Is Emerald Gyre a new one? Can't say I've seen that name before. There had been some joking about adding a sidereal style inspired by Meti's Sword Manual from K6BD, but it's not on that list. Maybe we'll get it in the companion somewhere.
 
Is Emerald Gyre a new one? Can't say I've seen that name before. There had been some joking about adding a sidereal style inspired by Meti's Sword Manual from K6BD, but it's not on that list. Maybe we'll get it in the companion somewhere.
Yeah it's new.

I looked up the various styles before asking that question because I was curious which ones might get in and it definitely wasn't on one of the lists.

Definitely sounds awesome though
 
There's a general fandom Exalted Discord server where developers and writers for the game like to hang out, and it's the best way to stay up to date. Linkie here (expires in seven days).
 
Awesome!

Thanks!

I had hoped we get Obsidian Shards of Infinit, but I was afraid it had been thrown in the hahahano bucket like Cobra Style
Being written by authors not wanting to find tricsky work-around perfect effects or have those be something they have to work around at all, is kind of going ot b enice.

Obsidian Shards is one of the cooler styles aesthetic and thematically, but man was it a complete clusterfuck mechancially.
 
I'm happy that we're getting new martial arts, because new stuff is important to a growing rpg, but I'm also sad that we're not getting Crystal Chameleon style in Sidereals, which is where I thought it would end up based on where it debuted in 2e.
 
Being written by authors not wanting to find tricsky work-around perfect effects or have those be something they have to work around at all, is kind of going ot b enice.

Obsidian Shards is one of the cooler styles aesthetic and thematically, but man was it a complete clusterfuck mechancially.

Omicron wrote a homebrew 3e adaptation of Obsidian Shards a while back that I was quite fond of. It'll be interesting to see how the canon version stacks up.
 
I'm happy that we're getting new martial arts, because new stuff is important to a growing rpg, but I'm also sad that we're not getting Crystal Chameleon style in Sidereals, which is where I thought it would end up based on where it debuted in 2e.
We know that at least Violet Bier of Sorrows and Throne Shadow is in there. No animal style so far...but we have this convenient one over there that woudl be neat. Just sayin'.
 
Cobra Style had a lot of... effects.
  • A form charm that made Perfect Defences more expensive, made a lot of non style charms innate abilities, and empowered Overdrive charms, all in addition to its main effects
  • Unresistable effects that reduce attack successes and messes with perfect attacks
  • Creating strong costless weapons that can share rate with unarmed strikes
  • A counterattack that cares about initial Join Battle rolls at the beginning of combat, that adds multiple successes to the attack, that lets the martial artist attack up to five people at a time for one charm activation even if they didn't attack them
  • A social attack that makes the target inactive during combat, and if you break out of it you suffer a 5m to your next charm activation.
  • The martial artist gains a pool of up to 8 free perfect dodges while also gaining an enhanced jump and attack pool
  • Gain free -0 health levels
  • The martial artist can imagine that they were attacked in order to counterattack even though no one has attacked them. The imaginary attack does no damage to the martial artist.
  • An area effect charm that causes both people that fail to resist it and people to resist it to suffer extra damage from being poisoned
  • Gain free style points that you can spend for free to change many things about the battle you're in (there are so many!) and this is from a single action duration charm that actually lasts forever

Yeah. Every single charm is terrible, though I'm sure I still missed stuff due to not having interacted with 2e mechanics for a while.
 
Cobra Style had a lot of... effects.
  • A form charm that made Perfect Defences more expensive, made a lot of non style charms innate abilities, and empowered Overdrive charms, all in addition to its main effects
  • Unresistable effects that reduce attack successes and messes with perfect attacks
  • Creating strong costless weapons that can share rate with unarmed strikes
  • A counterattack that cares about initial Join Battle rolls at the beginning of combat, that adds multiple successes to the attack, that lets the martial artist attack up to five people at a time for one charm activation even if they didn't attack them
  • A social attack that makes the target inactive during combat, and if you break out of it you suffer a 5m to your next charm activation.
  • The martial artist gains a pool of up to 8 free perfect dodges while also gaining an enhanced jump and attack pool
  • Gain free -0 health levels
  • The martial artist can imagine that they were attacked in order to counterattack even though no one has attacked them. The imaginary attack does no damage to the martial artist.
  • An area effect charm that causes both people that fail to resist it and people to resist it to suffer extra damage from being poisoned
  • Gain free style points that you can spend for free to change many things about the battle you're in (there are so many!) and this is from a single action duration charm that actually lasts forever

Yeah. Every single charm is terrible, though I'm sure I still missed stuff due to not having interacted with 2e mechanics for a while.

I think the most stand-out part of it which shows the mentality that it was written with was the "hallucinate you're being attacked" one. Because the only reason to put that charm in was if you didn't want an opponent to have counterplay like "I just won't attack you when you're using all your powerful counterattack stuff". It suggests that in playtesting, someone went "well I just won't attack you" and Morke was like "Nuh uh I'll add a charm to allow me to hallucinate being attacked".

Which, you know, would be in line with his Sun "errata" which was written to win an argument on the old WW forums against the guy who had written the original mechanics.
 
I mean, that was a sci-fi trapping. That wasn't animism spreading through the setting, that was just going "everything magical is actually just mundane physics!" You can do "every object has its own spirit", but when you make those spirits literally molecules, I vomit in disgust and vow not to spend anymore money on the product. It was exactly the sort of "sci-fi intruding upon and overriding the fantasy" that I hated so much. Making absolutely certain that you couldn't enjoy Creation's animism vibe without being very clear that Literally Actual Physics are Here And Important, So Do Science On Them!
Do you feel that this extends to things like Green Sun Wasting being a mythological analogue to radiation poisoning? I would personally argue not, because while there's certainly a reference being made to RL physics, it's intentionally warped into something that fits within the setting and is at least semi-distinct. (Thinking of the old conversation in this thread, where it was eventually agreed that trying to boil water with Malfean fire would likely just result in the water being progressively annihilated, or perhaps burnt into greasy ash.)

My take is that Creation's animism should be something that you can exploit (which really just means that they have predictable patterns and don't randomly change their own rules to stop anyone making coherent use of them), but not something you can exploit by just rattling off RL physics and engineering factoids.

RL physics and engineering factoids should be grist for the mill, not the flour you bag up and send off to the bakery.
 
Something in the second drop I found interesting, in the chargen chapter it mentions that many Abilities have some Charms for atypical situations in them. For example, the five Endings Abilities (Athletics, Awareness, Bureaucracy, Integrity, Medicine) will also cover combat, subterfuge, resisting poison/disease/hazard, tracking, and dealing with spirits.
 
Do you feel that this extends to things like Green Sun Wasting being a mythological analogue to radiation poisoning? I would personally argue not, because while there's certainly a reference being made to RL physics, it's intentionally warped into something that fits within the setting and is at least semi-distinct. (Thinking of the old conversation in this thread, where it was eventually agreed that trying to boil water with Malfean fire would likely just result in the water being progressively annihilated, or perhaps burnt into greasy ash.)

My take is that Creation's animism should be something that you can exploit (which really just means that they have predictable patterns and don't randomly change their own rules to stop anyone making coherent use of them), but not something you can exploit by just rattling off RL physics and engineering factoids.

RL physics and engineering factoids should be grist for the mill, not the flour you bag up and send off to the bakery.
My favorite Solar has an anima where the progression to Bonfire is that of a star aging and going supernova, and my write-up for Ligier in Ex3 includes a stellar wind as a passive defensive effect. I hope this answers your questions <3
 
We have some charms for the siddies.

Including a thrown charm that lets you steal one person's shadow and use it for a decisive on a second person with the first person's initiative.

Duck Fate is back, and can still be used to dodge things like performance reviews or your own feelings.

And we have Wearing Red to a Wedding!

Shadow Migration Tactic

  • Cost: 10m, 1wp; Mins: Thrown 5, Essence 4
  • Type: Simple
  • Keywords: Decisive-only
  • Duration: Instant
  • Prerequisite Charms: Essence Thorn Practice, Willful Weapon Method
The Sidereal digs her fingers into someone's shadow and rips it free, flinging it with stolen strength to set its journey in motion.

The Sidereal makes an unarmed (Strength + Thrown) gambit against an enemy within close range. Its difficulty is the target's (higher of Essence or Defense). If successful, she steals his shadow and makes a decisive attack with it against another character within medium range, using the same attack roll. This secondary target must be chosen before the gambit's attack roll; if it doesn't beat his Defense, this Charm has no effect. The thrown shadow uses its master's Initiative to determine damage and resets his Initiative instead of the Sidereal's. She can enhance this with other Charms, which must be used before the roll. The shadow eventually returns to its master, though it may dally for a while.

Alternatively, if the Sidereal's somehow lost her shadow, she can replace it with a stolen one. This counts as a sorcerous curse on the victim.

  • Reset: Once per scene.
 
Duck Fate is always rad, of course, but I also really liked Unburdened Soul Arrow, which allows you to shoot "a Psyche effect, Shaping effect, or Derangement" affecting you at someone else, and if you beat their resolve they are the victim of that curse instead of you.
 
I know that Obsidian Shards of Infinity is what allowed Creation-Slaying Kick, but what was wrong with Cobra Style?
Note, Charcoal March of Spiders is what led to the whole Creaiton-Slaying Kick thing. As cool and flavorful as the spell is and Jenna's mechancis are itneresting, I'm one to argue that the original three SMA were kind of built on the entirely wrong paradigm of high Essence htat ended up infecting Ealted until 3e, probalby still even int he coreobok honeslty.
 
Duck Fate is always rad, of course, but I also really liked Unburdened Soul Arrow, which allows you to shoot "a Psyche effect, Shaping effect, or Derangement" affecting you at someone else, and if you beat their resolve they are the victim of that curse instead of you.

Actually on that note, it's interesting that we are getting specifically labeled Shaping effects here. The core book took pains to avoid using that term (as part of the Natural Language™ thing, I think), and even the new devs didn't try to change that with Dragon-bloods or Lunars. I guess Sidereals have enough weird bullshit to make them bite that bullet. Also things like italicized flavor text on some charms and bullet-pointed reset conditions all point to a noticeable change in charm style from previous books.
 
I absolutely love Secret Bloodline Revelation, and it's very interesting to note that you can use Name-Pilfering Practice to forge someone's signature if you've stolen their name. Wonder what else that could be used for >:3c
 
Actually on that note, it's interesting that we are getting specifically labeled Shaping effects here. The core book took pains to avoid using that term (as part of the Natural Language™ thing, I think), and even the new devs didn't try to change that with Dragon-bloods or Lunars. I guess Sidereals have enough weird bullshit to make them bite that bullet. Also things like italicized flavor text on some charms and bullet-pointed reset conditions all point to a noticeable change in charm style from previous books.
Lunars had it, but not as a keyword. Exigents turned it into a proper keyword. Sidereals expanded on it.
 
I know that Obsidian Shards of Infinity is what allowed Creation-Slaying Kick, but what was wrong with Cobra Style?
Cobra Style was once described as the single most overpowered thing the ink monkeys ever created and something that that deserved to be in scroll of the monk. It was a very synergetic celestial combat style that had a better than solar charm level defensive suite. I loved the idea behind the style and it's poison mechanic, just to use with black claw
 
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