't seem like a health levels dude he seems like a dodge dude. Make penalty negators and elemental shields instead of health levels which Malfeas already has anyway. Also Imperfections are only for perfects or pseudoperfects, not Ox-Bodies.
You can already store gossamer so the first part is pointless. Other part is no mechanical description, is just fluff. Third part is silly, if you want Gossamercrafting you buy the Ability instead of a Charm. Fourth part is weird, where's all that gossamer coming from? Also it is pointless because you are an E5 Exalt, finding gossamer should be easy at that point. Like with an army of subbjuglated Raksha or something. Remove all this and skip straight to the repurch, I'd say.
The Raksha Charms you're copying are also kind of bad as they break all kinds of intentional die caps everywhere, I think. I also don't see why you'd talk so much about Gossamer. Instead, how about having it make the Wyld into a workshop and multiplying craft speeds like Pyria's Experimental Acceleration thing (noting non-stackability of course)? Different mechanics, same thematic statement. I like simplicity and think Raksha are not-simple, maybe you don't agree? And maybe you can make some other Charm building off this one that Wyld-Shapes, if you want that?
Bypassing the quests for Exotics goes against what exotics are. And that's bad.
I cannot understand this other Charm
More Charm I cannot understand. Make them understandable. Again, see comments re: your mom.
Oh hey that Charm I asked you to make. Ok that's cool. It is too shallow, though, and maybe so is the other wyldcrafting Charm. Maybe make the wyldcrafting build off of that Ox-Body I wanted you to change to not Ox-Body?
Again, Imperfections are for perfects. Also why would you have this when you have Effortless?
Having two different ways of crafting in the same Titan is kind of redundant. Also this is less flavorful than the other one.
Stop it with the Imperfections already! They are an important system term and their presence is supposed to interact very specifically with other, very specific effects. If you absolutely need to tag these random, non-interacting Charms with something, make up a Keyword. Also, the Charm doesn't really seem to fit the rest of the guy. The fluff seems to be more about saying something should happen and making it happen on its own anyway, like something slowly builds itself where you say until you come back. That'd be fun.
This needs a range. Also it is kind of strong, does a lot of powerful things at once.
Have you cleared arbitrarily defining setting details like that with your ST? Because otherwise all that Shining Answer stuff is kind of bad. Also, immunity to attacks, regardless of how it works, is not kosher. Maybe you can dematerialize or something instead. Other than that, I have nothing much to say about this, everything it's built on I've already razed anyway.
I got thinking about a Cecelynian Gyrfalcon, and it made me wonder. Do you think the skies would count as Places of Desolation automatically, or is it what's down beneath that matters? I guess it's the second, Holy Land Infliction suggests as much, but there is an argument to be made for the first.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
For Nousuranian charmset :
Spoiler
First excellency
It is bit too Solar in flavor. Also, I have trouble with understanding when it is not applicable, bacause from PCs perspective all violence is rationalized and justified and all intentions are pure.
MYTHOS EXULTANT, need to die in fire. I suggest giving him option to exchange willpower to gossamer for stunt reward.
ASCENDANCY MANTLE OF NOUSURANIAN, you need to read what Mantle do. Please check BWC. Hint: no, you can't buy charms as being of one essence higher.
SORCEROUS ENLIGHTENMENT OF NOUSURANIAN, this charm make no sense. I see no reason for excluding summoning or damage spells; it is a-thematic.
AMORPHOUS CRYSTAL FORM, why you have ox-body with... also: it grant
WATER FROM THE WELL SUBLIME - I was not awere that carring gossamer is limited for anyone. So, it make little sense to store it in your soul.
Quote:
At E3 the user becomes able to draw gossamer from the Wyld, Human Dreams, or another source of raw potentiality
How he is able to draw gossamer? In what type of action? how long it takes? How often you can draw gossamer from one mortal ?
Quote:
Finally at E5 the character gains the Gossamer background at a rating equal to their essence. For each level of essence above five the character possesses the amount granted per story doubles to 40 at E6, 80 at E7 and so forth. Note, this background does not in any way interact with Raksha charms are regards the user. The character effectively has Wealth 4, 5, and Legendary at Essence 5, 6, and 7 respectively.
Gossamer grant you resources. So at essence 5 you have unlimited resources 5 purchases and Wealth 4?
And it is only get more confusing for next paragraphs....
THE CINTIMANI HIDES IN PLAIN SIGHT, exotic wonders are kind of ST fiat territory; especially for stronger artifacts.
PLANTING THE WORLD SEED, is somehow a group wyld-shaping? What are limits on it? What is a diffrence between this and normal wyld-shaping (besides possibility of catching raksha...)
BEAUTY IN TRUTH, is.. strange dice-adder. I see no reason for it existance.
ClAY IN POTTER HANDS/SPIRIT OVER THE WATERS SHINTAI - are you really wants to change into pure chaos and assume it is not an blashemy effect? Also, "I am uber-crafter" shintai is fine, but the 3 hour inverval for crafting is kind of.. unbalanced?
__________________ Disclaimer: I spewed all of this out off the top of my head and make no claim whatsoever that any of it is accurate or even grammatically correct.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
I don't like the "Shintai represent Jouten" concept. Jouten are idiosyncratic to the Primordial in question, and so are Shintai, but I really don't see why everyone wants them to be related.
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Cold Snap avatar by kpenguin, her GM.
Full pic:
Spoiler
Last edited by tonberrian : 04-13-2012 at 09:21 AM.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by Xefas
It's true. Its like they went "Well, Airship Pilot, obviously he's the Exalt of that wind person!" without any idea of what Adorjan was actually like.
It might've been more appropriate for Cearr to have been the Scourge, tapping into Adorjan's sudden and brutal violence parts with Malfeas favored, and Gyrfalcon to have been the Slayer, tapping into Malfeas' leadership stuff with a bit of the Ebon Dragon's bastardness charms.
It would also have made more sense weapon-wise. I hope Gyrfalcon realizes that he's only going to be pistol-whipping people with that gun, because Adorjan doesn't play well with ranged weapons. Meanwhile, Kissed By Hellish Noon is all you need to turn your gun into The Calamity Cannon (courtesy of Bastion).
Gyrfalcon carries a sword.
But I think it would be better if he was still a Scourge, but he favored Malfeas and didn't really take any Adorjan Charms other than Wind-Born Stride.
Although he does need Archery for his firewand, Melee for his sword, and War to command his crew in battle.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by Jade Dragon
Gyrfalcon carries a sword.
Yes? He also carries a gun. A gun that he won't be able to use in conjunction with Adorjan charms, unless he fires it at melee range. At which point I don't see a reason to have a gun in the first place.
Quote:
Originally Posted by tonberrian
I don't like the "Shintai represent Jouten" concept. Jouten are idiosyncratic to the Primordial in question, and so are Shintai, but I really don't see why everyone wants them to be related.
I'm not actually sure it's fanon anymore? Ebby's Tenebrous Apotheosis Shintai defines things like his body's base size, his base movement speed, his base soak, his natural attacks, his base health levels, and so on. If he doesn't have that charm, he isn't a dragon, even. I'm not sure what he'd look like then.
This Shintai clearly defines his Jouten. Which, I guess he only has one of? That seems fairly in line with The Ebon Dragon, what with doing things like purposefully not creating all of his Third Circle Souls.
Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by Jade Dragon
Gyrfalcon carries a sword.
But I think it would be better if he was still a Scourge, but he favored Malfeas and didn't really take any Adorjan Charms other than Wind-Born Stride.
Although he does need Archery for his firewand, Melee for his sword, and War to command his crew in battle.
When I used him in my game, I actually made him favor She Who Lives In Her Name, and gave him Wind-Borne Stride and a suite of Adorjan social Charms, alongside the SWL perfect defense and Cosmic Transcendence of Valor. It sort of makes him the ultimate carefree, fearless pirate captain, and he can use his perfect to stunt crazy energy barriers to protect his ship while he's flying.
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Re: General Exalted Discussion Thread X: Playground Cosmic Principle
Quote:
Originally Posted by Xefas
Yes? He also carries a gun. A gun that he won't be able to use in conjunction with Adorjan charms, unless he fires it at melee range. At which point I don't see a reason to have a gun in the first place.
Badass factor.
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