That is an impressively useless Charm. Wow. So in return for a Solar Charm, you get a pool of dice which can be used as Excellency dice for mental actions. 8/10XP for something which is more limited than an Excellency and provides a very limited dice pool, woo hoo. Not. Also, I like the fact that you can withdraw (Essence) dice. But you can always normally spend 4m on an Excellency and run mote neutral. And at E4, Infernals get Effortless (Yozi) Dominance. Great. So at the point it becomes as good as an Excellency, it's obsolete. And it's blatantly obvious that it's a terrible Charm, and the most casual familiarity should tell you that. Which means either no one told him that, or he was told that and ignored it.

There is a reason Eric Minton, for all that he's okay with fluff, should never be let near mechanics.
You're ignoring the somewhat variable bonus that comes from being able to get hearthstone bonuses from the Hearthstones without artifacts. I know you don't include the special powers hearthstones give, but in normal 2nd/2.5, it gives some nice benefits.

Also, I think you're selling the dice a bit short. Yeah, as the sole point they're not great(though they aren't the sole point), but they aren't pointless. I mean, bing mote neutral at 8 dice, or mote positive at 4 dice (assuming essence 4) isn't bad.
 
You're ignoring the somewhat variable bonus that comes from being able to get hearthstone bonuses from the Hearthstones without artifacts. I know you don't include the special powers hearthstones give, but in normal 2nd/2.5, it gives some nice benefits.

Also, I think you're selling the dice a bit short. Yeah, as the sole point they're not great(though they aren't the sole point), but they aren't pointless. I mean, bing mote neutral at 8 dice, or mote positive at 4 dice (assuming essence 4) isn't bad.
Yeah, that seemed like the main draw for me. The ability to have the very cool powers of a Hearthstone, while not being forced to buy additional backgrounds to use them is a big advantage.
 
You're ignoring the somewhat variable bonus that comes from being able to get hearthstone bonuses from the Hearthstones without artifacts. I know you don't include the special powers hearthstones give, but in normal 2nd/2.5, it gives some nice benefits.

Also, I think you're selling the dice a bit short. Yeah, as the sole point they're not great(though they aren't the sole point), but they aren't pointless. I mean, bing mote neutral at 8 dice, or mote positive at 4 dice (assuming essence 4) isn't bad.

At Essence 4, I am running at full dice cap thanks to Effortless (Yozi) Dominance, which I can trivially maintain at full level all the time because it's not exactly hard to stunt all your actions to be in-theme to a Yozi Excellency if you chose your Excellency well and I can boost things like "move" actions and "looking around for details" actions. The dice granted by this Charm are useless to me at Essence 4+, because E(Y)D is hitting my dice cap.

And if you think "I can socket hearthstones, in a way which makes them vulnerable to countermagic" is worth the opportunity cost of a Solaroid Charm, you shouldn't be writing Charms. One of the jobs of a half-way-decent Charm writer is to ensure that a given splat's Charms provide a roughly equal level of utility [1]. To be quite blunt, this is weak for a Dragonblooded Charm.

You want an personal Hearthstone socketing effect? Then write a Malfeas or Metagaos Charm which lets you swallow hearthstones, and which if your pool is full when they provide the motes refill a 10m peripheral essence pool which can only be refilled by eaten hearthstones [2]. Write a Cecelyne Charm which allows you to subsume hearthstones within the endless sands of your body and grant the benefits of the hearthstone for a scene to people who pray to you. Writing trash-grade Charms like this is a waste of everybody's time.

[1] You know, the thing that the person writing the utterly terrible SWLIHN Charms in the BWC, to name but one example, comprehensively failed to do.

[2] For Malfeas, it can come off By Hunger Nourished.
 
And there is one of the problem, in a nutshell, with current Infernals: Why are they linked to Solars? About the only part of their fluff or crunch that actually gives a damn is their traits (caste, backgrounds) and die caps. It's telling that Infernal actually work better when they aren't straight jacketed into Solar castes, and for all Past Lives is cool, in many ways it works better as an Abyssal background (ghosts of the past and all that). For something as big in Exalted as the Solars are, that lack of any sort of thematic link to the Solars is an issue. If they wanted to keep the Solar link, they pretty much had to bring the Infernals more in line with the Solars. That, and ability charms are much easier for when you have multiple sources of thematics for power, since you can just make Malfean and Adorjan Melee charms and not need an entire charmset to go with those (and the issue that every one of those charmsets you add adds more unfavored charms, some of them nessassary).

So yeah, it was basically 'remove the Solar part of the backstory fullstop, or actually do something with it'. There are pros and cons to either way, and people would be pissed either way. Frankly though? I would have cut Infernals off from Solars fullstop, removed their status as solariods and just said they were Celestial Exalts of Hell and gotten on with it. Still interested in what they'll do with them for 3e mind.
I don't mind them using Solar Shards as a building material, it fits nicely with the theme that the Yozi are lessened by their imprisonment and are incapable of creating wonders of that scale. And if anything the Past Lifes background is rather fitting for the Infernals, they aren't under any delusions about the Solar's rule and say that the Deliberative was a thing of evil without coming off as completely hypocritical like the Abyssals would. But the way the Solar castes were used was rather silly; they aren't Solars, and should have been defined more off of their patrons than a mutilated shard.
 
Honestly, based on what they actually do, Adorjan should have got the Dawns, Malfeas the Zeniths, SWLIHN the Twilights, TED the Nights and Cecelyne the Eclipses.

Ah well.
 
Yeah, that seemed like the main draw for me. The ability to have the very cool powers of a Hearthstone, while not being forced to buy additional backgrounds to use them is a big advantage.
The xp costs are probably the easiest to avoid, given the tendenct to avoid xp costs for things earned in play. Attunement costs, however, are a big deal, and one mote is generally less.
At Essence 4, I am running at full dice cap thanks to Effortless (Yozi) Dominance, which I can trivially maintain at full level all the time because it's not exactly hard to stunt all your actions to be in-theme to a Yozi Excellency if you chose your Excellency well and I can boost things like "move" actions and "looking around for details" actions. The dice granted by this Charm are useless to me at Essence 4+, because E(Y)D is hitting my dice cap.
So your argument relies on Infernals alone having free, 24-7 max dice cap, and that this is somehow good balance.

That makes it sound like you shouldn't be designing any charm.
 
The xp costs are probably the easiest to avoid, given the tendenct to avoid xp costs for things earned in play. Attunement costs, however, are a big deal, and one mote is generally less.

So your argument relies on Infernals alone having free, 24-7 max dice cap, and that this is somehow good balance.

That makes it sound like you shouldn't be designing any charm.
Considering ES has made some of the best designed charms on two sites, I have to say you're talking outta your arse.
 
Considering ES has made some of the best designed charms on two sites, I have to say you're talking outta your arse.
Or perhaps you're not reading what either ES or I have written. Given that the line in question was a callback to a statement ES has made, I'm going to go with the latter.

Well, that and that you enjoy making shitty strawman arguments. Note that the phrasing doesn't actually say that he shouldn't make charms, but that his statement made it sound as if he shouldn't. Yes, I know, for some reason phrasing actually matters!
 
I don't mind them using Solar Shards as a building material, it fits nicely with the theme that the Yozi are lessened by their imprisonment and are incapable of creating wonders of that scale. And if anything the Past Lifes background is rather fitting for the Infernals, they aren't under any delusions about the Solar's rule and say that the Deliberative was a thing of evil without coming off as completely hypocritical like the Abyssals would. But the way the Solar castes were used was rather silly; they aren't Solars, and should have been defined more off of their patrons than a mutilated shard.
Hey guess what? You really shouldn't trivialize what is damn near the most powerful force in the game (ok, second most powerful, first goes to the united Dragon-Blood host). Solars are a big deal. There should be charms building off of that nature, even corrupted as it is. But, nope, its all about the Yozi. Which is fine, but its not corrupted exalts territory, which thematically is where they are at fluff wise.

Also, leaving aside the stupidity of certain sections in DotFA, the FA wasn't evil. Or at least, no more then any other long term government. Hell, it was probably better then most.
Honestly, based on what they actually do, Adorjan should have got the Dawns, Malfeas the Zeniths, SWLIHN the Twilights, TED the Nights and Cecelyne the Eclipses.

Ah well.
Agreed. The caste distribution in the books is nonsensical.

So your argument relies on Infernals alone having free, 24-7 max dice cap, and that this is somehow good balance.

That makes it sound like you shouldn't be designing any charm.
Welcome to the wonderful world that is I(A)M. Really though, what ES suggests probably should get any player that tries it whacked by the ST, but it is technically legal. Sigh. Dammit 2e.
 
Hey guess what? You really shouldn't trivialize what is damn near the most powerful force in the game (ok, second most powerful, first goes to the united Dragon-Blood host). Solars are a big deal. There should be charms building off of that nature, even corrupted as it is. But, nope, its all about the Yozi. Which is fine, but its not corrupted exalts territory, which thematically is where they are at fluff wise.

Also, leaving aside the stupidity of certain sections in DotFA, the FA wasn't evil. Or at least, no more then any other long term government. Hell, it was probably better then most.

Agreed. The caste distribution in the books is nonsensical.


Welcome to the wonderful world that is I(A)M. Really though, what ES suggests probably should get any player that tries it whacked by the ST, but it is technically legal. Sigh. Dammit 2e.
I was not trivializing them, don't put words in my mouth. Solars are built on Excellence; the ultimate perfection and ascension of human capabilities to a level that most divinites cannot match.

While Infernals draw upon the power of beings that created the universe, the two kinds of exalted aren't inherently stronger than the other, they are just different.
 
I was not trivializing them, don't put words in my mouth. Solars are built on Excellence; the ultimate perfection and ascension of human capabilities to a level that most divinites cannot match.

While Infernals draw upon the power of beings that created the universe, the two kinds of exalted aren't inherently stronger than the other, they are just different.
Then why build them off of Solars as a baseline? I mean, your clearly more interested in the Yozi side of the equation then the corrupted Solar side. Why bother putting Solars in there at all?
 
Then why build them off of Solars as a baseline? I mean, your clearly more interested in the Yozi side of the equation then the corrupted Solar side. Why bother putting Solars in there at all?

Because 1e said that the Yozi did SOMETHING with the solar shards, and its a way of saying this is why the Yozi don't have entire types of Exalted.
 
The xp costs are probably the easiest to avoid, given the tendenct to avoid xp costs for things earned in play. Attunement costs, however, are a big deal, and one mote is generally less.
Exactly this, IMO. Because MHM requires you to commit 10m to use it, it makes spending 5m on a set of hearthstone bracers or daiklave or something a lot more painful (especially since artifact weapons are redundant with it); being able to commit only 1 motes to use them is in itself enough reason to buy this charm. The extra dice on Mental actions is just gravy.
 
Exactly this, IMO. Because MHM requires you to commit 10m to use it, it makes spending 5m on a set of hearthstone bracers or daiklave or something a lot more painful (especially since artifact weapons are redundant with it); being able to commit only 1 motes to use them is in itself enough reason to buy this charm. The extra dice on Mental actions is just gravy.
Hearthstone amulets cost only 1 mote to attune
 
Writing trash-grade Charms like this is a waste of everybody's time.

Years ago Eric and I started working on errata for the gear chapter of Infernals, though that never got published. He was good-natured about it but pretty down on how his mechanics had turned out. If I were still writing for it, the EX3 core probably would've had a rod of verdant minerals in it. In the GDoc draft of the chapter, Eric's comment on its inclusion was that he was eager to see it done right. Floating around on some hard drive, there's some unpublished errata correcting some flaws in Theion, thanks in part to some kind fans pointing out my oversights.

None of this required anyone at any point to tell a writer that their writing was trash and a waste of everybody's time. In fact, I think that doing so would have hindered the process! I dare say that just contacting him and talking to him like a real human adult could very well get the Charm changed.

Anyway, I'll let you get back to being one of those Exalted fans that makes me wish I'd never quit!
 
Last edited:
Ladies! Mentlegen, you may recall my Solar Essays!

GUESS WHAT THEY'RE BACK

=========

Solar War (What is it Good For- Absolutely nah i'm just playin')

Here, players are introduced to the first bit of Solar Thematics that tends to throw most people for a loop; Solars are top down leaders.

Solar War Thematics:
  • Battlefield communications
  • Tactical/Strategic Awareness (Mass unit level)
  • Resource Refinement (Heroism Encouraging Presence, Tiger Warrior Training Technique)

Like, I see a lot of people want to run Solars as like super-Dragonblooded, that is to say they want to make lots of small-unit buffing magic in Solar War. This is understandable since the vast majority of the game is played at the Circle level, but the fact is, Solars are built to drag legions of extras around with them and utilize them as a raw resource.

Now, I should point this out: One of Solar themes is Human Effortand Excellence in all things. This is where most people think Solars should get to make great small-unit war magic.

They're right- the problem is to what degree?

All of this boils down to a painful lack of clear information on charm design and splat themes. And how to create new charms that don't stomp on other splats.

Short version: Dragonblooded get the best coordination magic because they're soldiers and brothers-in-arms. Dragonblooded get the exotic teamwork and small-unit magic. Silent communication, mind-sharing, and so on.

Solars meanwhile would get the effective and simple teamwork magic. "the Solar automatically succeeds at a coordination action with up to [X] people, gaining Y bonus."

I hope to elaborate on this more in another essay.

The Basics of Mass Combat (And why people hate it)

I'm summarizing this here because I don't want people to focus at length on the Mass Combat system. I'm here to tell you what it IS. It IS exploitable, it IS NOT very fun, usually. It has problems.

I'm also here to tell you what it was meant to do.

you're welcome to clarify anything I gloss over though, system wise, I just don't need a lot of rehashing of the system most of us are already familiar with as having problems? This is meant to be informative.

Okay, so the basics of Mass Combat, is that all units in War are 'worn' like equipment. You build up your army, equip it with stuff, and its traits become modifiers to your various rolls that otherwise follow the exact same 10 steps of combat as regular Combat.

Basically, Mass Combat is meant to emulate Dynasty Warriors- big blocks of dudes swinging weapons at each other and generally looking reasonably awesome.

So like, I'm playing Joe Dawn and I have a mass unit with +5 Close Combat Rating (This is really high but it's just the example), my CCR is derived from equipment and my army's dex+melee. I take my army into combat.

I add CCR5 in automatic successes to any 'melee roll' I take leading the army. See, Exalted lets you lead from the front, so when your tick comes up, you aren't just 'giving orders', you're in there as a hero unit throwing attacks, adding on whatever Charms and such you want.

This is (in it's own way) very simple, but it also creates an awkward imbalance. It incentivizes 'big blocks' of dudes smashing into each other instead of the more artful 'I direct my troops to close off passes, flank the enemy, etc.' Because 'you wear them', you get piles of automatic successes added on top of any Excellencies you have and the like.

With an appropriately constructed army, you can even have your 4-5 circle members in the same unit, and THEY can add on the combat bonuses to THEIR attacks, so you have 4-5 people 'wearing' the same suit of army,

Suffice to say it's problematic.

There is however ONE saving grace: It's health/magnitude system.

See, Exalted as a setting was meant to sort of progress from low Essence to high Essence, and the 'high game' was (in theory) meant to be Nation vs Nation. You pick up and swing armies at each other, not daiklaves.

The reason for this as I understand it is that in mass combat of any level, commanders/heroes cannot be killed without explicit called shots or initiating duels- if you fight to the last man in mass combat, that is still explicitly not saying the same thing as 'everyone died'. You lose battles not having lost all your men, just some as casualties of war, including yourself.

Mass Combat's HL/Magnitude rules were meant to be ablative safety measures for high level Exalted combat!

===============================

One final note about Mass Combat: Reflexive Charms do not count as charm-use during Mass Combat.

The Charms!

War as an ability covers general military planning, coordinating attacks in small scale or mass combat, or general academic military knowledge.

Rout-Stemming Gesture (War 3 Ess 2) Reflexive
For 4m+1wp, a Solar can target up to [Essence] organized military units or [Essence x 100] individuals who can see or hear a signal he sends up. (hint, anima flare). This charm makes all those characters automatically pass valor rolls for one action which in Mass Combat, come often and at high difficulty.

Remember, Joe Mortal has at best a valor of 2, usually, and most MC Valor rolls are Diff 2. This charm basically removes the greatest weakness from mortal troops.

This charm can also offer re-rolls on just-failed valor checks, if activated immediately after the unit failed.

A Note on Mob Rule
Mob Rule is essentially "Any group of characters that have someone who counts as a leader but is otherwise un-ordered and generally not something with a set identity. "The Marines" are a unit, but "random civilians" are a mob. Both use Mass/Mass Social rules more or less the same save the organized forces have better traits.

Commanding the Ideal Celestial Army (War 4 Essence 2) Reflexive
This charm allows a Solar to, for 3 motes, send a 12-word message to any number of units he likes Within Ess x100 yards that is perfectly understood, and transmits instantaneously. The narrative benefits of this are immense.

When used just before a unit is checking against Hesitation, or needs to change Order (formation) rapidly, it makes the normally very difficult roll succeed automatically.

To give you an example, this is like Leonidas being able to tell his 300 spartans to immediately disengage from melee and raise their shields against incoming arrows before the arrows are drawn. They immediately switch formation.

A Note on Solo Units
A Solo Unit is just that- a unit composed of one person, otherwise Magnitude 0 for the purposes of effects that care about it. You can risk being a Solo guy in War, but it's well, risky.

Mob-Dispersing Rebuke (War 3 Essence 2)
Like Rout-Stemming Gesture, this Charm forces a unit (Mass, Social, unruly mob) to immediately check for rout. Normally this is a Valor check at Difficulty 1 their Magnitude is higher than your Essence, or Diff 2 if you're higher than them.


One thing to remember is that Mortals don't get to spend willpower to autopass virtues baring amazing dramatic license. So you can basically force a Wyld Hunt's mortal auxiliaries (especially if they're cut off from DB support) to just break and run without even joining battle!

A Note on Ranges:
War in Exalted is Tiny. It's Feudal Japan tiny. It's 300-500 dudes running at each other across battlefields that are measured in a couple square miles. That's individual battles- Solar Magic from Ess 2-5 covers the [couple mile] range of mass combat, and I could assume that Ess 5-6 war charms could cover battlefields covering tens of miles or wider.

Having finished the Essay, i realize now that Solar War charms work on the 5-40+mile range! That's still really tiny compared to like, Modern 2014 warfare, but still!

Basically, big World War 2 style battles don't happen in the Second Age. They can, but they're rare, exceptions to the rule.

General of the All-Seeing Sun (War 5, Essence 4), Reflexive
This is a complicated charm, but it's absolutely devastatingly Solar.

For 1 mote, a Solar may become Reflexively aware of all units and non-extra solo characters under his command, allied with him or fighting toward the same cause as him, within [Essence x10 miles]. At ess 4 when you first buy this charm, that's forty miles.

That's bigger than some modern earthcountries. Like, as I write this, I checked google maps? Switzerland is about 100 miles across west to east. Assuming this charm is talking Radius and not Diameter, the Solar can become aware of everyone loyal to them in 80% of Switzerland.

If it' s just Diameter, that's still a respectable 40% or so. And I haven't even gotten to the rest of the charm. And it costs ONE MOTE.

Anyway, the rest of the charm: The character determines the strategic positions of all the above mentioned units- where they are located relative to each other and major terrain features like rivers, cities and mountains. Their status like Fatigue, standing formation, and current magnitude. The solar just knows this intuitively, but they can convert it into a mental map if it suits the character.

Lastly it gives the Solar knowledge of all major landmarks within 1 mile of a loyal unit. So you're not just detecting your loyal dudes within 40+ miles, you're detecting those loyal dudes AND any notable strategic features near THEM.

So if you run into Lookshy fighting Mask of Winters, and you're fighting Mask of Winters, you can go "Yes, I know all the battle knowledge."

Here's why this is important: A lot of the time? You're not going to be engaging on territory of a nation, you're going to be fighting a city-state like Nexus or Lookshy, and Nexus and Lookshy are nowhere near 40 miles across.

But what they Do have is suburbs, and small villages outside their border walls. Walking into the area of a city-state, the most common form of governance in the Second age, you can easily set up a huge net of small guerrilla cells who you are fully aware of at all times and can guide effortlessly around landmarks as well as if you had an RTS minimap in front of you.

Heroism Encouraging Presence (War 4, Essence 3)

A much simpler charm compared to previous, but no less devastating. Heroism-Encouraging Presence allows you to enhance a unit the Solar leads, or every ally within [Essence x5] yards. This is a good example of what 'Small Unit Solar Magic' is.

The actual enhancement is this: For the remainder of the scene, the enhanced unit/characters no longer need to take Valor Rolls. At all. They are now immune to the fear-based Dawn Anima. Abyssal fear effects; mortal terror from being maimed. Charging into Primordial Armies. Etc.

Please note that the BIGGEST threat to armies in Creation is not sorcery or Charms. It's running scared because someone USED Sorcery or Charms on some poor fuckers halfway across the battle.

In the most transparent sense, Storytellers? When your players bust out combos and level buildings? PEOPLE WILL ROLL AND FAIL VALOR.

Tiger-Warrior Training Technique (War 4, Essence 3)

Ahh, the first Training Charm. Before we begin, something must be said.

Let's get down to business, to defeat-

Now that's stuck in your head: Tiger Warrior Training Technique ties into the Solar them of Enriching and Enhancing your human resources. The Solar may train a unit with a Magnitude up to her [Essence], in a handful of abilities up to 4, or his current rating, whichever is lower, for 5 hours of training per dot. 1 dot per week. (So no 5 instances of the charm to train 5 dots at once.)

You can also train yourself, but the exact implementation is iffy- you're raising your own ability, you can't raise anyone else's ability past your current dot, I think. This is one of those Ask your ST moments.

Otherwise, using a Training Effect (it's a keyword), incurs Experience Debt if the character can't pay out immediately- basically you earn xp at half rate until you pay the debt off. Also Player Characters cannot enjoy the attention of another training effect as long as you have XP debt.

NPCs do not gain experience by RAW. Ever. Growth if ever is arbitrary, and encouraged to be very plodding compared to the whipfast advancement of Player Characters. Only the 'Ally background' really has a character 'level' with the party.

That's where Training effects come in. Here's some vital numbers:

It takes 3 weeks to go from Ability 0 to ability 1.
It takes [Current Ability Rating] days to go from your current dot to the next. And [Current rating x2] experience if you're bothering to track that.
Raising an attribute like Strength takes [Current Rating]
months.

This is for PCs. NPCs don't even GET to raise their traits. Next vital number: Mortals have an average ability rating of 1, with 2s in their 'I'm good at this!' skill. Usually they have higher attributes on average. More 2s than 1s and 3s.

So that three weeks to go from 0 to 1? A solar can train up to 150 people at Essence 3, to 650 at ess 5. In those 3 weeks, they can take someone from War 0 to War 3. 5 hours a week. That's your LUNCH BREAK. This also means the Solar has the REST of their time free to do stuff like fight demons, evade the Wyld Hunt, and go on adventures!

Your Solar is Athletics 5? 3-4 weeks gets a hundred mortals going from "Asthmatic farmboys" to "GOT RIPPED" strongmen.

Of special note- you can train Valor with this charm. Valor. In a world where the average Valor is one.

Legendary Warrior Curriculum (War 5, Essence 4)

This charm expands the abilities of Tiger Warrior Training, allowing the Solar to train in more fields, but still no higher than 4 dots.

More importantly, this charm lets you train willpower. Now Willpower and Virtues do not have training times, but the only other way to really get willpower gains in Creation, is if you're Heroic, or some friendly spirit blesses the hell out of you.

Or you're a Solar and just say "hey, I'm going to spend 3-4 weeks and get you up from WP 4 to WP 7."

Also of note? to qualify as Heroic, a Mortal needs to have a Heroic Motivation, Willpower 6+, and A Virtue at 3 or better- the same things that an Exalt starts chargen with, at minimum.

Lastly, this charm allows you to instill specific specialties in a unit, except it's role-based, not ability-based. The +2 bonus dice to "Silent Movement." applies to any action the unit takes which involves or could benefit from Silent Movement.

Ideal Battle Knowledge Prana (War 5, Essence 5)

This is the second Essence 5 charm you will have seen, reading the core book. The first was Protection of Celestial Bliss, which I missed in my first run of Solar Melee. I will correct that, eventually.

Anyway, Ideal Battle Knowledge Prana: This is a 10m+1wp Simple scene-long charm. All units directly or indirectly under the Solar's command within 50 miles (Essx5). It halves the number of relays needed to give orders to all affected units, and increases their Drill and Might by 1 each.

The 'Halves relay' effect of this charm ties into the fact that 'Send Signals' is a Speed 3, DV-0 action in Mass Combat, which means you're encouraged to flurry it I think; It also means you can send messages MUCH further.

So if I'm reading the mass rules right- you can give an order to a unit you're wearing easily enough, but the halves-relays needed effect essentially doubles how many units you can give orders to. (You can target up to [Sending Unit relays] mass units.)

Drill helps define Endurance; Endurance is [Stamina + Drill], for a unit and [Stamina + Resistance] for a solo unit. Units lose Endurance every action. If Endurance drops to 0, the unit suffers -2 dice to all actions as exhaustion sets in.

You also need Drill to satisfy 'Orders' requirements. If your drill isn't high enough, the mass unit can't change formations. Formations are a kind of rock/paper/scissors thing - if you can't switch smoothly or adapt, your unit will get caught out and crushed. There's a lot here I'm omitting for brevity- suffice to say that on the one hand, there's a lot of interesting crunch in Mass Combat. There's also a lot of REALLY poorly implemented ideas.

Might is the 'Magical Modifier' for Mass Combat, include at the very end as a general automatic success adder. On a setting level this is where you see all the magically equipped forces, Charm-enhanced armies, or automaton legions. They're Exotic! And usually making opponents Roll Valor, because whoadamn.

And that concludes Solar War!

=======

Next Time: We'll take a break from Charms and dip into the following:

First Solar Excellency
Storytelling, Pacing and Players
 
Last edited:
You made that text unreadable on the white backround. And I thought mortal soldiers usually had better stats then what you presume there ,especialy realm legionairs.
Thanks! Fixing! Still not used to SV formatting mores.

and yeah, Acutal Trained Soldiers have better stats, my bad- but well, Trained soldiers are RARE in Creation! The're expensive! Farmers are plentiful, and for a Solar it's very cheap to raise them up to trained soldiers!
 
Last edited:
Thanks! Fixing! Still not used to SV formatting mores.

and yeah, Acutal Trained Soldiers have better stats, my bad- but well, Trained soldiers are RARE in Creation! The're expensive! Farmers are plentiful, and for a Solar it's very cheap to raise them up to trained soldiers!
Aye and who is doing the farming then? Going for them always lead to problems after all and it sells the analysis a bit short if one presumes that Solar need the mob, and it raises the issue that average soldiers are not quite as rare, after all good soldiers have a dice pool of roughly 7 if I remember it right and valor 3.
 
Yes, but I have relatively minimal faith in Exalted 3E's system because some of the hints of HEROISM and MATURITY I'm getting are really missing the point of "there are good people and bad people but on the whole ancient fantastical realms are kind of shit". Exalted, at its core, is a rejection of fantasy tropes.
At least setting wise, this looks to be intact, based on the few bits of setting info that are actually due to appear in the book and have been revealed (Wyld Hunt, Beastmen Kingdom). System wise, fuck if we know.
Check "The Primordial War" thread for what Kylar said. Here's a link to the Nishkriya version so you can just see the dev's posts.

It started off talking about the Primordial War, then people got into the after-effects and what Solars would have done after victory and the discussion went on to Empires... and how Empires are usually made.
Stephen Lea Sheppard said:
LordOfArcana is largely correct in the sense that Exalted comes from a place of being able to look at Gengis Khan and go "Wow, that guy accomplished some amazing things; it'd be cool to have an NPC like him around" without ignoring the fact that some of the amazing things Gengis Khan accomplished were on the order of "Ask the city leaders to surrender all their wealth and all their food, and when they don't because that would lead to mass famine and death and also lose them a lot of face (because they're under the mistaken impression that loss of face is a thing to worry about here), kill absolutely everyone inside down to the last infant, and stack their skulls into pyramids, and then a week later send an auxiliary force back to the ruins to find and kill everyone who may have come out of hiding and any residents who may have been out of town for a few weeks and come home to find a ruin, and stack their skulls into pyramids, and then keep doing this to every city you come across until the news gets out that surrendering to the Mongols immediately and without question is your only hope." The Bull totes gets up to that shit, I'm sure.

The goal of the gods and the First Age Exalted was absolutely empire-by-genocide. (Which BTW is the only sort of empire.) We don't focus on this because it's distasteful and it freaks people out, but it's there if you look. I would no more seek to change that than I would attempt to create a fictional analog to North American Western civilization that isn't, itself, built on two separate genocides, both of them arguably still ongoing.
Stephen Lea Sheppard said:
My position here, to the extent I can be said to have one and am not just following the material where it takes me, is that while I'm fine with having a hand in creating a fantasy setting that doesn't force you to confront hard truths like "Very nearly every empire-builder ever lionized throughout history and mythology was almost certainly what we'd call an awful, genocidal villain in absolute terms," I am not interested in contributing to a fantasy setting that denies them. Criticizing the hypocritical and villainous motives and actions of the Incarnae during the Divine Rebellion as hypocritical and villainous ignores that those motives and actions were no worse than the motives and actions of anyone else involved. And I guess you can be all "Well the Primordials were just following their natures so they can't be villains," but screw that.

(We're never gonna break the cycle of historical violence if we deny it exists.)
Stephen Lea Sheppard said:
Oh, yeah, when I say genocide I mean in the broader sense -- that's how I can argue that the US is built in two "arguably ongoing" genocides given its treatment of Native Americans and African Americans. More easily arguable in the former case than the latter, though for the latter check the rate of incarceration-including-forced-labor.

(Meanwhile I'm up in Canada, entirely historically innocent of this sort of thing.)
Stephen Lea Sheppard said:
Solar said:
The UN definition of Genocide is suitably broad that you could definitely include both of those as genocides.
But we never will because genocide is unthinkable and only done by evil monsters.
Stephen Lea Sheppard said:
Erinys said:
But SLS I did wish that it would be left ambiguous whether the Gods' and Exalted's goal was empire-by-genocide.
To be fair there were a lot of personalities involved and they wanted a lot of different things. Empire-by-genocide may have just been a sort of tragedy of the commons thing that arose -- the easiest compromise agenda among the victors given all their various objectives.
Stephen Lea Sheppard said:
Demac said:
So my previous understanding of the history of creation was that the Solars didn't start building empires until after the war was over. At that point, most Celestials went about their business with little centralized governance whatsoever until centuries later, the deliberative was established. Yes they had a queen, but her authority only extended to her territory and if a solar didn't like what she did, then they just left (which happened frequently).

Long story short, is what I'm getting from this thread is that all 300 solars decided that genocide was the thing they would do to found their empires. None of the decided to colonize areas that were now unpopulated due to the war. Not even the Eclipses considered diplomatic solutions to their problems. Genocide was the plan from the get go.

I get that these guys all eventually went insane from the great curse and did horrible things, but this take on things ensures that those horrible things would have happened regardless because these guys were genocidal from the get go. Among other things, it lessens the moral ambiguity of the Bronze Faction's decision to overthrow the Solars if the Solars were always monsters.

Needless to say, I don't like this interpretation. If that's what people think must have happened, then by all means let them bring that to their games. But I, for one, don't want the first age to be build on genocide, even if that's how empires are built in the real world.

I want it to be built on magic. I understand that not all magic is good, lets be honest, any given solar with their terrestrial followers had enough magic at their disposal that would make genocide neither efficient or necessary.

So I hope that the genocidal nature of the founding of the first age is never canonical. The inverse doesn't have to be true, either, but ambiguity is the friend of the gameline on this point.
I don't understand people who want to play Alexander the Great, except without all the conquering nations and killing hundreds of thousands of people in the name of his own glory. Conquering nations and killing hundreds of thousands of people in the name of his own glory is like the only thing Alexander the Great did. It'd be like wanting to play La Maupin but without the killing people in duels and burning down convents.

EDIT: Note, also, Solar magic makes Solars really exceptionally good at doing the sort of things human beings do. How do human beings build empires? Solar magic makes Solars really good at building empires in the way humans build empires.
Stephen Lea Sheppard said:
Talam said:
Well, if I'm reading Stephen correctly, then it's going to be subtle enough that it won't be beating you over the head with it, but if you look at it closely enough and ask "Wait a fucking minute, did they just wipe out an entire species?", there will be a shrug and a "Well, what did you think was going on back then?" Presumably something you can gloss over without too much hardship, but no one is going to say no.
Something like that, yeah. It's kinda like how I assume Creation as a setting is as rife with sexualized violence as earth during most of history was, but we don't plan on doing another rape sidebar. Nobody likes focusing on that shit.
Stephen Lea Sheppard said:
Note that I have never once intended my use of the word "genocide" in this thread to be read as "Kill everyone down to the last man, woman, and child definitely and exclusively." I meant it in terms of what Western civilization has done and continues today to do to Native Americans, that everyone living in North America (except the Native Americans themselves) is pretty much complicit in. While having a discussion about how genocide is unforgivably evil.
Also, if you check some of the later pages of the thread, you should probably check out Aquillion's posts. Eric Minton posted a comment going "As usual, Aquillion is right on the money." I'm taking that to assume that his posts are useful/helpful/accurate.

I think at some point one of the sub-topics in that thread came to "So that means everybody in Exalted is terrible people?" and "Well what if I don't want to play an evil bastard?" or something like that.

Aquillion said:
Nocte ex Mortis said:
I point you to his "Adventures in Happytopia" argument under my initial post, wherein he equates an issue with being subtly conditioned by the authors to view your characters as inherently monstrous, due to having power, and an Exaltation attached to you that once belonged to a monster, to wanting to play a game where everything goes your way, and everyone is happy forever.
Have you actually been reading my posts up until this point? This is a serious question. I am getting the impression that you are not reading any of them beyond the first, and have generally not been following this thread in detail beyond skimming it for keywords that set you off. Because I am willing to explain -- a second time -- about how you're misreading what people are saying in this thread, but if you are not actually reading my posts then it seems there is no point.

However, I will explain again in shorter terms: Nobody in this thread has said or implied that your characters are inherently monstrous. Nobody has said or implied that all Solars in the past were responsible for genocide, or that the bad things that did happen, happened because they were Just Evil. As I explained in pedantic detail in the posts you apparently did not read, the point is just the opposite -- the game has to show that good people sometimes do terrible things, and has to put the disasters of the past and present in a context that allows people to, for instance, understand that the Realm is a decadent and corrupt empire that contains many heroic people, rather than a glorious empire filled with evil jerks. Likewise, the reason 2e Solars of the First Age came off as evil jerks is directly because the authors functionally abolished or ignored all the systemic problems of human society, and made the First Age a ridiculous transhumanist utopia where everything was perfect except the Solars were evil jerks.

The game needs to show that things like genocide, brutality, and injustice happen, but more importantly, it needs to show why they happen, rather than just saying "bad things happen because the people in charge are monstrously evil jerks." That's what I've been saying; that is, as far as I can tell, what everyone was saying before you burst in here.

As far as my initial comment goes, since that seems to have been the only thing I wrote in this thread which you bothered to read... we were discussing how genocide sometimes happens (often in a way where you wouldn't immediately recognize it as genocide), why it happens, and how this connects into the larger narrative; and about how empires are and involve horrible things when you look at them up-close. You suddenly leaped in and started shooting verbal shotgun-blasts about how "lol prepare for having to deal with genocide if you want to make the world a better place, again"; given that this was completely unrelated to anything that was being discussed, I felt that your reaction was essentially along the lines of "I want my Solar to be able to create an empire without having any of the horrible things that an empire requires."

You can play a Dawn caste heroically! You can do great and wonderful things, protect the weak, fight for justice, and so on. What you cannot do is commit evil and then demand that people call it good because you're the hero (well, you can, and historically people have, but the game is going to at least hint at the problems here.) If you want to create an empire as a Solar without doing anything evil, you are going to find that it is extremely hard, because if it was easy than none of the problems in the world make any sense -- again, this comes back to the 2e problem, where all the downsides of an empire were whitewashed, and as a result the bad things that still happen in the world feel like they're the result of Evil Jerks.

I interpreted your initial post as asking for that, because we were saying "building an empire involves doing horrible things" and you suddenly burst in with, basically, "how dare you say my Solar is doing / once did horrible things!" If that's not what you meant, then I apologize for comparing your views to a desire for Happytopia, but surely (based on what I've said) you can see where I'm coming from, can't you? I don't know how to read your objection, since it doesn't relate directly to what we're saying. Obviously someone is misreading something here.

But I think that the real reason issue is this...
Nocte ex Mortis said:
And you miss my point. I am comfortable with moral ambiguity in the setting. What set this off in its entirety is Stephen's off-hand comment that Solars are very, very good at empire building, in the manner of humans, after talking about genocides in the same and previous posts. If you'd been following along to that point, it was a rather jarring statement that suddenly changes the viewpoint of the characters of the setting right back to the worst of 2E in a lot of people's view. Putting that out there in such a fashion, and then all this since then leaves a very strong impression that the only way they are going to be able to get anything lasting done is through wholesale mass murder.
...this is the core problem. When me and SLS say "Empire", you seem to be reading that as "Solar", as though forging empires is the only thing Solars can do.

Why are you assuming that your Solar must build an Empire? Why are you equating "get anything done" with "forge a giant empire?" Solars are very very good at systematic violence, yes. That's what a Dawn is. That does not mean that your Solar is forced to use violence to subjugate everyone, or that the typical Dawn should be seen as a bloodthirsty conqueror (no more than the typical Fire Aspect is an insane pyromaniac.) You can play a righteous Paladin who uses your power for virtue and justice. This means that you are probably not using it to force everyone to bow down before you and call you Emperor.

Exalted is mostly meant to be a game about having power, making difficult choices, and dealing with the consequences of those choices, so yes, by default, if you choose to use your power as a Dawn (that is, your capacity for violence) to carve out an empire, then the game is going to be designed to make it hard to completely duck the meaning of the "carving" part; and, likewise, it's not going to provide an easy way to build an empire without violence, because if it was easy to make an empire while keeping your hands clean, there are a huge number of people who suddenly come off as looking pointlessly evil. (Solar Socialize, for instance, was too good at what it did in 2e.)

Empires are, on the whole, detestable, horrific things when you look under the hood, but your character is not an empire. Nobody forces you to blindly identify with the empires and with the forces forging empires. (Not even if you're playing a Dragon-Blooded.) You're the one who decides what your character aiming for. In fact, the whole point of the game's default setup -- with Solars as random outsiders hunted by the Scarlet Empire -- is that you start as an insurgency. If your response to this is "I'm totally gonna take my high thrones back!" (or if, as a DB, you want to just play "I'm totally gonna fight to keep the Scarlet Empire exactly the way it was for the past 700 years with no changes, woo!") with no deeper examination, that's fine -- most people, historically, are like that, and the game should also give you a way to get into that character.

But the game's subtext is meant to make you look a bit deeper at the cycles of violence involved and at the brutality that keeps those high thrones standing; and within that narrative, your character also has a chance to try and break the cycle and strive for something new rather than just "I'm totes gonna beat up the Dragon-Blooded empire and build a new one in its place." That is also something that Solars (and Exalted, in general) have the potential to do.
 
Wait, what? I thought Virtues at 2 was normal, given that the dragonblooded book described "virtue at only 1" as counting as a mental illness. Valor 1 is a coward, valor 2 is normal is what I've been told since, like, ever.
 
Wait, what? I thought Virtues at 2 was normal, given that the dragonblooded book described "virtue at only 1" as counting as a mental illness. Valor 1 is a coward, valor 2 is normal is what I've been told since, like, ever.
Which is more or less correct. He is arguing from the perspective that you take a cowardly farmer as base to show off solar greatness is is not quite as cool when dealing with trained personal in regards to that stuff.
 
Revlid Charm Homebrew: Marble Lighthouse of Possibilities Style
On Friday, Omicron bemoaned the lack of usable Sidereal Martial Arts for his character. As he's a pretty cool guy, I wrote him one over the weekend. Figured I might as well post it here, since he's happy with it. He suggested the name, and it had the conditions "should be relatively short", "should have few effects requiring commitment, because I am already buff-heavy" and "if you could give me some way of dealing with having too many scenelongs, that would be great". It totally ignores the mechanics of sutras, because they're utterly rank, my own fix would have doubled the workload, and Omicron was using another fix already in place. No fluff, since his character will be the one inventing it... so I suppose you get to pester him for the backstory, as it happens!

Some of you may also ask "but Revlid, doesn't this Style cover more or less the same ground as Obsidian Shards of Infinity?"

You are correct! However, rather than reference that Style, which would have forced me to dig out my copy of Scroll of the Monk and caused me to laugh until I wept stomach acid, I decided to just write this from scratch on the assumption that Obsidian Shards didn't exist.


MARBLE LIGHTHOUSE OF POSSIBILITIES STYLE

New Keyword!
Mist: A devotee of the Marble Lighthouse learns to tear openings into the space between worlds, causing the fog of possibilities to flood through and pollute all they touch with uncertainty. Effects with this keyword are Obvious, and alter the user's memories, leaving them convinced that the effects are a natural result of events that never actually took place. A Mist effect that allowed the Exalt to teleport would cause them to remember somehow reaching that location on their own, for example. These altered memories cannot be resisted; they are part of the Charm's cost, though the Exalt may experience flashes of the "actual" chain of events as they become relevant, at her player's discretion. The specifics are up to their player, and may also include changes to the character's appearance – perhaps the path they "took" to reach the tower involved them ditching their jacket, or receiving a cut, or even doing their hair in a different style that morning. These changes should generally be cosmetic. Similarly, the false memories are not intended to provide the Exalt with meaningful information of the sort that should normally require an Investigation roll - the truths of other worlds are not necessarily those of this one).

Student's Sutra of Variation: Once, there was a muddled maiden...

INSIGHT INTO UNCRESTED WAVES
Cost: 1wp; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 1 or 2)
Keywords: Combo-OK, Mist
Duration: One scene
Prerequisite Charms: None
...who wanted to see the world.
The Exalt passes her hands before her eyes, anima-light glaring from between her fingers as she scours lives unlived. Activating this Charm, the Sidereal trades any of his current specialties for an equal number of different ones, in any of his Abilities. He also gains (Essence) dots of free Martial Arts specialties. These changes and free dots last only for this Charm's duration, and are accompanied by memories that bear out the training and labour that would normally have been required to achieve them. The usual limit on how many dice can be added to a roll by specialties still applies, but not the limit on how many specialties a given Ability can support at once.

These skills are called to the Exalt across the moat of realities by strong attachment. If the Sidereal's player chooses, she may gain a intimacy stemming from the memories, which fades when this Charm ends, the sentiment becoming disassociated. Until then, any stunt which plays off the intimacy in question increases its rating by one, as though it resonated with the Sidereal's Motivation.

AN OAR FOR ODD TIDES
Cost: 3m; Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 1 or 2)
Keywords: Combo-OK, Mist
Duration: One tick
Prerequisite Charms: Insight into Uncrested Waves
Time and again, she came to crossroads
Even those who do not row the boat of history must acknowledge the labours of its oarsmen and trimmers. To each ship, to each wave, to each ocean, a different set of tools is needed. An implausible weapon suddenly shimmers into existence in the Sidereal's grip for this Charm's duration, as a Mist effect which convinces her she was always wielding it. It is always a form weapon for this Style, but depending on its appearance might be treated as a form weapon for others, or serve as a tool for other purposes. It has the same traits as her basic unarmed attacks, except that it lacks the Natural tag, and may inflict lethal damage. Additionally, it gains (Martial Arts + Lore) points which can be spent on the traits below:

• Spending one point allows the Exalt to increase the weapon's Damage by one, or its Range by one yard. It also allows her to add Reach, Thrust, or Disarming to the attack (similar tags are at the Storyteller's discretion).
• Spending two points allows the Exalt to increase the attack's Accuracy or Overwhelming values by one.
• The Exalt can add mundane poison to the attack by spending a number of points equal to its Toxicity.

She can also use this Charm in Step 2 of any attack targeting her, briefly altering the attack in question (even fists become wounded or withered) as a Shaping Mist effect. In this case, the Charm's effects are reversed, allowing her to reduce or remove traits at the same cost. She cannot reduce a weapon's minimum damage below one in this way.

While in Marble Lighthouse of Possibilities Form, the Sidereal can extend this Charm's duration indefinitely, keeping hold of the weapon for as long as she pleases.

NAVIGATING DISTANT FOG
Cost: 2m (+1wp); Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 9)
Keywords: Combo-OK, Mist
Duration: Instant
Prerequisite Charms: Insight into Uncrested Waves
and couldn't decide which path was best
Ships pass in the night. The Vizier is not so blind, and turns her shining gaze on the wake of a path not taken. The Sidereal is lost in a sudden rush of shimmering fog, and re-emerges somewhere else as a Mist effect, remembering only a natural journey which led her there. Her destination must be within her current move distance (ignoring any external negative modifiers, and including mounts or vehicles), but is measured from where she started this tick rather than her current location, and ignores obstacles of all kinds, whether barriers, hazards, open space, etc – she remembers moving through an open path that inexplicably vanishes when she emerges from the sudden fog. This Charm can be used in Step 9 of any attack that targets the Sidereal as a special counterattack, though she still suffers the usual damage.

Spending one Willpower allows the Sidereal to increase the distance she can be transported by a factor of up to (Essence), which moves the point from which she measures her journey backward by an equal number of ticks.

PASSING-THE-TORCH DEFENCE
Cost: 12m (+1wp); Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 8)
Keywords: Combo-OK, Mist
Duration: Instant
Prerequisite Charms: Countless Broken Ships, Navigating Distant Fog
She climbed atop a shining tower,
What does it matter if a choice made a thousand times leads to nine-hundred and ninety-nine deaths? You are the one that survived, looking down at myriad dead fools. The next choice awaits. The Sidereal activates this Charm in Step 8 of any attack, causing it to kill her. She dies even if the attack was non-lethal, the victim of unlikely and exacerbating misfortune. At the end of the tick, the she emerges into the world somewhere within (Martial Arts + Lore + Essence) yards, alive and well and with all her possessions, as a Mist effect that leaves her without memories of her death. Her corpse remains, and examination reveals it to be genuine (for it is), though perfect examination can detect minor oddities that suggest the death might have been induced by something other than the attack. All the Sidereal's possessions are "duplicated" by this effect, though magical objects on the corpse degrade into indistinguishable mundane versions of themselves at the moment of her death.

This Charm's cost is increased by one point of Willpower for every time it has been previously used this scene, as the pressure of finding an unslain self rises. This is considered a unique Flaw of Invulnerability.

MARBLE LIGHTHOUSE OF POSSIBILITIES FORM
Cost: 8m (1m); Mins: Martial Arts 5, Essence 5; Type: Simple
Keywords: Combo-Basic, Form-type, Obvious
Duration: Instant
Prerequisite Charms: Passing-the-Torch Defence
and saw herself at every destination.
The cosmos is an ocean of stars, cousin-worlds churning against and around one other. The Sidereal slices a kata that looses Mist into the world through her anima, becoming the centre of a scintillating cloud with a radius of up to ([Martial Arts + Lore x 2]) yards – she may reflexively expand or contract it as she pleases, once per action. Light refracts and sound echoes strangely in the fog, corner-of-the-eye glimpses and half-heard snatches of other places, so similar and yet so different to this one. This inflicts a -1 external penalty to all sense-based rolls within its radius, which the Exalt herself ignores. She can selectively grant others this clarity at no cost, her anima cutting through the fog as a sweeping searchlight that those she does not wish to benefit can perceive, but not comprehend.

The Sidereal is the blinding heart of this swirling reality-haar, her every breath accompanied by dozens of overlapping afterimages reflecting the immediate choices she didn't make. This confusing display increases the fog's penalty by one when interacting with the Sidereal in any way. More importantly, it allows her to spend a single mote when taking any action, to resolve it as though she were anywhere else within the fog. One of her afterimages briefly resolves into a solid form before sinking back beneath the depths of her true history, relaying its memories to her. She herself does not actually move, so movement cannot be enhanced in this way.

UNKNOWN BOARDING TACTICS
Cost: 3m; Mins: Martial Arts 5, Essence 5; Type: Reflexive (Step 1 or 2)
Keywords: Combo-OK, Mist
Duration: Instant
Prerequisite Charms: Marble Lighthouse of Possibilities Form
Elder Sutra of Variation: The maiden wondered what to do next,
It is said that every movement should lead to three more, but this is just the limit of an imagination without illumination. The Sidereal swirls apart in a flurry of Mist that reforms just as quickly, adopting tactics she scorned but elsewhere. She may instantly deactivate any other Charms she currently has active. She then activates any number of other Charms she knows, at no mote cost, as though they were Reflexive and Combo-OK. The total mote cost of these new Charms cannot exceed the total cost of the deactivated Charms. As a Mist effect, she remembers having always maintained these stances and enchantments.

TIDE-SPANNING SEMAPHORE ILLUMINATION
Cost: 2m; Mins: Martial Arts 5, Essence 5; Type: Simple
Keywords: Combo-OK, Overdrive
Duration: One scene
Prerequisite Charms: Unknown Boarding Tactics
only to find that she'd already done it
The seas of possibility are formless, dotted by islands that are consumed and revealed at the water's whim. In a dark and clouded sky, it is the lighthouse that grants it a polestar. The Sidereal targets a single character she has an intimacy toward, tying them together across realities with a prismatic tether. She gains an empty Overdrive pool capable of holding five motes, to which she adds a single offensive mote every time she uses Navigating Distant Fog or Passing-the-Torch Defence to emerge within their engagement range, or takes an action through Marble Lighthouse of Possibilities Form that directly interacts with them. The memories produced by these Mist effects must emphasise or relate to the nature of that intimacy, a commonality across iterations.

TO FLY THE SHINING FLAG
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 5; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One scene
Prerequisite Charms: Unknown Boarding Tactics
long ago, in a thousand different ways.
The lighthouse shows the path to harbour, no matter from where the ship set sail. The Sidereal brings his hands together into the window-mudra before sweeping them apart into the spotlight-stance, casting a flurry of Mist somewhere into the vicinity. It dissolves to reveal someone that doesn't belong, a character from a world not so far removed. The player chooses the general theme of this character, explaining how they are appropriate to the scene in question - they might be a Circlemate who never joined up with the group or a demon summoned and bound by another version of the character - but the Storyteller dictates the specifics.

Whoever they are, they are motivated to aid the character and follow their general direction, and are roughly equivalent to a one-dot Ally. They fade when this Charm ends, returning to their own world. The same Ally cannot be called more than once.

BLACK OCEAN STILLNESS ATEMI
Cost: 10m, 1wp; Mins: Martial Arts 6, Essence 6; Type: Reflexive (Step 10)
Keywords: Combo-OK, Illusion, Shaping, Mist
Duration: Instant
Prerequisite Charms: To Fly the Shining Flag, Tide-Spanning Semaphore Illumination
Despairing, she threw herself from the tower
The lighthouse guides ships through treacherous waters, and so knows death like fire knows cold. Its lone blinding eye pierces the abyssal waters, to cast light on the wrecks of ironbottom sound. This Charm can be used in Step 10 of any attack that killed its target, enveloping the Exalt and her victim in a swirl of impenetrable glittering Mist for less than a moment. Within this shroud, time flows oddly – the two find themselves stranded in a mockery of another point in the latter's history that the Sidereal is aware of (even only in theory, such as "at birth"). They are alone, or else those around them are hollow stand-ins, and together act out another, entirely inevitable death under the universal sign of Saturn. Then the Mist disperses, and the Sidereal is alone.

Only the Sidereal remembers her victim as they were. All other characters recall that they died at the point where the Sidereal acted out their death, in just that manner. All their memories of interaction past that point are edited suitably, replacing the victim with other characters or serendipity. Physical evidence is similarly altered as a Shaping effect, signatures and portraits shifting to the most suitable other candidates. Characters with an intimacy toward the victim can resist this Illusion for one scene by spending a point of Willpower, and reject it entirely for one year after spending five. Perfect investigation effects provoke a roll-off against the Shaping effect, picking up minor-but-suspicious incongruities that suggest the interference of a foreign history, with success allowing them to determine the truth of that particular instance.

The Sidereal can activate this Charm in Step 10 of any attack that killed her, playing it out in reverse, choosing the time and place of her apparent death.

TEN THOUSAND CONSTANT VARIABLES
Cost: 55m, 5wp, 5hl, 5vc (any); Mins: Martial Arts 6, Essence 6; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Mist
Duration: Calibration
Prerequisite Charms: Black Ocean Stillness Atemi
and stayed on its balcony.
The torch of the lighthouse spins and shines, casting the primordial chaos of the ocean into bright, fleeting definition. The tower is left in darkness. It exists for others, unable to illuminate its own form. The final technique of this Style violates that principle, and so can be used only once per year, as a dramatic action taking up all of Calibration. The Sidereal casts open the Mists and hurls herself into them, vanishing from the world. Who can say what occurs there? When she returns, she is not the same. She has the same experience point total, and is still a Sidereal of the same House. Beyond that, her remembered history, motives, race, gender, magic, equipment, etc, can be as different as her player pleases. She is completely rebuilt, the fleeting déjà-vu imposed by the Mist keyword her only definite tie to this world.

This Charm radically alters the nature of the character – and with it, the game – and so, as with all Essence 6+ effects, players should make sure their group is comfortable with their use of it.
 
Last edited:
Back
Top