I watched both Baahubali films today, and they're about the most Exalted films I've ever seen. They're both on Netflix, has anyone else seen them?




They don't quite match the themes of Exalted, but in terms of the aesthetics they're great. What are your favourite Exalted media?
 
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okay and the unconquered sun got his divine mandate to rule from being the best heavenly shanker supreme, presumably after finishing a tapdance on the dead primordials' bodies and doing communal laughing session at malfeas lol
Well of course. Any victorious conqueror knows you gotta reward your soldiers or they'll get uppity and shank you next. Legionnaires gain a plot of land for their service, the Exalted gain dominion over an entire plane of existence. Completely legitimate, I assure you.
 
Well of course. Any victorious conqueror knows you gotta reward your soldiers or they'll get uppity and shank you next. Legionnaires gain a plot of land for their service, the Exalted gain dominion over an entire plane of existence. Completely legitimate, I assure you.
If you apply this logic to all aspects of your life, you will either be a very funny person at parties or treated like Imperial Germany by your roommates - possibly both. This is why it is a genius thing to do, and you should do it.
 
She fucked off for.... several millennia? That's lots of neglect. Her claim is dismissed.

Besides, it's chosen of the dragons. Not Gaia.

There's been hints that the Elemental Dragons are Gaia's sub-souls (or are gods, her children or just created by her. It's not clear iirc)

As for this...who is dismissing her claim? Nobody has that right, because nobody has the right to say how Creation should function save that which is gained by imposing ones will on it through Force. Though she probably has a better claim than most.
 
I think I've finally worked out what it is about 3e's social influence system, particularly the abolishment of Virtues, that gets under my skin so bad. It's saying that literally everything is socially constructed, that a "blank slate" personality is the default. Over the course of a sufficiently long string of essentially ordinary conversations (no soul mutilation or mind-altering drugs or whatever) someone's Intimacies could potentially be restructured to the point that their personality was entirely unrecognizable. Immutable core identity seems to have been mostly outsourced to custom charmsets, leaving mortals SOL.

To the extent that universal human experiences are acknowledged, they're implicitly dismissed as petty and insignificant. An impassioned appeal to charity, compassion, justice, and the common dignity of all sapient beings? All that, and a nickel, might get you a cup of coffee, without a pre-existing intimacy to support it. Instead of epic culture-heroes, Saturday Morning Breakfast Cereal - Modern Epic there's a sickening undercurrent of postmodern nihilism.
Finally managed to process my response to this. If it were up to me I'd make it so changing, removing or creating (not UMI or shit) Defining intimacies in anyone required a 'dramatic moment'; making a blacksmith give up his craft by slaying his son with a sword he made, sabotaging the demon-summoner's ritual so he's trapped for five days and five nights in a living nightmare and loses his former arrogance in his skills, stuff like that. And doing so would mechanically put the being into a 'mini-Limit Break' which I think is more realistic. The guy who just caught his wife cheating killing her and her partner - or breaking down into inconsolable grief - or channeling his fury into a tunnel-vision-blinding desire to ruin the wife's partner. Changing Defining Intimacies thus spawns extra intimacies as fallout. Of course, if you take tea with a guy each week and try to remove or decrease the severity of his devotion to the Immaculate Philosophy, that's directly counteracted by the natural rhythms of life - the charity of the monks, the faith of his family and neighbours, etc. To truly change someone's identity in Exalted while staying within mortal means you'd need to have influence over everyone he interacts with, over everything he sees and does. If that sounds kind of cultish to you, it's because it should.
 
What's this Oramus charm guide you speak of? I can't find anything in the threadmarks.
Wasn't threadmarked.

How To Oramus

Here's a guide I had sitting around that I hadn't posted in this thread - a breakdown of my Oramus Charmset and how to use it.

Firstly, it's important to remember what "the Mad" means to Oramus.

CONCEPT: the Mad
The Dragon Beyond the World calls the delusional and crazed to him. Their skulls are split open by truth, and their eyes stare out at his forbidding cosmos. His music drifts into their fractured minds and fills up their empty vessels. For the purposes of Oramus Charms, the following categories of being count as Mad:

Those cracked and warped in mind. This includes characters with derangements, characters currently suffering from Illusions or Emotions imposed by Unnatural Mental Influence, and any character with an Intimacy of "Fearful Fascination" towards the Infernal.
Those who have glimpsed the terrible unconstrained nature of the impossible reaches of the cosmos. This category includes any character suffering from Nosognosia or who knows any Oramus Charms. Also included are Oramus' misbegotten progeny, Luna, and any of her Chosen who have learned Lunar Charms that invoke the Beyond.
Those consumed by their conflicting passions. This includes characters with at least two Virtues rated at 5, characters whose Motivation opposes a Virtue they have rated at 5, and Exalts experiencing Limit Break.
Those whose very natures are turned on themselves, spurring them to endless writhing futility. Such characters include all raksha and other Creatures of the Wyld. Also included is Oramus' tenebral younger brother and his souls.

Now, you'll notice from that that a few of these categories hit quite a few Exalted characters. Like the "at least two Virtues rated at 5", "all Creatures of the Wyld", "all Lunars who know Charms that make use of the Beyond", or "currently suffering from UMI Illusions and Emotions". The latter is very notable, because it means that a lot of Oramus Charms are set up so if you have access to a source of UMI illusions or emotions, you can "prime" people to use your other charms on them better.

I don't need to suggest the possibilities that opens, do I?

Now, to the Charms:

ANCIENT AND FIRSTBORN - This Charm is a big deal. It's a cheap, easily accessible way to completely no-sell social influence. Someone can literally torture you, but "You will not make me betray my friends" as an oath said to them not only means nothing they do will make you talk, but on top of that they immediately know that you are sincere. This also lets you do things like say "I vow I will not lie to you while I explain what happened here", and use that as a way to persuade someone that yes, you are telling the truth when you say you didn't kill this person and that you were set up - as long as you are telling the truth. Now, on top of that, it's also an instant shounen promise in a bottle. "I will not stop until I have defeated you", you say, and you are forced by your own oath to work your hardest to defeat them, never relaxing. And on top of that, you can choose to break these oaths if they become inconvenient, even if it really fucking hurts.
HORROR BEYOND WHIMSY - Easy upgrade to Ancient and Firstborn so it also no-sells all Shaping that would make you break an oath you've sworn (which always includes anything that would kill or incapacitate you). As long as you have an active oath, bad-touch Shaping just falls off you.

YOU MEAN NOTHING - No-sells Raksha and other Creatures of the Wyld. They literally can't attack you if they have a lower Essence than you. Great if you're going up against Creatures of the Wyld, useless if they're not a meaningful part of your campaign.
ENNUI BEYOND JOY - One of those Yozi Charms you have to be careful with, because of how much it changes your character. At the heart of it, it reworks how Temperance works so rather than it stopping you from indulging in vices, it means you can do so - but you grow bored of them swiftly and you don't engage in vices you're bored of. It's part of how Oramus is the Temperance Yozi, though his Temperance is a "yawn, done it before" kind.

INCHOATE DREAM SNATCHER - One of those things that strip effects on you, behind the pineapple of Ennui Beyond Joy. For just 1m, it makes all Emotions and Illusions affecting you Obvious. Then if you can't break it on your own, you can just spend willpower and eat the Illusion to regen Temperance channels. Oh yeah, and you can do this on other people.

TREASURES BEYOND POSSIBILITY - Hammerspace charm. Functional, useful, also lets you walk into someone's house after being checked for weapons, and swap out your hairband for an explosive kunai.

SLEEP-FORGE GULLET - Essentially, you're now a lucid dreamer who can keep on working when you're asleep. Store books in your dreams and read them during the night. Practice with your weapons. Craft things.

INESCAPABLE VISIONS - Area social attack tool. Whenever you sleep, make people dream what you dream and you can use that to social fu them. Niche unless you're playing a wandering preacher.

DREAMLANDS HEATH EXHALATION - Geomancy charm. Make a twisted area of landscape Outside of Fate where everyone dreams the social attack you made to make it every night. Oh yes, and on top of that it gets bigger if Mad people live in it.
PATHS OUTSIDE WISDOM - It's just a super-useful travel speed booster. At minimum you're going to be travelling 3 times faster over long distances, and given how much Oramus incentivises high Temperance, you can easily get up to 7-8x faster. Plus, you can repurchase it to take other people with you, and repurchase it again so no one can follow you (or people you take with you). Notably, does have a chance of putting people who travel with you into hysterics, because you're basically going through creepy twisted parallel dimensions.

BOUNDARY OF THE POSSIBLE - Perfect dodge and a flurrybreaker. Good at what it does. Not much more to say.

SCALES OF STRANGER STARS - Grow a coat of stony dragon scales. Become immune to all environmental hazards and environmental effects. Note that mechanically, things like explosions are resolved as environmental hazards in Exalted - and so would too things like "clouds of poisonous gas".

SOUP OF THE PROFOUND - Hobo soup dragon Charm. Make edible meals that'll feed a large number of people for an entire day from whatever you find lying around. If people rely entirely on this for food, they'll go a bit mad and start getting Oramus mutations.

GRANITE DRAKE'S HIDE - Remember how Scales of Stranger Stars was a really good defence? This upgrades it so no one can give you any Crippling effects while it's active. It is literally impossible to cut off your arm. Or steal your eyes. On top of that, you can even spend WP when activating it to negate Crippling effects currently affecting you so your stone dragon parts make replacements.

MONSTROUS PENNONS FLUTTERING - You can grow weird comet wings. You can fly. Plus, on top of that, use the wings to fly through other dimensions and teleport miles.

WRAPPED IN TATTERED WINGS - A cheap and fast and solid disguise charm - with the cost that you need to disguise yourself as something that isn't common to the area and if anyone sees through the disguise it fails.
WREATHED BY PORTENTS - Firstly, it makes you a hole in Fate who ruins any attempts to tell the future around you when you anima flare. But more than that, it also imposes Instability penalties on anyone around you, which means when you're flaring it's actually really hard to fight you in hand to hand if you don't have perfect balance.

METEORIC SHOWER BOMBARDMENT - Attack multiplication Charm. Turn one arrow into lots. Clone of that Solar Archery effect.

OMEN CLOUDBURST - Make any attack you make explode in an environmental hazard of omen weather. Make your regular kunai work like explosive kunai. Punch someone and also leave them burnt by a sudden frost or covered in a rain of blood.

HARBINGER OF DESOLATION - Weapon creation Charm. Fire comets from your eye or throw javelins of cosmic energy or have orbs of strange stars floating over your head which target foes. Mechanically, treated as a single moonsilver artefact ranged weapon of your choice - so, say, your eyeball comet might hit like a Moonsilver Long Powerbow. Also, any attack with this is enhanced for free by Omen Cloudburst. It's basically a really good signature weapon making effect, especially if you don't have an easy access to artefact weapons

WYRM OF THE FAR REACHES SHINTAI - Do you want to turn into a dragon who's also a comet? 'Course you do. It's a combat shintai that's flat out immune to mundane attacks, that can move through things (like walls and trees) as if it was immaterial, trails a killing ice storm behind it, and oh yes, also tears a hole in Fate.

MADDENING ASTRAL PIPING - This is the other root charm, and it's not as immediately useful as Ancient and Firstborn. It also drives you mad, but you've got it under control. However, it is a nasty little subtle tool, as you can use it to precisely drive people into hysterics - and even if they're not persuaded by your arguments, the things you're saying to them are a vector for madness. It's a weapon in your arsenal to discredit or disable people who you can't socially-fu the honest way, because you can share forbidden knowledge with them and make them have a psychotic break. Just don't run out of Temperance channels or you lose control of your own madness.
MADMAN'S INSIGHT - Hear immaterial things as if they were material, and anyone who's Mad is Obvious to you (though not why they're Mad). At a cost, you take Awareness penalties from hearing skittering unseen things if you can't currently hear music, and you have problems explaining why you're doing things.

GLORIOUS COSMIC MELODIES - AESS-alike. Study and understand essence patterns, just by hearing them.

ECHOES OF ENLIGHTENMENT - Hear prayers to you. Play music to social-attack people back down the prayer-strings. Very much a cult-leader or idol Charm.

WHISPERS IN DARK MINDS - Carry out 15 minutes of investigation in seven seconds, and ignore all external penalties. Someone hiding the evidence or obscuring what happened here gives an external penalty to investigators. It's literally a Sherlock Charm - you can glance at a scene and work out what happened here. However, as a downside, if you would have failed if the external penalties applied, you can't tell anyone why you know what happened without botching the explanation. Ooops. Unless they're Mad... oh wait~ Guess you'll have to drive people mad so you can explain your logic to them.

THAT DAMNED INSPIRATION - Quite an esoteric Charm, but it basically lets you make blueprints for things that haven't ever been made before. Admittedly, it makes you look crazy, but still it can help quite a lot with crafting and sorcery design.

THAT HORRIFIC WISDOM - Success doubler for social attacks that try to "instruct, educate or reveal truths to a character". That's good. Really good. For 2-4m, you can turn a 4 success social attack into an 8 success one. Or a 6 success into a 12 success one.

SANITY-SHATTERING INSTRUCTION - Charm for making mad cultists who study you for enlightenment and basically go all Lovecraft/Bloodborne on you. Quite deep down the "mad cult leader" themes, but hey, it's a way to mutate people so they learn things they couldn't before... and enlighten their essence.

ASCENSION'S LULLABY - Let people turn into 1CD demons. Makes demons, also makes your followers into immortal demons. Niche, more of a cult leader thing.
ENDLESSLY WAILING FLUTIST - A nice little passive booster that means you can reflexively make music (and so keep playing even when doing other things), that you ignore penalties from inadequate musical instruments (you can flawlessly substitute in improvised instruments), and you use Performance instead of Appearance for musical attacks (no need to be pretty if you can play well).

THOSE TWIRLING FIGURES - Lets you control entire crowds' movement just by playing music. Lets you Pied Piper groups of people away from - or into - danger

COMPOSER OF THE NUMINOUS - Mote pool expander which is refilled by playing music or writing music. Also, lets you use time writing music as sleep.

FEARFULLY REVEALING WALTZ - If people can hear your music, there's no difference between immaterial and material. Oh, and by the way, remember that as per Endlessly Wailing Flutist, you can do other things while playing music. Lets you enable your allies to fight immaterial spirits, or bring a bunch of immaterial demons to the battle and then play music so they can punch the mortals.

SONOROUS FORBIDDING CHANT - Can be used in combat time to force things to flee your presence - like, say, enemies (or civilians to get them away from the fight).

CHOIR OF THE FAR COSMOS - Summon cosmic horrors that are about as powerful as a 1CD by playing music. Basically Dot1C as a native Oramus Charm
ACTION BEYOND THOUGHT - Put mental triggers in people which force them to act in ways later on. Works better against Mad people.

PREACHERBORNE DELUSIONS - Rewrite the memories of people. Works better against Mad people. Notice a theme here?

SOCIETY-BREAKING TRUTHS - Twist the ways entire societies act by revealing lies or telling truths. Or smaller social groups. A slightly more limited Taboo Inflicting Diatribe.

THAT CRAZED KING - Appear crazy but harmless to people who aren't Mad, and not a real threat. Appear like a terrifying and wise figure who must be appeased to people who are Mad. Can be repurchased so this also hits things like drawings of you.

LORD OF ASYLUMS - Get overdrive motes by leading mad armies. Probably not much use for a ninja.

FACELESS PROPHET SHINTAI - Become Nyarlathotep. Tear off your face to reveal the Beyond. Drive people who look at you mad, even Exalts. Get the best Awareness effect in the game active as long as you keep this Charm up and completely no-sell any deception aimed at you.

So, when picking Oramus Charms, remember that he's basically kind of a Zenith-Twilight fusion. He's got some crafting stuff, a lot of social stuff, investigation and occult stuff, and a fair bit of resistance, integrity and survival stuff (though coming at it from a funny angle). He's not really a combat Yozi, which is why most of his effects are more ranged combat-y.

From Ancient and Firstborn, the Wandering Dragon (for travelling and also for the really good defences) things and the Nuclear Chaos (for a solid ranged combat bunch of Charms) are a good place to look. This stuff is less madness based, and has fewer aesthetic issues. If you don't mind being an omen-weather dragon.

From Maddening Astral Piping, the Mad Prophet Charms (for the very nasty Solar-grade social effects) and the Voice of Insight Charms (but only dipping, for the investigation and spirit-knowledge effects) are good choices. The Mad Prophet things in particular are a tight Solaroid-level set of social effects. Plus, at the E5 capstone you get to become Nyarlathotep. Always fun.
 
Adding on to my post last week on the basic resolution system and character traits for Horizon Forge, my dice management-driven take on Exalted, I've now got a section on how the game actually works in play. Do let me know if anyone finds this interesting—I'll likely discontinue updates and work on this in the background if nobody's got questions or comments.
old stuff said:
Whenever a player wants to do something, they first describe what their character is trying to accomplish, and how they're setting out to do so. This is an Action. Actions are resolved by rolling Dice. The player rolls however many Dice they have and sums the numbers on each Die, adding some modifiers along the way. That number is compared to a set Difficulty. If it matches or exceeds the Difficulty, the Action succeeds. Otherwise the Action generally fails.

The number of Dice assigned to a given Action is something that the player needs to choose. At any given time a player has a total of seven Dice that they can spend on various combinations of Actions during a given Round (a period of time), and they'll need to prioritize. During combat, for example, a character might want to be making an offensive Action, a defensive Action, an Action to move around an area, and an Action to look for where a stealthed enemy vanished to.

Dice aren't assigned directly to an Action, though—instead, they're assigned to an Action Pool representing broader categories of things. Hitting an enemy, attempting to disarm them, or sweeping their legs are all offensive Actions, for example. By default, a character gets to make a single Action from each Action Pool per Round—once a Die has been assigned, it stays there until the end of the Round when it Refreshes, leaving the Action Pool and becoming available to reassign on the next Round.

Solars, the prototypical player character, have two kinds of Dice: Mundane Dice (d6s) and Solar Dice (d10s). Aside from producing better numbers, Solar Dice can also be used to power Charms—some Charms require they be assigned to a given Action Pool to be used, others require that a Solar Die be expended and replaced with a Mundane Die for some period of time to fuel some incredible exertion. By default, a Solar gets five Mundane Dice and two Solar Dice, but as they increase in Essence Rating more of their Mundane Dice will turn into Solar Dice.

When a player attempts an Action, there are two modifiers applied to their roll to determine the sum. First are Flat Modifiers: numbers added or subtracted to the total, which generally come from Gear (equipment) or the environment. Second are Scaled Modifiers: when a roll has a Scaled Bonus, the characters rolls extra Mundane Dice equal to the Scaled Bonus alongside the assigned Dice, discarding the Scaled Bonus lowest rolling Dice when summing the roll. Scaled Penalties function much the same, adding extra dice equal to the Penalty value, except that the character must discard the Scaled Penalty highest when summing the roll.

There are four potential sources of Modifiers in Horizon Forge: 1. Abilities and Traits, 2. Charms, 3. Gear, and 4. unique circumstances and the environment. Unless otherwise stated as Stacking, no bonus or penalty from one of these categories stacks with another bonus or penalty from the same category. Bonuses and Penalties cancel each other out before being applied: a Scaled +2 Bonus and a Scaled -1 Penalty equals a Scaled +1 Bonus.

Stunting—thinking of a clever or cool description for an Action—always gives a Stacking Scaled +1 Bonus to the relevant Action.

Abilities—generally aptitudes—and Traits—specific talents—together represent the mortal talents of a character. Abilities are selected from a preset list: each of a given character's Abilities have a Rating between 0 and 3. Ability Ratings are used as a Scaled Modifier for any relevant Actions. Each Ability also has a number of associated Traits: characters may select a number of Traits for a given Ability equal to their Rating. The Ability "Lore", for example, has Thaumaturgical Expertise (X), which allows for knowledge of the a number of thaumaturgical rites of a given area of Thaumaturgy.

Charms are supernatural powers that generally require Solar Dice to use. A given Charm will generally require that a Die (always referring to a Solar Die) be Tapped, Burned, Exhausted, or Committed to use it. A given Die can only be Tapped once per Action, but imposes no other penalty.

A Burned Die must be immediately, before the roll is made unless otherwise stated, be replaced with a Mundane Die until the end of the Round. An Exhausted Die operates like a Burned Die, except it does not become available again until some period of time has passed, generally the end of the current struggle. A Committed Die represents some ongoing sustained effect—Committed Dice operate like Exhausted Dice, except that at any time the character can choose to terminate the ongoing effect, gaining the Die back at the end of the Round.

Solar Charms are organized into five Castes: Dawn, Eclipse, Zenith, Twilight, and Night. Each category is further divided into different Tiers based on minimum Essence Rating required to obtain them. Charms have a further requirement of some minimum Ability Rating, but do not generally require specific pre-requisite Charms. Each Solar belongs to one of the five Castes, and may purchase Charms from that Caste as though their Essence Rating was one higher.

Upon obtaining their first Charm for a given Ability, the character gains that Ability's Excellency, allowing them to always Tap a Die when using that Ability to convert one of their Scaled Dice into a d10.

Sample Charms (these reference a number of mechanics not yet expounded up here, but should give you a sense of how this system plays out in practice):

Fists Like Hammers: Dawn Caste Tier 1, Requires Athletics 2.

This Charm modifies an Attack Action while Unarmed or wielding a Heavy melee weapon. You may Tap a Die to make an Attack impossible to Parry unless the target is capable of Parrying Huge foes. You may Exhaust a Die for the Encounter to make an Attack Action automatically inflict a Stacking 1d10 Armor Negating damage if successful or if Parried, or to destroy any nearby object in the Zone or shattering the ground, creating an Unstable Footing Zone Property, removing a Zone Property relating to a nearby object, or any similar logical thing.

Commentary: this Charm turns someone wielding a big, two-handed weapon into a downright terror against anyone hoping that a shield will save them. The "passive" effect allows the Solar to ignore a potentially massive bonus for the other person, forcing them to evade rather than stand and take it. The "active" effect can be used as a finisher to deal a massive amount of damage, especially on a successful Strike (attack for damage), or to create Unstable Footing, which penalizes future Dodge attacks and might level the playing field against a difficult to hit enemy.

Veil of Normality: Night Caste Tier 3, Requires Subterfuge 3.

This Charm modifies a Hide Action to seem innocuous or beneath notice.

You may Burn a Die to make such a Hide Action even if your garb, demeanor, possessions, description, or recent events would ordinarily render it impossible. This Charm has no effect against targets who have already noticed your presence: you must escape their attention before you may use it on them again.

You may Commit a Die to allow the results of your Hide Action to apply to all friendly characters within the Zone—or, if used in a Trial—to all nearby friendly characters. If any affected character breaks Stealth than the Charm immediately ends.

Commentary: this first part of this Charm is extremely potent and versatile, usable only by a master thief or assassin. Outside of combat it can be used to make you blend into virtually any environment. If your sneaking is good enough this is downright terrifying: you can attract all the attention you want, and then the instant you run outside of someone's line of sight you can pop this, turn around and walk back in without them realizing what's going on. In combat it let's you become a monster in any area with crowds, as you can continuously stab someone, disengage, and then vanish in a way that's near impossible to detect until you stab them again. The secondary effect is also pretty nice: it lets you sneak your entire party into a fancy dinner party wearing your full combat kits without anyone necessarily noticing.

new stuff! said:
In addition to Abilities, Traits, and Charms, Characters have two other important attributes: Drives and Connections. Drives represent a Character's motivations—what they want, what they drive for, their hopes and their dreams. For each Drive, a Player gets to pick a related Connection. Connections represent some substantial bond that the Character has made in the larger world, such as Artifacts, an Organization, a Familiar, an Ally, or something similar. Connections are rated as Major or Minor, with Major Connections giving larger benefits or fewer restrictions. By default, a Character has four Drives with four associated Connections, only one of which may be Major.

Scales of Engagement:

Only ever roll Dice if there are interesting consequences for failure. The following section will have rules for resolving Actions at three different levels of abstraction, from a single roll of a single Die to complex minigames with specific rules taking place over multiple Rounds, but these rules should only ever be used when failure is something a Player can reasonably expect to happen, and when that failure serves to advance the story somehow. In cases where danger is on the line, much of the time the same events could be represented as any of the three subsystems: a brawl can be played with each individual attack and block rolled, or the entire fight can be resolved with one roll. Generally speaking, the more important the interaction is to the Players, and the more meaningful choices they can make at a granular level, the less abstraction should be used.

The most abstract resolution system is a Check: a single roll to determine success of failure. Checks are generally used for Actions that either a Character cannot possibly spend more focus or energy on to improve (such as resisting poison), or Actions that already consume the Character's entire focus (such as lifting a heavy object when nothing else is happening). To make a Check, describe your Action. If your Action explicitly leverages your supernatural skill, roll a single Solar Die, otherwise roll a single Mundane Die, gaining a Scaled Bonus as per normal, and a Flat Bonus equal to the number of Charms you possess that would be plausibly applicable to the roll. Unless otherwise stated, Charms effects—such as Excellencies—do not apply to Checks. Compare the result to a Difficulty: if your roll equals or surpasses the Difficult you succeed, otherwise you fail.

The moderately abstract resolution system is a Trial: a single Round with multiple Actions. Trials are generally used to represent what a Character is spending their energy on over a longer period of time, such as while exploring, managing an organization, or trying to convince an uninterested party. Actions in Trials are generally somewhat abstract: GMs will create Actions as suitable for the narrative, and the Actions are unlikely to have particularly deep rules beyond grades of success and failure. There are two kinds of Trials: Individual Trials and Group Trials.
In an Individual Trial, where individual skill and strength and being used, Player uses their own Solar and Mundane Dice to take whatever Actions they want, either proactively or in response to the narrative. After every participating Player has spent all their Dice on Actions, the Trial ends, and the GM explains what happens next.
In a Group Trial, where some collective resource (such as subordinates or money) are being used, the entire Party collectively shares GM-provided Dice. Each Player may take available Dice to make a singular Action, describing how they're leading people. At the GM's discretion, certain Actions may allow the Player to add their Solar Dice to the Action Pool, representing their personal expertise and power giving them the capacity of dozens or hundreds of men. Regardless, Actions benefit from Scaled Bonuses based on relevant Abilities are per normal.

The least abstract resolution system is an Encounter, with each Player taking multiple Actions per Round, played out over multiple Rounds, with detailed Actions and numerous special rules. Encounters represent fierce and deadly combat, vicious and complicated social interactions, or drawn-on bloody military engagements. Horizon Forge contains rules for two kinds of Encounters: Martial Encounters, representing personal combat, and Social Encounters, representing nuanced conversations between individuals or groups who want things from the other.

Encounters are generally played out on an Encounter Map: a representation of the physical space that the Encounter is taking place in. Encounter Maps are composed of a number of Zones—a contained region of generally homogenous composition. Zones have Zone Properties to represent any interesting characteristics of the Zone—Characters interact with Zone Properties in a number of ways. Every Zone has a Size Property, representing the base Difficulty to move from it to an adjacent Zone. Other Zone Properties include Hazards, representing dangerous conditions within the Zone such as uneven or slippery terrain, lava pools, or swinging blades, Cover, representing natural formations that can be used to block ranged attacks, and other things such as Sense Blockers to represent darkness or loud noises, or Objects, representing mechanisms like ballista that can be manned. Zone Properties may either be Automatic or Activated. Automatic Zone Properties apply to all Characters within the Zone, and may impose penalties on certain Actions, require certain Actions to avoid, or otherwise modify gameplay. Activated Zone Properties require a Character to take an Action to take advantage of them, such as ducking behind cover or pushing an enemy into an otherwise easily avoidable maw of a giant evil tree.
 
Also how would no sleep nootropics work with nightmare fugue vigilance.
If you have both Charms you just... never activate No Sleep Nootropics?

Its an activated Charm that lets you skip sleep and then crash at the end (with some secondary bonuses), compared to Nightmare Fugue Vigilance's permanent 'you don't need to sleep' effect. One basically supersedes the other.

If you were to activate it (presumably for those secondary effects), you would eventually crash and then, as per Nightmare Fugue Vigilance, have horrible nightmares and not be allowed to regain Willpower.


Note that doing this makes you someone who tries to avoid his horrible nightmares by taking drugs to induce insomnia, who goes without sleep for weeks at a time but then inevitably collapses into the fitful comas he was avoiding, made worse by his actions due to the need to sleep multiple days.
 
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Since someone brought up Virtues, seems like a relevant time as any to repost my Virtue Hack and use that as a springboard for posting something else I have been tinkering with, using it as a mechanical foundation.


Revamped Natures:
Its no surprise to anyone that I'm fairly critical of "overly freeform" mechanics like 2e Motivation which make no attempt to help the player use them ingame, or establish limits for helping create them. I was always a fan of 1e's Natures however, because while they were inconsistently-useful in scope and supplied you with a very simplistic cast of characters and motivating factors, it did do an incredible job giving players short-term goals which could easily be slotted into a greater story than "Avenge my household upon the nobility of Gem" and similar. So while Motivation failed in making a "Character Arc Summary" which could be applied effectively, and Natures failed by making some options Vastly better than others (every action-centric game eventually self-selects over time for Gallants and Bravos), I still think there is some merit to be found in shorthand "Archetypal Sketches" to help players more easily scrape together who their characters Are and how they fit into the world.

So that said, there are some concepts I need to introduce first.

Attitudes:
Every character begins a scene with a goal or emotion in mind, either consciously or unconsciously, like angrily pounding down the door of an exploitative landlord, and this is what defines her Attitude. It is a one-word summary of her approach and demeanor which is visible to all parties, before she makes any attempt to mask her intent. Relevant examples would be Wary, Curious, Combative or Aloof.

Attitudes serve as the first impression she gives in social situations, such as playing the part of the bad cop during an intimidation attempt, or attempting to pass as an incorrigible flirt during a palace ball. It takes a full action to deliberately start projecting a new Attitude, as she centers her anger with purpose, breathes deeply to calm her emotions, 'switches on' her actor's persona, or otherwise takes obvious effort to change her outward demeanor.

Generally this "I was happy, now I am sad" information goes unspoken as a standard part of roleplaying a character, but is called out here for the sake of mutual clarity and establishing signposts for Storyteller and players to work together on. As an extension of roleplaying, characters can display any number of Attitudes representing the way her interactions are colored between herself and her audience, limited only by the number of people she is interacting with. Switching rapidly from one Attitude to another in full view of other parties will surely impact the general perceptions of the encounter however, such as snubbing someone by presenting a Playful Attitude one moment and being Cold the next, and so players should plan accordingly.


Shocks:
When a plan of approach conclusively does not work out as expected, unforeseen information comes to light, or the character is goaded into dropping all pretense of her original Attitude, this is considered a Shock. Perhaps Anger was not the correct direction to take the court proceedings and now she must backpedal to recover her position, or perhaps her day is ruined by overhearing news that her master has died. Forced to reassess herself and her perspective on the situation, she immediately displays a new Attitude which cannot be the same as any previous, though it may certainly be informed by it. It is only natural to go from Wary to Trusting when an informant reveals herself to be a friend is disguise all along.

Shocks are largely a tool for the player to announce when an Attitude is being changed in ways that don't map to a gradual change in mood or ongoing events. That being said, there are still external methods, such as social Charms, which can jar the player out of complacency and inflict a Shock on the character.


What are Shock Conditions?
Generally-speaking, a shock condition is a failure-state which narrows down the character's available Attitudes to those adhering to her Nature's associated Defining Virtue. When things do not go her way, her temper brews in silence, or when she finds herself on the back foot, it is her analytical mind which inevitably comes to the forefront.

Any time the character is forced to take on a new Attitude as a result of a Shock which targets the Defining Virtue of her Nature, instead she rolls its rating against a difficulty of how many Willpower she has regained in the scene from invoking that Nature, including those enabled by other players. On a failure or 0, the new Attitude chosen must be colored by the listed Shock Condition until her Attitude changes again or else that Willpower is deducted from her current total. Thankfully, this roll counts against the limit of one per scene that a character may be tested for her Virtues. If she wishes to gain back control of her emotions quicker, she must spend an action to deliberately apply a new Attitude, as above.

But mechanics aside, the purpose of Shock Conditions is to not to automate character responses, or take control away from her player. It is intended to encourage unexpected conflict, introduce changes caused by irrational decision-making, and sometimes force the player into proactively working against her better judgment and Virtues, as opposed to indulging them. While limited by her Defining Virtue, there is still freedom to interpret how that Virtue manifests in her Attitude, and while her outward impression may change, her behavior and actions are her own to decide.

Example Attitudes:
Empathy – Pity, Comforting, Remorseful, Ashamed, Encouraging.
Determination – Dogmatic, Purposeful, Calculating, Upbeat, Inspired.
Conduct – Demure, Pedantic, Fussy, Agonized, Discreet.
Wrath – Hateful, Righteous, Offended, Resentful, Cold.

Lastly, a note on presentation and use. Each Nature has three Keystones which define the character, her methods or her personality. Beyond simply being the seed at the center of a concept and possibly forming some of her Intimacies, if another player explicitly invokes one of these Keystones or a relevantly-tied Intimacy to spur the character into action, both characters gain the respective Willpower bonuses from her actions.

Groups who make heavy use of each other characters Keystones will find themselves with consistently more Willpower at the beginnings of each scene than those who push onward alone. This is a deliberate design decision, both to keep players invested in eachothers characters and reward them for doing so, and also prevent characters from stalling out on Willpower gain because she has not yet had the creativity or right circumstances show up to shine properly.


And that said, Natures:

The Caregiver: "Nothing is broken, simply neglected."
The character has a Special Gift or Knowledge that she wields to enrich others and reduce suffering, bolstered by High Ideals About The World. Where problems lie and inequalities appear, she will shoulder them, because someone has too. But this persistent urge to protect and make a difference may find her confronted with A Cause Worth Dying For. Without anyone to support her own struggles in return, how much will she sacrifice for those in need?

Gain a Willpower during a scene when you've measurably improve the life of another, and one more at the start of the next scene if the recipient was ungrateful for the gesture.
Shock Condition: Act selfishly, you've earned it.
Defining Virtue: Compassion


The Creator: "Small goals make for small minds."
The character is driven to Create a Lasting Legacy to endure through the ages, whether it be a new social order, a kingdom or artistic movement. Her imagination and skill are her tools to Bring Order and Progress to a staid land of countless miseries. But while she toils to accomplish great things, the urge to begin Second-Guessing is an ever-present pitfall. Will she achieve her mighty legacy, or compromise her goal for something more safe and secure?

Gain a Willpower during a scene when you organized unexpected ingenuity, and another at the start of the next scene if it was wasted effort.
Shock Condition: Divert blame away from yourself.
Defining Virtue: Temperance


The Crusader: "I alone will succeed."
The character has Something To Prove either to herself or some greater power, but no matter the circumstances will not be denied. There is an Unspoken Innocence to her desires, insisting if she will be held to a high standard and punished for not meeting it, then she must be the one to set the bar. But while none other will hold sway over her, by becoming Her Own Judge and Jailer she closes herself off from those who care. Is self-validation truly the secret to happiness she has been missing, or does she war with herself to resist changing her attitudes?

Gain a Willpower during a scene when you put yourself in danger to make a point, and another at the start of the next scene if that danger was preventable.
Shock Condition: Make the situation all about you.
Defining Virtue: Valor


The Destroyer: "Remove every flaw, and what you have left is perfection."
The character Demands Change and forges her own path through every obstacle against it as an Indiscriminate Force. Ineffectual authorities, unrecognized weakness or shortcomings, she will strip out every single one to make her revolution a reality. She strives, and by striving chips away at even monolithic entities under the weight her righteousness. It is possible she can perform her job too well though, punishing herself and alienating those closest to her with Impossible Ideals to live up too. Does her worldview end with fresh beginnings, or a renewed cycle of violence?

Gain a Willpower during a scene when you purge a harmful influence, and one more at the start of the next scene if it held significant value despite this.
Shock Condition: Cause irreparable damage to an important object, relationship or goal.
Defining Virtue: Conviction


The Explorer: "Fresh dirt under your feet is like new air in your lungs."
The character quests to leave behind An Old Past and lead a more fulfilling life, something perhaps very well hidden away with lost places, peoples and things. Potential for the unexpected fuels her Wanderlust, and she keeps abreast of current events of all kinds for the latest experiences to add to her impulsive pilgrimage. But living as a free spirit is not everything it is cracked up to be, because sights and sounds cannot hope to fill an Inner Emptiness of Purpose. With an entire world laid out ahead of her, does she have a destination in mind or plan to run from her problems forever?

Gain a Willpower during a scene when you discover something remarkable, and one more at the start of the next scene if it wasn't worth the trouble.
Shock Condition: Find an escape from the situation.
Defining Virtue: Valor


The Fool: "Everything comes and goes."
The character pursues A Nobler Cause and does not feel worthy to command it, yet nevertheless Wishes to Belong among the kind of folk who hold such values so tightly. Taking center stage is not her way, though she will push from below with all her strength to see her allies into victory on that common faith. But this desire to support and follow orders is tempered by her Lack of Ambition to demand greater things of herself and those around her. Will she find someone or some thing worth throwing her weight behind, or will she settle for a lesser vision when the time comes to march headfirst into hell?

Gain a Willpower during a scene when you take the easy route, and another at the start of the next scene if you get no credit for your success.
Shock Condition: This has become all your fault now.
Defining Virtue: Compassion


The Jester: "If anything is worth doing, it's worth enjoying."
The character wields her Outgoing and Irreverent Humor to overcome sorrow and gloom, adding punchlines to cues given by insane circumstances. But this is not a selfish act at others expense, her pursuit of an entertaining demeanor masks an Unexpected Mature Side urging hope and strength to continue despite poor situations. For all good intentions she is still human, and so her Timing Can Be Suspect at best. With a playful nature as her only coping mechanism against the ills of the world, will her efforts be seen for the attempted comfort it is, or merely frivolous time-wasting?

Gain a Willpower during a scene when you lighten the mood or ease tensions, and another at the start of the next scene if this didn't remove the source of unease.
Shock Condition: Time to find a more receptive audience.
Defining Virtue: Conviction


The Lover: "Life is more than the sum of its parts."
The character thrives on personal connections and building Bonds of Intimacy between those closest to her, intent on creating a Support Network to shield tender hearts from loneliness, including her own. She is a loyal mediator, an enthusiast of relationships in every form, matchmaker and team-builder beyond measure. But her insatiable need to please can encourage her to Live Vicariously Through Another instead of finding her own experiences. Will she create a voice for herself with these bonds, or define her life by who and what she holds dear?

Gain a Willpower during a scene when you place trust in someone despite the odds, and another at the start of the next scene if this is a mistake.
Shock Condition: Lash out unfairly.
Defining Virtue: Compassion


The Ruler: "The line is drawn here."
The character seeks out a Power She Desires, and as a result she has or sees Something To Dominate which defines her. Leadership and decision-making comes easy, and she stakes her worth on forcing others to react around her dominating figure. But with power comes Potential For Loss, and her fears all revolve around that risk. When the time comes, will her demanding pursuit of authority and control protect her lofty ambition or undermine it?

Gain a Willpower during a scene when you issue an ultimatum, and another at the start of the next scene if you couldn't follow through on it.
Shock Condition: Escalate the situation.
Defining Virtue: Valor


The Sage: "Pay attention, everything teaches a lesson."
The character knows a Riddle In Need Of An Answer, which if unlocked will increase her understanding of the world she lives in. Her Rational and Methodological Approach always helps her weather the most unforeseen crisis, so long as she follows the proper procedures. But for all her desire to study and accumulate knowledge, Small Sample Sizes can lead to losing sight of the bigger issues, caught up with and blinded by formal policies or minutia. Is her mission an attempt find objective truths, or just a quest for evidence to validate her own biases?

Gain a Willpower during a scene when you must alter plans because of new information, and another at the start of the next scene if that information was flawed or incomplete.
Shock Condition: Stall for time to think.
Defining Virtue: Temperance


The Survivor: "I'm fine."
The character endures through a Reputation of Strength, which she has earned by accumulating a Notable History of Trials and Adversity. With a combination of arrogance and courage she lives or dies by her own terms, leaving little room for those who cannot keep pace. But she is no fearless martyr, and suffers in order to overcome a Hidden Weakness she refuses to recognize. How far can her personal limits be pushed before she begins to falter?

Gain a Willpower during a scene when you endure meaningful hardship, and another at the start of the next scene if keeping silent prolonged it longer than necessary.
Shock Condition: Take more pain, you can handle it.
Defining Virtue: Conviction


The Visionary: "Think about the big picture."
The character has an Impossible Dream that exceeds her grasp for now, but she will shape it into being by the Unflagging Intensity of her ideals. While she has dedicated her life to this task, she recognizes that her own is not the only dream, and working together to achieve many dreams can only help everyone involved. This communal enthusiasm, while laudable, can also cause her to become Dismissive or Marginalizing of those incapable of seeing her agenda beyond the bounds of conventional imagination. When her plans shift to the final phases, was she always looking for allies, or just pawns to manipulate into supporting her grand vision?

Gain a Willpower during a scene when everyone could benefit from your proposals, and one more at the start of the next scene if it has unintended consequences.
Shock Condition: You might be wrong, but you're always right.
Defining Virtue: Temperance


Additionally as a final note, the old "Paragon" Natures gave some very good high-concept reads of what the various Exalt types were "about" insofar as their primary stories and themes, which was lost in the port to 2e. There is nothing especially stopping the option of Exalt-specific Natures in this vein, catering to particularly iconic concepts such as these:

Paragon of the Old World (Solar Exalted):
With such mighty power and the weight of history bestowed upon her, the Solar knows in her heart what is right and noble, and shoulders the Tremendous Responsibility about how it should be used to benefit others. Though the ills of the world may have rendered her Intolerant of Human Foibles, including her own, what stings the most is the lack of acceptance misconstruing her Altruistic Deeds as self-righteous posturing. Does she truly act with the common good in mind, or are these the empty gestures of a guilty conscience seeking atonement for sins not of her own making?

Gain a Willpower during a scene when you reawaken an ancient dispute, and another at the start of the next scene if you or your own past life was the cause.
Shock Condition: Take command.
Defining Virtue: Conviction
 
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If you apply this logic to all aspects of your life, you will either be a very funny person at parties or treated like Imperial Germany by your roommates - possibly both. This is why it is a genius thing to do, and you should do it.
Followed your advice, and have now accidentally conquered Belgium. Not sure what to do now, send help.
 
There's been hints that the Elemental Dragons are Gaia's sub-souls (or are gods, her children or just created by her. It's not clear iirc)

As for this...who is dismissing her claim? Nobody has that right, because nobody has the right to say how Creation should function save that which is gained by imposing ones will on it through Force. Though she probably has a better claim than most.
I suppose that being able to use continents as melee weapons is a pretty good arguments...
 
Damnit Accelerator, go look up 'Mandate Of Heaven' and 'Divine Right Of Kings' on wikipedia and google. It'll be faster than explaining this to you.
 
Then why the fuck were you asking it. Could you please stop this shit Accelerator?
Regardless of whether you think the divinities in question have the right, the Creation-Ruling Mandate was given to the Solars by the gods. It is a literal divine right of kings.
Dear God.

So what about the mandate of heaven?

Yeah. The mandate was given to the solars. And they fucked up. They fucked up so horribly that the Unconquered Sun turned his face from them. They fucked up so badly, their loyal advisors and soldiers turned on them and slew them en masse. They fucked up so badly that the first age became a place of horror and wonder.

And remember how mandates are lost? The ruling class loses the mandate of heaven when they basically do bad things, like, I dunno, commence gratuitous torture and genocide for petty whims? Or carry out atrocities? Or do stuff like Operation Wyldhand? Ya know, become an evil tyrant?

And how does one get the mandate of heaven? Why, by beating those same tyrants, of course.

Is this about the cooperation of heaven and the terrestrial courts? Like that part about how celestial gods would sooner respect an urchin than a dragonblooded elder, because the urchin may become a solar one day? Or how the terrestrial courts refused to work with the dragonblooded cause reasons?

Because I thought we all agreed that was stupid.

What? Isn't the whole point of exalted is that it isn't 'the rightful kings are gone, and so without their presence, all of Creation slides to rot and decay', and instead its 'no more solar support and bureaucracy means that we can no longer carry out the same achievements as before, because we aren't as powerful'

Don't tell me you actually believe in the corebook solar charm claims.
 
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general exalted thread is rated number one for informing people about mandate of heaven and also number one ofr making people misunderstand the mandate of heaven :(
I mean. Did I miss out some thing? Was there some metaphysical thingy I missed out? Some dictionary term?

I just checked out the term on Wikipedia. It includes the right to rebel against unjust rulers and tyrants. So what are you trying to say, @Segev?
 
I mean. Did I miss out some thing? Was there some metaphysical thingy I missed out? Some dictionary term?

I just checked out the term on Wikipedia. It includes the right to rebel against unjust rulers and tyrants. So what are you trying to say, @Segev?
No no, it's just that the mandate of heaven is an extremely complicated historigraphical concept and it has typically been peddled in this thread as a sort of tautological catch-22 that instantly legitimizes the next usurper instead of being subject ot extremely complex factors and vagaries of politics and beliefs. :V
 
No no, it's just that the mandate of heaven is an extremely complicated historigraphical concept and it has typically been peddled in this thread as a sort of tautological catch-22 that instantly legitimizes the next usurper instead of being subject ot extremely complex factors and vagaries of politics and beliefs. :V
Fine. Fine.

I guess I'll go further than a Wikipedia page.
 
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