Oh boy. Litereally weeks in the making, Sunlit Sands Session 34! Big props as usual to @Aleph for running.
This was a lot of fun to read.
The wyldstorm setpiece was very entertainingly executed, and I liked the contrast when Trackless Region Navigation kicked in as opposed to her slogging it. Cholera is going to be an issue, because in the absence of cheap salt and sugar to make drinks to rehydrate sick people, the mortality rate is going to be horrifying.

And this shit is going to reach Gem, probably before Inks makes it back. Given the relative newness of her holdings there, that could be a bad thing; epidemics do bad things for social stability.

Pesala is FUN.
Am not particularly invested in Pipera, not yet, though I suspect the death of her fleet has something to do with the Silver Prince operating in the West, IIRC. Would explain her especial enmity for the undead.

Yonder DB is likely to be an issue.

Someone who starts out by throwing UMI at people of unknown puissance he just met is either incredibly arrogant or incredibly manipulative. Possibly both. It would be hilarious if it turned out Rankar was warning Inks off Moto because he thought he'd try to keep her, by coercion if necessary, and had previous form for that sort of thing.

Looking forward to more. Thanks to both you and Aleph for sharing.
 
Here we go, ladies, gentlemen, and undefined. My first submission of a Lesser Dead in months, achieved partially through my new Adderall subscription. More to come (hopefully).


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Butcher's Harvest
Lesser Dead
Devoured in Death



A decadent Satrap of the Realm crushes a peasant revolt in her province; seeking to cow the populace and reassert her power over them, she orders the dead insurrectionists' remains fed to pigs, denying them a proper burial. Years later, her personal guards, bellies full from a meal of pork, turn on the Satrap and leave her body floating in a well.

Ruffians in a Realm-ruled village, young and foolish and drunk on more than their own bravado, accost a traveler. Their harassment turns quickly into extortion, then a struggle, and before any one of them can think clearly on the consequences the traveler is dead. An oath of secrecy is sworn that night as the ruffians drag the body deep into the woods, where no hunters will find it until long after the local wildlife has. Seasons pass; the body is devoured by scavengers, which in turn become food for predators. Now wolves and serpents prowl the village after dark, their eyes ablaze with the dead man's outrage, their inhuman throats struggling to spit accusations in Flametongue.

To eat the flesh of dead men is folly; any child knows that. Fewer know that the same can apply to food that was grown or fed with such foul meat. The wrongfully killed seldom rest easy in their graves, and when their deaths are hidden from sight, or forbidden public acknowledgment by those in power? When the perpetrators deny their victims dignity even in death, by using their mortal remains as fertilizer or fodder? Then the hatred of the Dead can live on within the corn that their bones lie beneath, or the cattle their pulped flesh was fed to, and the seeds of a butcher's harvest are sown.

A butcher's harvest is spread through the animals or plants which fed on its remains, tainting them so that their consumption becomes an act of anthropophagy once-removed; the division of the ghost among many bodies makes its actions unpredictable but synchronized, as its mind and Essence strain to keep so many limbs and eyes and mouths under control. Humans possessed by a butcher's harvest invariably seem "off", idly mumbling phrases in the ghost's native tongue and swinging abruptly between near-somnambulance and intense, almost violent focus. Rarely, the Dead puppeteer possesses sufficient cleverness (or sheer willpower) to conduct subtle plots through its hosts, but most are single-minded and blunt, seeking simply to either punish their killers or force acknowledgment from those who tried to suppress their memory in the most expedient fashion possible.

Butchers' harvests are generally vicious, cunning, and difficult to expunge without suffering some form of loss. Freeing a single mortal from a spirit's clutches is a lengthy, exhausting undertaking for most ghost-breakers, making the way butchers' harvests typically claim many hosts at once a logistical nightmare – and the Deathly contamination of crops or livestock from hosting a butcher's harvest makes them hazardous for children, elders, or the sickly to consume, and unattractive to most potential buyers. Even once its hosts are dealt with and its origin is determined, traditional exorcism methods have little effect on a butcher's harvest; the sin that spawned it and the acts of consumption which spread it corrupt whatever place its bones were hidden in. The only means of cleansing such defilement is either to burn the land clean & have its soil sown with salt, or convert the space into a funerary shrine dedicated to remembrance of the Dead thing's living self.

Binding: (Obscurity 2/3) Given their virulence, clandestine nature, and the often-debilitating cost communities pay even for a successful exorcism, the idea of harnessing a butcher's harvest as a weapon of war appeals to the more militant sort of ghost-breaker. To inflict such damage to an enemy's supply lines and morale with but a single specimen of the Lesser Dead, forcing them to sacrifice their own farmland and burn their own crops! Oh, to imagine what damage such a Dead saboteur could wreak, if it were properly aimed and directed! Alas (for these distasteful sorts), butchers' harvests are short-lived affairs under all but the strangest of circumstances; barring a handful of cases where the corpse-taint flows into wine or another foodstuff that resists spoilage, they tend to die out (one way or another) within a season or two of emerging – even the most prolific scarcely last a year before they either find their quarry or are driven from Creation with fire and salt.

Let it never be said that mere inconvenience is enough to stymie the maliciousness of mortals, however. Absent the possibility of capturing an existing specimen, a ghost-breaker who desires the service of a butcher's harvest will simply craft his own. They prepare a "meal" of black pudding, the soured mash from the barrels of an ale distillery, and a loaf of unleavened bread made with flour, bone dust, and desiccated sprigs of rosemary. They choose a victim – someone with family, or at least of some repute in her community – and steal her away, so that none who cherish her will know her true fate. Blasphemous invocations which mock the gods of justice, remembrance, and vengeance are painted on the poor soul's body in pyre-ash, before they are force-fed the gruesome last meal their captor has prepared.

Once such a ritually-defiled mortal is cut apart or ground to meal (preferably while alive, to ensure the greatest possible outrage and fury from the ghostly seed of the harvest-to-be) and "sown" in the fields of the community the ghost-breaker would see destroyed, or mixed in with their animals' feed, the ghost-breaker need only wait for the next new moon, when their vile creation has matured enough to be bound to its maker's will.


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So I've been revising some Solar Charms for Sunlit Sands, in this case the two Familiar Charms. I'll lay out my thoughts in a spoiler below.

Spirit-Tied Pet (Revised)
Cost: - , Minimums: Survival 3, Essence 2
Type: Permanent
Keywords: Obvious, Stackable
Duration: Permanent
Prerequisite Charms: Friendship with Animals Approach
The Lawgivers bind the great and treasured life of Creation to their cause. This Charm permanently enhances the Solar, allowing her to spend a number of scenes equal to an animal's [Familiar] rating to secure its loyalty and bind it to herself as a chosen companion. She may attempt this with any non-magical creature, even if they are traditionally impossible to tame like a king cobra or claw strider.
After securing the animal's loyalty, the Solar automatically gains a Familiar Background with the appropriate rating if she did not already have one. Additionally, every purchase of this Charm increases a Familiar's rating by one dot, to a maximum of five. Ex. So a three-dot tiger familiar secured with this Charm becomes a 4-dot familiar. A second purchase of this Charm raises the tiger's Familiar rating to 5.

Finally, every purchase of this Charm allows the Solar to extend the benefit of any scene-long persistent effect such as Graceful Crane Stance or Keen [Senses] technique to her familiar, as long as the Solar activates the charm and the familiar remains within [Solar's Essence x100] yards. The storyteller can veto nonsense interactions such as a hawk benefiting from Fivefold Bulwark Stance- as the bird does not normally have a melee weapon to parry with.

Bestial-Traits Training Technique (Revised)
Cost: - , Minimums: Survival 4, Essence 2
Type: Permanent
Keywords: Obvious, Stackable
Duration: Permanent
Prerequisite Charms: Spirit-Tied Pet
The Solar applies one of the following benefits to their Familiar for each purchase of this Charm.

* The Solar may use the Familiar's senses and look through their eyes as if they were their own, benefiting from any shared Charms or natural advantages.
* The Familiar becomes as intelligent as an adult human, though more accurately they behave as an example of their species with enhanced comprehension.
* The Familiar gains Enlightened Essence if it does not already have it, or an additional 10 motes. This can be purchased a number of times equal to the Familiar's unmodified background.
* The Solar develops a package of complementary mutations worth no more than 8 MP. These mutations are obviously Solar aspected, and count as dice-from-charms in all situations.
* The Solar trains their Familiar, granting 3 attribute dots, 6 ability dots, or 9 thematically appropriate specialty dots to divide as they see fit. Each Attribute and Ability can be raised up to [Familiar] dots.

Every purchase of this Charm also grants the familiar a single instance of Ox-Body Technique, exactly as if a Solar had learned it.

Spirit-Tied Pet suffered from in part from being tied to the corebook Familiar rules. Some of that legacy code is present here, but the main idea is that for non-Sidereals, PCs are expected to only have One Familiar, and the background itself is costed on the utility or exotic-ness of the creature. A tiger as a baseline is 3 dots. However the Background is built in such a way that the 'base creature' costs so much, and then any extra dots justify advanced powers.

A related problem to Spirit-Tied Pet is that it becomes a dead charm purchase once you have a Familiar, so I set out to address that by the Charm itself granting/emphasizing the ability to win a creature's loyalty, as if their Familiar rating was their Conviction.

Now Sunlit Sands uses Unfamiliar Familiars, which doesn't 100% match up, but the core intent here is that my revised Charm (For any game, not just this one) is designed to let you 'get' those extra Familiar Dots so that any creature can be a 5 dot familiar, whatever form your Background takes mechanically. Now, the original Charm cost 10m+1wp; +1xp. I changed that to 'full charm repurchase' with no mote cost, so you're paying 10-8xp per Familiar dot. The Charm itself essentially raises the practical Familiar rating by 1 to a maximum of 5, so 4 repurchases can turn a 1-dot mouse into a 5 dot powerhouse.

To justify that cost, I extended the functionality of sharing scene-long charms like Graceful Crane Stance.

Bestial Traits is interesting because it's one of the few opportunities for both quantitative and qualitaitive gains that mean something. Like I love training charms, but only War as a system really gets to use them right- when making a school, you don't really care about average dot ratings, you want the school to constantly generate higher standards of education and knowledge. It's the difference between 'skilled labor' and 'improving education'. I digress.

Traits, being focused on a single entity at one time, can afford to be very granular. A 'mass unit' training effect for animals like a herd of cattle or pack of hunting dogs would function more like Tiger Warrior, and be about 'the group as a unit and its functions' not the individual stats of the animals.

Now, since Bestial Traits is stackable, the intent is that if you buy it 2-3 times, you can reapply it to any number of Familiars you have over the course of a game.
 
On your Spirit-Tied Pet, is the intention of the scene-long sharing that each purchase allows you to share any one applicable charm effect, and so with, say, 4 purchases, you could shared up to 4 applicable charm effects?
 
Oh boy. Litereally weeks in the making, Sunlit Sands Session 34! Big props as usual to @Aleph for running.

Due to scheduling and spoon-acquisition issues, Aleph and I were forced to play out this monster of a session on ground more familiar to her- the shared document! To that end I'm going to spend a bit of time discussing how it changes the play experience and some of the pros/cons.

Overall, the whole session weighs in at nearly 22,000 words; Most of those Aleph's by dint of being the ST.

Sunlit Sands Session 34 Log (Via google docs!)

Alright... So right up front, this whole session came out of the fact that we could not find a day to share an actual Live Session via IRC. So we adapted and played a 'As you can' play-by-post. This immediately and tellingly changes the pace of the game and enables a more 'longform' style of play and writing. It comes off much more as a cooperative storytelling experience versus a proper Game.

The admittedly flexible definition of Game that I tend to use/emphasise includes but is not limited to 'a set of objective or agreed upon rules/mechanics that define modes of play. Play happens within the spaces defined by those rules to generate game results.'

That's not the comprehensive definition, but the important part is that a game has play. Which is to say it has wiggle room, jiggle, slack. I might've mentioned before but 90% of all 'make work fun' initiatives fail because work by its nature cannot have flexibility or allow for 'cleverness'. You cannot jump the system to achieve a goal, and your goals not embraced by you the player.

Now, the 'play by doc' style reduces a certain degree of play in exchange for a more flexible playing space/experience- that is to say, you don't do as much mechanically, but do a lot more narratively. Like combat? I would not want to run combat in this format. Maybe 'narrative' combat like it's done in Kerisgame, but not crunchy, ten-steps combat.

Now Mass Combat i could see doing okay... but really any sort of tick-based thing would become glacially slow.

As an overall impression of the session, is that I think we... took advantage of a travel time, but also sort of missed the point. We did a lot of things during transit that extended out into a multi-week gameplay juggernaut. On paper though this same span of time could've been completely handwaved and we fastforwarded to meeting Susili Moto.

What I'm trying to say is that Aleph primarily- and then me because I didn't really want to push that hard on advancing- let this whole arc play out in day-by-day chunks. Or several scenes dedicated to a single day's worth of challenges. This is something I am often very leery of, due to bad pacing experiences in general. It's easy to fall into the trap of moment-to-moment Exalted. Especially when you have an infinite document and an arbitrary amount of time to spend embelishing the scenes.

So as a consequence of this- we had a lot of time spent on character development and backstory, of navigating around wilderness hazards and a fair amount of worldbuilding. I want to stress that this was not wasted time or busywork, but I've seen it happen or done it myself as ST where a game gets bogged down on meaningless scenes or challenges.

This is not to say that every scene must be jam packed with action or concrete advancement or Epic Loot (but those are easy things to mark as signs of progress), but part of the ST's job is to recognize when a player wants to Get Moving.

To give you an idea of what I mean, is that I was generally never given an explicit option to Move Faster. Challenges were laid out to Inks in a linear fashion. I was having fun engaging with those challenge, but at the same time I think I would've liked a bit more development or encouragement generate my own challenges. Most everything in this session was a consequence of a single decision.

Related to pacing that I brought up with Aleph later, is that the nature of the 'longform game' is that it assumes that XP is rewarded at the end in one big glut, instead of dribbled out to take advantage of Stuff happening immediately or coming up. I could've learned multiple Dots over the course of this session, and maybe more than a single Charm, for example.

Now let's talk about the actual Game!

This whole 'arc' unto itself grew out of a very simple desire. I wanted to learn Trackless Region Navigation, and I wanted to do it faster. Aleph agreed with my impression of Creation that any 'difficult experience' can count as a tutor for a Charm or trait, so after making a case for Maji being a Survival Tutor (raising Inks to Surv 4), Aleph informed me that Inks could go two routes out to Susili Moto's land. The slow, safer route along a proven road, or quite litereally into the untravailed wilds, over steep mountain peaks, deep valleys, gorges and rivers.

Remember- Inks is not a buff amazonian warrior or anything that looks visually Competent. her whole aesthetic is rooted in the idea of 'I am Helen of Troy Polymath', but most people remember Helen of Troy for her beauty, not her brains. She is a sexy nerd urging a caravan crew of some 30 people to go haring off into no man's land. I deliberately designed her to enable situations like this, because it helps upsell why Exalted are amazing.

It still took some convincing.

Prior to all this was some ends being tied up from last session, awarding Backgrounds where appropriate and teeing off the actual plot. The ambushers from last session might've been hired by Moto, or Pangasutri - or even Rankar, if he caught wind of what Inks is up to. Remember, She's not supposed to talk to him at all, but Rankar never explained why.

On a related note, Inks did in fact learn her lesson, making a point to buy a Buff Jacket before leaving Xandia's lands. I haven't given it a lot of thought or detail yet, but I'm assuming it's mundane and of the best quality availible in that region- considering Inks has Frugal Merchant and Insightful Buyer. Now mechanically Aleph doesn't like the 2e equipment bonuses, so I'm not sure how she'd want to mechanize this partiuclar jacket, but I think we both agree that higher quality goods are mechanically meaningful.

Pesala continues to be adorable and Pipera is... less than pleased. So severe.

Anyway, Xandia warns Inks, and we're off!

So, for six days, Inks beat her metaphorical head against the wilds. To the point that her convoy (all mortals, save for Ajjim, Vahti, Pesala and Pipera) started eroding their intimacies towards her. Now I don't know what these guys are statted as, but if they're template mortals, their Conviction was 1, so they went from 'Feeling something' about her to 'Feeling Nothing' and/or 'Not liking her'.

But by the time this happened, they were already six days in and going forward was the only option. I admit I felt kind of dickish right there, Inks didn't though.

This raises an interesting point that I think the game/setting doesn't talk about much is- how do supernatural characters know that they can learn a Charm? That leaning into a challenge can make or break them? I admit my favorite example in recent cinema of 'necessity is mother of Supernatural Invention' is Tai Lung's escape from Chorh-Gom Prison, but I digress.

For six days, a Magnitude 3 caravan is moving about 5 miles closer a day to Moto's lands. Usually less.

Before Inks can finally tip over and learn her Charm though, Pipera uses one of her skills to assess the weather, giving us hours of time to prepare.

Out of game, Aleph reminded me of Raising the Earth's Bones, so I aborted my previous stunt and rewrote it to invoke the spell. Doing so allowed Inks to raise a bunker in less than an hour. We might've lost a day's travel, but we were safe and far more comfortable than most travelers have it.

Of course, right then and there Inks tried to buck up spirits again.. and failed. Remember she has Performance 0, which is normally what you use on groups of individuals. If Inks had been mechanically addressing her convoy as a mass unit or Court (which is personal jargon not a system term in 2e), she could've used Presence. But arranging for that would've been difficult at best.

Situations like these are what charms like Authority-Radiating Stance and Husband Seducing Demon Dance are for, by the way. Charms that Inks does not yet have/may never get.

That aside, Pipera is starting to slip. I wonder where this is going... More seriously for the postmortem, doing things like this is very important to flesh out the world and characters, but the ST should always be mindful that a PC might not be able to or in a position to notice all of the nuance. If you're dead set on a player noticing something, have them roll for it- that helps fix it in their memory as much as anything.

The storms that follow are something of a rolling, dramatic setpiece. A backdrop that underpins the central challenge of 'Getting the caravan through the mountains. They don't necessarily demand extra rolls in and of themselves, but modify existing ones as the setpiece goes on.

I was pretty frustrated with my poor rolls the past few rounds, so I made a point of creating a new scene myself with Inks cooking for the camp, and emphasizing her skill as an artisan/cook/etc. I am aware of the irony that I am likely playing this closer to how 3e tries to make Craft.

But the important thing is that I tried to move a challenge into one of my stronger spheres, and Aleph was more than happy to allow the attempt.

Moving on- part of why this whole 'chapter' took so long was Pipera, in a good way. We both wanted to spend more time with her as a character, fleshing her out and if not advancing her relationship with Inks, creating a wider foundation to build more story on. Characters like Pipera are very important because they're persistent actors that exist to foil and flatter Inks's existence as much as be independent actors. It's exaggerated because this is a 1:1 game, but in general, NPCs serve important functions that help anchor PCs to the game and the world.

Another big thing about Pipera that will become clear through the rest of the session is that like Etiyadi and Tekutali, she's a big nose-up at the idea of of Homogeneous Objective Creation Culture. I think I've brought it up before, but short-version is that homogeneous creation is a side-effect of the ST being overburdened and/or metagaming on the part of the players, malicious or incidental.

So what Aleph's trying to do is use Pipera as a storytelling tool (not exactly a plot device) to show a small, digestible slice of a specific culture.

The nice thing about this sequence was that I as a player had the opportunity to really think about Inks's reaction, and try to develop her character more in response. This is why she resists the urge to Fix immediately.

Finally though, enough time/effort has passed that Inks has learned Trackless Region Navigation.

TRN is one of those in my opinion, underappreciated Solar Charms because Survival-based challenges tend to be thin on the ground. Most games take place in cities or settlements, and not a lot of thought is spent on travel, handwaving it and any of it's related hurdles. Not so in Sunlit Sands, where time and distance matter.

I need to underline something. Inks can lead a unit of Magnitude 3 or less (Under our HRs that something like 30 people), 10 miles per day across any terrain. Minimum. Medics to some war-torn village, commandos to a distant target, or in her case, caravans. She does this with no roll, and if it's good terrain, it's 20 miles per day instead.

As Aleph and I discuss in the docusession itself, going the slower way ended up being faster.

Now, I will state outright that other forms of travel are better, like Sorcery or magical transports like airships and such. And there is a time/place for those things. I made the point of dipping into Survival because I had never really been able to play the survival game live on camera. I liked what it says about Inks that she's willing to stretch out of her 'stereotype' and cherrypick Charms.

Considering Windroarer, I'm honestly looking forward to picking up some Ride Dots and maybe a charm or two.

I did not dive headlong into sorcerous transport primarily to take it easy on Aleph and not deform the game around Inks being able to casually whip around huge swaths of Creation. I'm looking forward to developing that capability, but I don't consider TRN to be wasted experience- and I hope to be able to continually get use out of it throughout the the game.

Whew, gonna pause here for a sec. Take five everyone.

Okay? You good? Got something to drink? Excellent.

It's time ladies and gentlemen, for the Calibration Show!

I have not actually played through Calibration since my very first game of Exalted that I ran, in which I misread 'fate errors' to mean 'Yeddim drop from the sky'. The last time I ran a game with it, it was largely mentioned in passing as 'Summon Ligier', which took up the majority of the important wordcount.

So Aleph and I were both given the unique opportunity to drill into both the general idea of Calibration and how it specifically affects Inks, Gem and other regions. Now Aleph has gone on to say (and for good reason) that it is a years-end, hallow's-eve style period. The borders of Creation are thinner to all things, many 'year and a day' wards end, most of which are mortal magic and simple blessings. It's a time where you do your best to stay safe, ask the gods for a safe time, etc.

Importantly, and I think lots of people are guilty of this- how many people remember that most PCs have lived through 15+ Calibrations that they remember? For the life of me I forgot, until now. Speaking for myself, I prefer to think of Calibration as more like Dwali + Golden Week, not to deny the 'thinning barriers' mechanics though. My point is that presentation matters, and making it something to be Feared prejudices players towards it.

So this sequence was a good give/take period between Aleph and I where we tried to flesh out the period for each other as much as the game.

What follows is our Big Dramatic Pipera scene, which I think strikes a nice balance of mechanics and challenge vs plot advancement. This is one of those careful lines the ST has to tread, because on the one hand, the ST should want to advance the plot, but 'something for nothing' tends to leave players feeling dismayed or disappointed. Or unloading it all at once to a captive audience is railroading.

To touch back on the 'culture' thing- the important element here is that while there might be an underlying common ground, something objective and quantifiable like the specific traditions and language the Kusaboin use, the depth of that... research is such that for most games and setting material, it's largely irrelevant. Like, yes Inks could research those tattoos and discover that entire clades of gods have similar private codes and languages they dole out or keep secret and so on.

I think I could flesh this point out more, but I'm not sure how... anyway!

Another important point is that Aleph is trying to root the Kusaboin in reasonable/rational terms. There are causes or root foundations for Pipera's behavior, instead of thoughtless, arbitrary content that moves the plot along. She doesn't have a tragic history because that's an inexpensive form of drama- she's experienced a tragedy that has led her here, to Inks.

With these reveals, we move on to the Calibration Challenge!

A big part of this challenge was figuring out and undersatnding the houseruled exhaustion system, because of how mote reactor works. Short-version is that level 2 Anima means a scene counts as 5 hours of strenous activity, and Inks is Sta+Res 5, so she has 'One scene' before she starts feeling fatigue penalties. At sta-res 10, she could go two consecutive scenes at level 1, or 1 full scene at totemic.

Part of that was due to how in 2e core, WP and Virtues can be used to waive fatigue penalties, but since mote reactor also lets you regain WP with trivial ease, so that had to be addressed too. I admit I wasn't happy with the mechanics, but hashing it out midsession would've hurt us both.

One of Aleph's pet elements is Omen Weather, that is to say, invoking it or mechanizing it, so the inclusion here was expected but also well-implemented. It's a good, harmless thing that helps upsell the magical nature of Creation. And the way she used Pipera to punctuate the setpiece's description was effective.

Now Aleph broke up the subsequent challenge into paired beats, a 'Diagnose/Address' pair, essentially. One roll to see what's going on, with specific terms and modifiers, and then a second roll to actually address the challenge. Good success on the former makes the latter easier or provides more options.

Note however that Aleph learned several lessons from previous sessions, and did not commit to any set solution in her head, leaving me the opportunity to surprise her- which I did, repeatedly.

Invoking Holy Goldsmith Style for essentially the second time ever, Inks improvised warding talismans. Players tend to forget that even though Iron is one of the Wyld's banes, the Sun is the actual proper 'Meant to fight the Wyld' element of Creation.

Raising the Earth's Bones created another bunker, and we hunkered in for the first wave...

So this 'preparation' roll (the 1st of 7 or so major rolls) bought down the potential External Penalties Inks would've had to deal with. Remember that Inks doesn't have 10s in everything, so some of these pools are dealing with Difficulty 4-5 on 7d before stunts, which means +3 autosux at best. Creating such a comprehensive bunker in such a short time made the subsequent challenge far easier than any ordinary mortal party. And I should point out that a properly equipped mortal caravan could have survived as well or even better than Inks- she had to do all this improvised, a properly provisioned caravan would have had this kind of stuff packed away anyway.

The first challenge was the speaking winds, which Inks comprehended quickly and cleanly. After consulting my spells, I asked if Private Plaza of Downcast Eyes would help, and the version we're using allowed the caster to block senses/actions from both directions, so Inks chose 'sound'. It was a tradeoff I was willing to make, in that any hazard Inks had to Hear was now at penalty, but it was better than being lulled into madness that Inks could not cure.

Now one hiccup is that Aleph demanded 6 control rolls for the sorcery action, forgetting that by default, casting is not 'per (long) tick' but 'Per Action'. So on paper it would've only been two rolls, Shaping + Casting. It worked out well enough, and added to the tension of the scene, but it definitely took a notable chunk of time to resolve.

Off camera Aleph was dang near pounding her desk (or so I imagine) when I asked if Private Plaza would work. Note that this casting essentially rendered the 'incoming hazard' inapplicable, meaning nobody had to roll nor did Inks have to make any 'ST generated' roll to prevent people from listening to the sounds.

The second diagnoistic roll was a close one- succeed by zero, that revealed chaos-lightning. Note that Inks does not have a Shaping Defense. Mostly due to Inks not going or living anywhere where such a thing would occur to her as being necessary. It sure feels necessary now though!

But since Inks lacked a proper defense, she did not want to go outside, trusting the bunker to protect them. Being inside though, Inks could use Charms to keep it stable. I admit I wish I had Object-Strenghtening Touch or Durability-Enhancing Technique, but Crack-Mending worked out well.

The last challenge was the bloody carrion rain. I reasoend it out in-character why Inks did not go out into the muck. If she had a 'regular' cleansing collar, it would've given her +3d against the hazards, but she doesn't so I didn't.

This is when the exhaustion rules kicked in and Inks could not actually stay awake. I like that these rules came up, but I felt somewhat frustrated by my lack of understanding on how they worked before this challenge came up.

The consequences of this sequence will come up later, but to underline. No casualties, no lasting damage, against a Wyldstorm. One that crossed 300+ miles before hitting us.

Of course, it's not like the storm did nothing. I did not have the power to banish it outright or anything, so yes, it has left a Mark on Creation. Albiet one that Creation tends to manage well enough on its own. I do think that the fandom over-estimates how fragile Creation is (see thinking any Essence screws up the Loom).

The other important point is that instead of trying to make up a fancy exotic disease, Aleph opts for a basic but in-setting supernatural disease: Cholera. This is not a fun thing to have. Not a fun thing to die from and people in Creation die from it, a lot.

A bit of post-storm investigation gives me enough information and cause to message both Etiyadi and Xandia about the storm, which swept through the bordering territories of both their nations. For context, this storm likely came up from the Ashen Wastes, through Pansugatri's land, across Xandia/Etiyadi, and into this little chunk right before reaching Moto's region.

I pointedly did not message Rankar, thinking (without checking) that he would likely consider any message of 'Wyldstorm through Coxati' as rendering Inks tainted goods, litereally and figuratively.

The following sequences were roughed out over the following days, unlike some of the larger sections that were done in one sitting. This meant some of the pacing was disjointed. I did enjoy meeting the Shriekers face to face, and, out of game

Aleph:
you are confusing the poor boy enormously : P
he was expecting to have to beg for their lives and plead with her not to interrupt the ritual
and she's just like
"cool, looks like you're busy. sorry for interrupting."
He is "?????"ing behind his mask.

We're introduced to yet another biome- and I am pleased and impressed that there are still snowy peaks this far South. Again Aleph leaning against the idea of rough/broad strokes. Detail matters.

Now the funny part is that this whole sequence was played out about 90 minutes before I left for work, so at the very end I was hanging on by a thread before having to run out to catch a bus. I might've played better with more time, but I wasn't unhappy either.

Either way, we're introduced to Moto's capital, our first proper manse, and the man himself!

I may have to do a post-postmortem as well, but that's the actual end of the session!

Feel free to ask any questions/make comments/heckle.

I really liked the wyldstorm set piece, but my favourite part was Inks getting closer to Pipera and understanding more of her culture. Inks opening up more about why she got the tatoos was very well done and I think you really earned that Ally rating with Pipera.
 
Glad you both enjoyed the post-mortem @uju32 ; @Indivisible

The Wyldstorm was one of the higher points of tension in Inksgame thus far- with Hinna's capture of Inks being... around the same tier for various reasons. Aleph had a much better handle on mechanics and how to graduate the challenges, so I was feeling my resources and options dwindle accordingly, but in a good way.

Now I agree re: Cholera, but I think it's worth keeping in mind how fantastically huge Creation is, and even the Coxati nation-states are all a hundred miles or so wide- here's the map @Aleph made to show what i mean:



(Maps are a highly underutilized tool in running Exalted).

Now, a good 80% of this map is all Aleph's Creation (and some of @EarthScorpion most likely; non-player friends to vet ideas are also underutilized). Consider Etiyadi's region is several of these 100mile square blocks across- not that she has people living border to border, but you get the idea. Most of the Coxati arc has been taken up by travel time, where Inks largely spends a few days or a 1-2 weeks specifically doing business and the rest is walking/riding.

So now let's talk about that Wyldstorm: The current theory is that it came up from the Burning Wastes/Ashen Kingdom, through Pantsugatri's lands, straddling the center line of Xandia and Etiyadi's nations, before rushing up and into Moto's lands. Note that aside from the Shriekers, Moto's region didn't look too particularly damaged by the storm, which had ended on the 4th or 5th day of Calibration. The point is that while the storm was bad and yes Cholera's going to be a problem, there is 30-50 miles between thee storm's path and the major population centers.

I tend to believe that most players/fans of Exalted think that Creation is far more fragile than it actually is. But this is likely not the first Wyldstorm that has come through the area, and it won't be the last. And think about this- Inks sent world within a day of the storm ending; Xandia and Etiyadi likely are aware of the cholera risks days if not weeks in advance. I'll leave Aleph to muse further on that.

Gem, amusingly, has essentially no incoming freshwater source from the neighboring regions, as far as I know. It has to bottle or cask its water, or recycle it. Sorcerous attempts at shoring up water reserves help, but they've never been able to get enough Sorcerers to make a meaningful push for true independence. So yes, there's a risk of cholera from imported water, but I like to think that Gem would boil their water before adding it to the strategic reserve. If they don't... well I'll have reason to buy Immunity to Everything Technique and have Inks roll up her sleeves.

It's interesting (and somewhat damning) that you assume the Silver Prince is the major actor involved in Pipera's backstory. I understand completely why you think so (he's the only Dead Faction we know of canonically) operating in the West. The West, however, is a very big place, and for all we know she ran afoul of someone during a trade mission to the North or the Inland Sea.

Pesala is interesting because when I invoked her early on in the session, my thought/intention was to further humanize Inks and pull her down from 'lofty austerity'; to make her come off as less remote or 'Classic PC'. It's a deliberate extension of her character outside my standbys of 'Flirty Hot Doctor/Artificer', which are as much elements of me as they are Inks.

Susili Moto's been built up for quite a while now, and I hadn't expected the UMI introduction, but I imagine this is Aleph starting to take some of the kid gloves off- that reminds me I have to mark off Inks's first point of limit...

Anyway, Moto's likely going to occupy a pragmatism/utilitarianism challenge- too useful to ignore, and too frustrating to use easily. I think that's a topic worth revisiting, the idea of pragmatism and utility in games. I've mentioned it a time or two before, but a potentially huge stumbling block an ST can run into regarding a player is that what the ST thinks the player wants or needs may not actually be what they want or need.

Inks is a crafter/artificer, for example, so on paper, if I were purely utilitarian, a pristine Factory-Cathedral would be an obvious no-brainer, but that's the problem. It's a no-brainer. The second your player stops Thinking (which is different from flow of play), their fun level drops. In a worse case, they're offended/frustrated by the freebie, because it subverts or shortcuts their desired story or gameplay. Alternatively, if the Dawn with 20 war charms is geared up for a battle, but then another PC or NPC swoops in with a peace treaty that stops the war... the dawn's player can have reason to be upset!

So like with Pipera's introduction (And remember that Moto is the fourth DB Inks has met on camera, out of like 5-6 total in Gem/Coxati), Moto is likely going to come off as something that nettles me, or Inks. Prods me into engaging with him beyond just trying to get at his shiny loots or expertise. Aleph's got to get everyone riled up enough to decide to do more that just a straight deal. The 'mystery' or 'hard to get' quality counts for a lot.

As for Rankar's ultimatum, time will tell!

I think I covered most everything @Indivisible would want to hear, but thank you again for deciding Inks earned the ally rating. I think I did too, but it's nice to see an external interpretation as well.
 
...So stupid question, but what would you roll for an eating contest? Stamina? Or maybe Dexterity if it's more important to eat fast instead of eating a lot?

...
What ability would go with that? Athletics? Survival? 0.o
 
...So stupid question, but what would you roll for an eating contest? Stamina? Or maybe Dexterity if it's more important to eat fast instead of eating a lot?

...
What ability would go with that? Athletics? Survival? 0.o

Always Stamina, always Resistance. Winning an eating contest because of "Dexterity" just feels wrong at an archetype level, and Resistance is what covers things like enduring poison and environmental conditions - and here, the main limit is the capacity of your stomach and its ability to be over-stuffed.
 
I allowed Stamina/Integrity for a drinking contest in my game. I figure holding your liquor is as much about composure as it is fortitude. (In the context of exalted, mind you)

Just like everyone else, I'd still use resistance for eating, and (usually) for drinking.
 
Always Stamina, always Resistance. Winning an eating contest because of "Dexterity" just feels wrong at an archetype level, ability to be over-stuffed.

Unless you have mastered Gourmet de Fois Gras. (A technique from Martial Arts Dining from Ranma 1/2) . It involves moving so fast that your opponent can't see as you shove food into their open mouth without them realising it, or throwing the food into the shadows where they can't see.
 
At the beginning of Legend of the Condor Heroes there's a drinking competition between a monk and a series of wandering heroes. The monk seems to be winning (he's using kungfu to excrete the wine through his feet) until he comes up against the rogue-ish hero who pretends to drink while hiding the wine in hidden containers.
 
Unless you have mastered Gourmet de Fois Gras. (A technique from Martial Arts Dining from Ranma 1/2) . It involves moving so fast that your opponent can't see as you shove food into their open mouth without them realising it, or throwing the food into the shadows where they can't see.
Dex + Larceny
 
Unless you have mastered Gourmet de Fois Gras. (A technique from Martial Arts Dining from Ranma 1/2) . It involves moving so fast that your opponent can't see as you shove food into their open mouth without them realising it, or throwing the food into the shadows where they can't see.
Ranma is such a good source form funny stuff in less serious games.

I can 100% see some Lunar sorcerer making a pile of Spring of X s. It would probably even be a shrine to Luna.
 
So after a long snarl of scheduling issues as well as getting a new laptop, I am back to logging Sunlit Sands! Today I'm posting on Session #4, and we just finished session #7 today.

Session #4 Log

Here we go with yet another live session!

This was a much more intimate session,focused on a handful of characters and not as many city-shaking events as previous. Mostly because it only covers roughly three days.

[09:58] On the 'first day', Inks is tired. Sooo tired, and Maji is suitable Rajah-esque for convenient inclusion. It hasn't come up much, but Maji actually has the Metal Body mutation, which partially justifies his use as spell anchor for Skin of Bronze.

[10:05] Through here, I invoke the 'remembering details' rules such as they are- not that I really need them, Sulieman is easy to remember, but habits are hard to break. (And a botch would've been hilarious if kinda sad).

[10:08] Since Sulieman won't arrive for another day and a half, I figure it'd be a good idea to get moving on things. StW is terrifying. Entire schedules and timetables shuffle at the Solar's whim!

[10:14] For all my desires to play a brassy, loud Solar, I am actually surprisingly mechanically conservative. Some of this is due to my past experience with STs who don't 'reason things out' the way Aleph does here. I'm used to having to break things down for people who have a different level of system mastery.

Here, Aleph made it clear that Inks is in a position of strength and gave a comprehensible, actionable reason why- she litereally did something, designed something that requires her skills and input. This is much more useful to me as a player than 'You win because you're Exalted/Solar' etc.

So having understood that, it was almost a formality to arrange for fair stakes on all sides. Inks isn't out to gouge people and as she said in-character, if someone isn't on her level, she's going to uplift them until they are.

[10:49] I was considering sending Maji to bring Sulieman back to the townhouse, buuut I decided against it.

[11:06] Aleph is very good at identifying when someone is digging their own hole. Probably from experience playing Keris.

[11:41] And here's the payoff- yes Inks, you are unfortunately now even more Waifu in the eyes of dear Husbando.

More seriously, there's all kinds of possible relationships and I'm not so squeamish a roleplayer as to not see how one goes. Right now though, Inks's pride would not let her settle down as anything less than an equal partner- and Sulieman's interest in her is primarily visual/attraction; they've barely known each other two days at this point, and Elsa's still right here.

By the same token, Inks is a Solar and what most people would consider 'crippling expenses', she considers 'Fair' and offers to repair the ships good as new. Because she can. (And it means she has more time to build up a proper amount of money to pay Sulieman back with, with interest.)

And then about thirty minutes later, the session concluded. While it was short, we got a fair amount moving and opportunities are presenting themselves. Three Jewels Bank and House Bhalasus are going to be great ways of getting into bigger business- and I forgot to mention that the equitable arrangement achieved earlier was a Resources 3 salary as top consultant, and Backing 3 in [Something]. Aleph didn't exactly explain what just yet. (Backing is a hard background to arbitrate without discussion).

So now Inks has TWO Resources 3 streams. It's also worth noting that we're prototyping a 10-dot Resources system, as Aleph says "Inks needs an economic system as granular as standard combat." Now, I personally dislike 10-dot background systems, but mostly for aesthetic reasons; I much prefer stuff like Resources to Salary or whatnot, but I am aware that model doesn't work Here.

Armed with two sets of Resources 3, Inks can start really scaling up!
Almost a year since you posted it, but did you ever post the rest of 3.5? The not "live" parts?
 
Always Stamina, always Resistance. Winning an eating contest because of "Dexterity" just feels wrong at an archetype level, and Resistance is what covers things like enduring poison and environmental conditions - and here, the main limit is the capacity of your stomach and its ability to be over-stuffed.
I was going to object to this, but then I remembered that Exalted doesn't use Storypath, and I became sad.

Ranma is such a good source form funny stuff in less serious games.

I can 100% see some Lunar sorcerer making a pile of Spring of X s. It would probably even be a shrine to Luna.
Would that be a Necromantic Working or something? Because while the shapechanging does say Lunar, the actual source of the Springs' curses is that various things drowned in them.
 
Would that be a Necromantic Working or something? Because while the shapechanging does say Lunar, the actual source of the Springs' curses is that various things drowned in them.
I mean, even with TAW Luna the theme of the Sacred Hunt - fight, trick or seduce something and kill it to gain its form and powers and themes - is one of the moon-deity's most fundamental rituals. It's how she was born; she did it to every other possible moon god there ever could have been. Presumably the pools are just a toned-down version of that; hunting by luring prey into their depths.
 
So I was running some numbers on Sorcerous Workings in 3e, and the results I got were kind of whack. So at max dice pool, a Solar gets 23 dice for their Workings after adding in a specialty, an excellency, and a stunt. That means you'll be rolling an average of 11-12 successes, plus one success from willpower- and since its an extended roll with an interval of weeks, there's no reason not to spend a full excellency and willpower. At Finesse 5, that gives you a conservative average of 8 cumulative successes per roll (because you get one success plus threshold successes). With a base terminus of 5, you're going to be averaging 40 successes without any Means. This means that a Celestial Circle Sorcerer can reliably complete any of the Sapphire Workings at max Finesse without any infrastructure or investment at all. To put it another way, at Essence 3 you can "Create a loyal minion with supernatural powers comparable to a Second Circle demon or notable god" (35 successes) in five weeks, with no drawbacks whatsoever.

Now doing this at character creation is only slightly more difficult. You can't get Celestial Circle Sorcery with Supernal Occult, thankfully, but you barely need it. Using the rules for going Beyond the Boundaries, a Terrestrial Circle Sorcerer can do the same thing at only plus 2 difficulty. That brings you down to 6 successes per roll, meaning you will need at least one Means to do the highest Celestial Workings. But all you need for that is a complimentary ability or spell, and you're golden. It will take quite a bit longer, since the base interval goes to three months, meaning it will take you a little over a year, but it's still pretty ridiculous that you can do this straight out of character generation.

Looking at the upper end of things, it gets even crazier. The very toughest Workings, which allow you to alter the metaphysical properties of Creation, take 75 successes, meaning that if you have Solar Circle Sorcery, you're going to want at least 10 rolls- probably 11 to be on the safe side. So you'll want 6 Means. But you can get two out of a four dot Demense, one from having a sorcerous laboratory, another from a complimentary spell, another from a complimentary ability, and one more if you have a relevant Charm. Remember, this is without sacrificing Finesse at all. So it's entirely possible to pull off what Salina did entirely on your own in under a season. For comparison, using the 3e crafting system, that's less than the minimum time it takes to make a three dot Artifact. This is, uh, kind of insane, to put it mildly.

I don't know about anyone else, but I don't find altering the fundamental laws of the cosmos to be something that should require less effort than making a daiklaive.

Oh, and this is without including the dice trick in Miracles of the Solar Exalted or the possibility of two or three dot stunts, which mess things up even more.

tl;dr: Sorcerous Workings are a very cool idea, but the math needs to be redone.
 
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So I was running some numbers on Sorcerous Workings in 3e, and the results I got were kind of whack. So at max dice pool, a Solar gets 23 dice for their Workings after adding in a specialty, an excellency, and a stunt. That means you'll be rolling an average of 11-12 successes, plus one success from willpower- and since its an extended roll with an interval of weeks, there's no reason not to spend a full excellency and willpower. At Finesse 5, that gives you a conservative average of 8 cumulative successes per roll (because you get one success plus threshold successes). With a base terminus of 5, you're going to be averaging 40 successes without any Means. This means that a Celestial Circle Sorcerer can reliably complete any of the Sapphire Workings at max Finesse without any infrastructure or investment at all. To put it another way, at Essence 3 you can "Create a loyal minion with supernatural powers comparable to a Second Circle demon or notable god" (35 successes) in five weeks, with no drawbacks whatsoever.

Now doing this at character creation is only slightly more difficult. You can't get Celestial Circle Sorcery with Supernal Occult, thankfully, but you barely need it. Using the rules for going Beyond the Boundaries, a Terrestrial Circle Sorcerer can do the same thing at only plus 2 difficulty. That brings you down to 6 successes per roll, meaning you will need at least one Means to do the highest Celestial Workings. But all you need for that is a complimentary ability or spell, and you're golden. It will take quite a bit longer, since the base interval goes to three months, meaning it will take you a little over a year, but it's still pretty ridiculous that you can do this straight out of character generation.

Looking at the upper end of things, it gets even crazier. The very toughest Workings, which allow you to alter the metaphysical properties of Creation, take 75 successes, meaning that if you have Solar Circle Sorcery, you're going to want at least 10 rolls- probably 11 to be on the safe side. So you'll want 6 Means. But you can get two out of a four dot Demense, one from having a sorcerous laboratory, another from a complimentary spell, another from a complimentary ability, and one more if you have a relevant Charm. Remember, this is without sacrificing Finesse at all. So it's entirely possible to pull off what Salina did entirely on your own in under a season. For comparison, using the 3e crafting system, that's less than the minimum time it takes to make a three dot Artifact. This is, uh, kind of insane, to put it mildly.

I don't know about anyone else, but I don't find altering the fundamental laws of the cosmos to be something that should require less effort than making a daiklaive.

Oh, and this is without including the dice trick in Miracles of the Solar Exalted or the possibility of two or three dot stunts, which mess things up even more.

tl;dr: Sorcerous Workings are a very cool idea, but the math needs to be redone.
If your GM is just letting you deck your way to incredible cosmic power, the problem's probably not with the math.
 
Workings are somewhat easier than they ought to be if the assumption is maxxed dice pools, willpower on every roll, etc. And there are a few too many cheap sources of Means. These are reasonable assumptions but it's not really a serious problem if you approach workings maturely.
 
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