There is no contradiction between what VBoS says, and what "daiklaves" in an MA form weapon description means. It just so happens that VBoS doesn't say anything about daiklaves.
The artifact version of a sword is a daiklave.
Given that VBoS explicitly says sword, NOT straight sword, it's safe to assume all sword types and their artifact equivalents apply.
Especially since the entire style was pretty comprehensively errataed and that wasn't changed or clarified.
 
Well I guess the simple solution would be to ask @Jon Chung himself, but on doing some more reading it seems like VBoS was intented to be used with all of the daiklaves.
 
I would appreciate it if you could expand on this at your leisure.
All sort of things. Luminous Interceptor Defense being a pseudo perfect via a mechanic that I'd consider mechanically dubious at that mote cost, given Exalted's general issues with keeping it so you can hit people, its form being the least form like form charm I can think of, Coruscating Prism Defense being a step one reflexive charm (for those not familiar, that's when you declare your offensive charms), etc.

There's also some costing issues: Lucent Circuit Technique is flat out better than the Infinite Dodge Mastery, and I'll talk more about Shining Bolts Prana below.
Isn't that kind of the point of being in a warstrider?
Lemme phrase it this way: do you like rocket tag? Note that 64B was the minimum raw damage. Its actually about 20 higher, because warstriders tend to 10+ strength at the low end, a 20 at the high. So damage at the high end, before threshold sux (which also get doubled) is 104B. Warstriders give you a maximum 30 soak (most give low 20s). And you use your own health levels. This is the definition of perfect or die.

But warstriders being broken and exasperating the existing lethality issues in Exalted to a insane degree isn't exactly news. There is the concern a Lunar can take a warstrider goremaul and wreck you with it, but that's a separate thing that come with letting warstrider tier weapons into personal scale. Let look down to something the style heavily incentivizes: grand beam weapons. Note that higher artifact rating boost the styles power, so the artifact 5 for such weapons is a good thing here. It also allows for a personal output of about 30 damage an attack, which is more then anything but a soak monster can tank. Where this gets bad is when you combo in something akin to Hungry-Tiger Technique, which multiplies threshold sux, which then get multiplied again by Shining Bolts Prana. That will add around 10 damage a hit to an attack, boosting average damage output to 40 per round. For most characters, that's perfect territory, but its actually 2 motes cheaper then a perfect for solaroids, and 4-5m cheaper then for a celestial, solidly tilting mote economy in your favor. That not ideal. Alternatively, you can use Illuminated Stroke Attack (from this style) for a flat boost of 10 to damage, though that is not as good mote economy wise. Further, the next charm in the style allows for a scene long boost of accuracy to 5, effectively negating the only real disadvantage of using a grand weapon in the first place.
Guess I'm looking for something with an MA with a more general Alchemical theme; magitech weapons in general, instead of just a subset.
Oh. Um. Look, here's the issue with what your asking for:

Define, mechanically, magitech weapons.

I'll save you some time: the only thing that seems to define a magitech weapon is that it has a repair rating. Further, thanks to WotLA, there are so many artifacts that fit the definition that you need dial down what the style encompasses as weapons wise just to keep a solid theme (and MA's live or die on their themes). Further, an issue with this kind of style is that its a small step from this to a style that 'makes swords more swordy'. Its not a great precedent.

If I was to build a magitech style, it would be something that generates effects by over stressing weapons (forcing the repair mechanic into play), and generating 'munition' type resources (akin to the White Reaper Style) to cause effects. Hmmmmmm....
You know, I've always liked the fluff for Reaver Daiklaves despite them being mechanically shit, but I've just never been able to find a decent MA (or any canon MA, even) that actually uses them as form weapons.
Eye of Heaven (Debris of the Fallen Races) uses orichalcum reaver daiklaves as a from weapon. Its a pretty solid style.
What;s so great about Crystal chameleon, anyway? I remember it's charms feeling more constrained/situational than usual for a CMA.
Its big thing is letting you sling unexpected attacks by virtue of flash banging your enemy into not seeing you. Beyond that it lets you move fast, has a decent external penalty inducer, a perfect and a good multiple action charm. All said and done, its a solid style.
There is no contradiction between what VBoS says, and what "daiklaves" in an MA form weapon description means. It just so happens that VBoS doesn't say anything about daiklaves.
The artifact version of a sword is a daiklave.
Given that VBoS explicitly says sword, NOT straight sword, it's safe to assume all sword types and their artifact equivalents apply.
Especially since the entire style was pretty comprehensively errataed and that wasn't changed or clarified.
These are separate readings of the same text, and quite frankly their both valid. VBoS has ridiculously broad form weapons, all said and done. Looking at that list though, its clearly meant to invoke a classic wuxia master. Going by that, the straight sword is the obvious choice to round them out, if you are restricting. The charms themselves have more in common with the high precision, hit weak points, internal damage school of classic martial arts, which don't match well with the classic wuxia master theme. My personal list is knives, straight and slashing swords. Artifact wise, that means standard and reaper daiklaves: reavers are to broad and messy to evoke the proper feel, and the goes doubly for grand daiklaves.
 
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So, balance-wise, how sketchy would a Solar charm that lets you integrate a portion of unused overdrive motes into your regular mote pools be?

I was thinking something along the lines of "at the end of any scene in which you have unused Overdrive motes, roll willpower and each success lets you reintegrate 2 (or 3?)of the unspent motes to your normal pools."

Possibly with an option to trade a certain number of motes for willpower? For example, you can opt to trade in 10 motes gained in this way for a point of temporary willpower. Maybe at a higher Essence repurchase?

This would still keep offensive motes from being used for defense since it only triggers at the end of the scene, while still potentially giving a useful stamina boost through multiple fight scenes.

Assuming it's workable, I was thinking it probably fits best in Integrity since that's where most of the rest of the Solar's resource management powers are.
 
So, balance-wise, how sketchy would a Solar charm that lets you integrate a portion of unused overdrive motes into your regular mote pools be?

I was thinking something along the lines of "at the end of any scene in which you have unused Overdrive motes, roll willpower and each success lets you reintegrate 2 (or 3?)of the unspent motes to your normal pools."
If it's at the end of a scene, then it doesn't sound like it would mess with the mote regeneration issues. I think I would allow it.
 
I will note there were charms along this line (reactor Charms) that later got removed. It also kinda messes with the motes/hour regen formula, which is more of a concern when conducting back to back fights.

Conversion at the end of the scene probably doesn't break anything though.
 
For Solars, what would be a good charm for covering distances quickly between you and an enemy?

Like say I'm facing a DB archer who keeps shooting and retreating before I can get near. What charm would I use to get closer quickly and stab him in the face with my spear?
 
For Solars, what would be a good charm for covering distances quickly between you and an enemy?

Like say I'm facing a DB archer who keeps shooting and retreating before I can get near. What charm would I use to get closer quickly and stab him in the face with my spear?
Depends on how Athletics-invested he is, and how far you'll need to push it, so I'll lay it all out here.

As far as scene-long speed boosters go, your bread-and-butter speed-booster is Lightning Speed, from the core, in conjunction with an Athletics excellency if needed. If you still need more speed, you might want Racing the Sun, from Glory to the Most High, which lets you activate Lightning Speed multiple times and stack it. If you still need more scene-long speed, the most direct option is Speed of Light Approach, from the DotFA errata... but it's an E6 Charm, which means you'll also need to be E5 and have a cap-breaker. A potentially more reachable long-term speed booster is Glorious Temple Body, from Ink Monkeys, but it requires broad investment in Athletics to grab, and doesn't give great rewards at low-Essence.

For short-term speed increases, your best bet is probably Night's Avenger Lunge (that name has gotta be a typo), from Ink Monkeys. It's a counterattack that you activate after trying to dodge an attack, and launches you toward your enemy at high speed (like, Strength 3 Dodge 5 will bring you 55 yards forward, reflexively), or for greater cost launches you 300m towards your enemy and lets you make an attack. It auto-upgrades at E5+ to be activated for a further surcharge to let you counterattack against people attacking you from up to 100 miles away. It is a Dodge Charm, however. The Athletics option for the same utility is Godspeed Steps, from the DotFA errata, and has a variable cost, reflexively moving you across a distance based on how much you paid. Unlike Night's Avenger Lunge, however, it's Athletics 5 Essence 5.

I'd generally recommend going for the long-term stuff, if your problem is kiting archers. It's all well and good to launch yourself 100 miles and stab someone in the face, but then they perfect the attack, and if they're faster than you you're only getting an action or so of attacks before they've exited your engagement range again.

One other somewhat notable option (although I don't like it) is Blind Impulse Strike, from Ink Monkeys; it's a Melee Charm that lets you counterattack against ranged (...or social, at E6+) attacks at arbitrarily large ranges, ignoring all cover and so forth. It's really dumb, but it does exist, so it's another anti-archer tool.
 
For Solars, what would be a good charm for covering distances quickly between you and an enemy?

Like say I'm facing a DB archer who keeps shooting and retreating before I can get near. What charm would I use to get closer quickly and stab him in the face with my spear?

Night's Avenging Lunge (Dodge) comes to mind immediately.

Solars don't really get a teleportation charm, but they have a ton of super speed ones in athletics. Also DotFA has high essence charms that let you counterattack anything - even social attacks, in Melee, IIRC.
 
Okay, here's my first pass at the Charm I was talking about. This is a mechanics-only version, no fluff so regardless the final write-up will be a bit different.
- - - - - - - - -
Glorious Victory Exultation
Cost: - ; Mins: Essence 3, Integrity 5; Type: Permanent
Keywords: Reactor, Overdrive
Duration: Permanent
Prerequisites: Phoenix Renewal Tactics, Spirit-Maintaining Maneuver

This Charm expands the Solar's Overdrive pool by five motes, and at the end of any scene in which the Solar has unspent Overdrive motes they may roll their (Willpower + Integrity). Each success allows the Solar to claim two Overdrive motes to replenish their Personal or Peripheral mote pools. Alternately, the Solar may exchange ten Overdrive motes to recover one point of temporary Willpower. If the battle was a victory for the Lawgiver, they may instead recover one Willpower for every five Overdrive motes exchanged. Regardless, Willpower recovery from this Charm counts as natural for all purposes, including this Charm's prerequisites.
- - - - - - - - -
So, some notes: I made the roll (Willpower + Integrity) because it seemed like it would add some interesting choices to it. Gamble on good rolls from the first excellency to make a mote profit? Use the second excellency to ensure I reclaim enough motes to exchange for a Willpower point? Also, I tacked on the 5 mote Overdrive expansion mostly 'cause the fact that it caps at 25 and I couldn't find any Solar Overdrive charms that did less than 10. Frankly, the waste when using one of them just to cap your Overdrive pool felt bad to me so I thought this'd be an opportunity to fix the problem. The victory clause is partially playing to what the fluff will be ('exultation' is synonymous with joy/celebration, so enhanced recovery on a win seemed cool).
 
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I dunno, i'd have no issues with picking up a fourth overdrive charm even with my pool already full, because overdrive charms also give you new ways to fill your pool. At least one (Yay sidereals) gives you new ways to spend your OD motes.
 
Hmm, I didn't see any Solar Overdrive charms that give you new use cases. Granted, new ways to fill the pool is helpful, but it seems like you should at least have the option to just pick up two charms + this to cap your pool.
 
Hmm, I didn't see any Solar Overdrive charms that give you new use cases. Granted, new ways to fill the pool is helpful, but it seems like you should at least have the option to just pick up two charms + this to cap your pool.
Essence-Gathering Temper: get motes from getting hit (or seeing your friends get hit). Resistance.
Red Dawn Ascending: get motes from your wound penalty increasing. Resistance.
Fading Light Quickening: get motes from burning reflexive attacks. Melee.
Certain Victory Formulation: get motes from being near your enemies and not getting hit. War.
Righteous Avenger's Aspect: get motes for being in a rematch after losing to your opponent (or your friend losing). Integrity.
Storm Gathering Practice: get motes by moving into your enemy's range, then staying out of it. Archery.

That's 6 Overdrive charms in the Solar charmset, and 6 ways to gain motes (and, by combining ~3 of them you pretty much guarantee mote gain; Essence-Gathering Temper, Certain Victory Formulation, and Storm Gathering Practice can do it).

EDIT: If you meant allowing the motes to be spent on things other than offensive charms, though, I don't think Solars have that. Probably intentional, really.
 
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Okay, here's my first pass at the Charm I was talking about. This is a mechanics-only version, no fluff so regardless the final write-up will be a bit different.
- - - - - - - - -
Glorious Victory Exultation
Cost: - ; Mins: Essence 3, Integrity 5; Type: Permanent
Keywords: Reactor, Overdrive
Duration: Permanent
Prerequisites: Phoenix Renewal Tactics, Spirit-Maintaining Maneuver

This Charm expands the Solar's Overdrive pool by five motes, and at the end of any scene in which the Solar has unspent Overdrive motes they may roll their (Willpower + Integrity). Each success allows the Solar to claim two Overdrive motes to replenish their Personal or Peripheral mote pools. Alternately, the Solar may exchange ten Overdrive motes to recover one point of temporary Willpower. If the battle was a victory for the Lawgiver, they may instead recover one Willpower for every five Overdrive motes exchanged. Regardless, Willpower recovery from this Charm counts as natural for all purposes, including this Charm's prerequisites.
- - - - - - - - -
So, some notes: I made the roll (Willpower + Integrity) because it seemed like it would add some interesting choices to it. Gamble on good rolls from the first excellency to make a mote profit? Use the second excellency to ensure I reclaim enough motes to exchange for a Willpower point? Also, I tacked on the 5 mote Overdrive expansion mostly 'cause the fact that it caps at 25 and I couldn't find any Solar Overdrive charms that did less than 10. Frankly, the waste when using one of them just to cap your Overdrive pool felt bad to me so I thought this'd be an opportunity to fix the problem. The victory clause is partially playing to what the fluff will be ('exultation' is synonymous with joy/celebration, so enhanced recovery on a win seemed cool).
As written, you don't need to roll to recover willpower. You should probably have the "Alternatively,..." line go "the solar may exchange 10 motes gained this way for one point of willpower".
 
Anyone have any tips for making Fair Folk and such without resorting to Graceful Wicked Masques? Rules hacks, suggestions, tips on playing them? I want to DM a game with my friends that features them as NPCs.

Actually, is there any part of Graceful Wicked Masques that is useable?
 
You can use GWM to melt the brain of someone! You simply needs to force him to read it. Or you can bash it in the head of a player: the impact should do the trick.

If it doesn't work, more impacts! In the wrost case you will have simply to hit him untill his brain shows and then hit directly the brain. It is more of a splattering than a melting, but beggars cannot be choosers.

Joking aside, i think Earthscorpion or someone else on this forum or SB advised to play them as spirits with strange fae-like limitations in their charms.
 
Anyone have any tips for making Fair Folk and such without resorting to Graceful Wicked Masques? Rules hacks, suggestions, tips on playing them? I want to DM a game with my friends that features them as NPCs.

Actually, is there any part of Graceful Wicked Masques that is useable?
Use GWM as a guide for things they can do. It's really, really hard to use, otherwise, because about a quarter of the book is in the Scroll of Errata. Not just "changed", there are seriously more than 40 pages of added stuff and changes in the black and white SoE. It's ridiculous.

But yeah, good for ideas. Not so good for actual mechanics.
 
EDIT: If you meant allowing the motes to be spent on things other than offensive charms, though, I don't think Solars have that. Probably intentional, really.
Seeing as overdrive motes exist with the dedicated purpose of enabling more offensive charm use in combat... yeah, it's entirely intentional. Any other use could be extremely unbalancing.
 
So i've been reading Scroll of the Monk (2e) and discovered what is apperently an infamously broken Sidereal Martial Arts style, called the Obsidian Shards of Infinity.

Just to understand how broken it is, I see one of the charms there is Echoes of Infinity, which makes it possible to use any martial arts Charm for free. Does this include from ANY martial arts style? And combined with Draw Forth Every Shard is it then possible to spam every martial arts Charm I know from 30+ clones at the same time?
 
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