Inspired by Fallout New Vegas, I have been putting together a... I guess you would call it a campaign scenario? There isn't really a good word for it, but basically it's a scenario in the Dreaming Sea where Prasadi and Ysyri expansion have created a three way battle for the Jewel of the Dreaming Sea, the rich city of Y'danna.

Its designed so that all three sides are evenly balanced so that players have the opportunity to tip this conflict one way or the other, and with plenty of factions to provide quests, allies or enies as the players wish.

It's not *complete* per see (I'd still like to add some more NPCs, flesh out the neutral factions, etc) but it's done enough to be playable and fun as is, with the DM adding more people as needed.

So without further ado I present:

THE SIEGE OF Y'DANNA

Edit: Fixed link so it no longer directs you to a giant snake attacking the Toronto Airport
 
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Cat Style


Despite its position as a well-heritaged animal style, there has always been something slightly rakish — even disreputable — about Cat Style. If other martial arts schools are to be trusted, there is one unifying characteristic of its practitioners and that is their bad attitude. The Cat stylists of course disagree; it is right and proper to be skilled with the blade, and that those who complain about their manners should just get good. Such is their nature: to wield their long one-handed blades with insolent ease, scoring insulting pokes into soft tissue while their sharp tongue lashes out, only to finish with a murderous lunge that severs the spine. Ironically enough, despite their poor attitude many have found Cat practitioners to be excellent companions in a brawl, for in their pride they invite all attacks on themselves and fiercely punish those who would dare harm one they have selected as a friend.

Cat Weapon Tags: Piercing, Disarming, Defensive (Off-hand Only). Cat martial artists primarily use one-handed swords made for the thrust such as the rapier, jian, or estoc, with some carrying an off-hand parrying dagger or buckler to aid in the fight. Cat Style primarily teaches blocks and unarmed disarming techniques for the case when a wielder is left without her blade, and grants her unarmed attacks the Disarming tag. If a Cat Style practitioner is unarmed and successfully disarms an opponent of a weapon that may be used with Cat Style, she may reflexively equip it.

Cat Style Armour: Cat Style is compatible with light armour.

Complementary Abilities: Cat Style requires some combination of Presence and Physique.

Cat Form

Prerequisites: Close Combat 3, Complementary Ability Total 3

With a cocky grin, the duellist salutes her foe with her blade and waits for them to make a mistake.

Commit 1 mote on Step 1 for the scene. The Exalt gains an extra point of Defence against all opponents with a negative Intimacy towards her, or who have taken a hard bargain or rejected her social influence in this current scene. Once per round, when the Exalt inflicts damage with a decisive attack, successfully Instils an Intimacy in an opponent, or an opponent rejects or takes a hard bargain against her social influence, she gains a point of Claw. When she inflicts damage with a decisive attack against a character she may additionally in Step 7 reduce the levels of damage she inflicts by 1, to a minimum of 1, to gain an additional point of Claw. She may have up to (Close Combat) points of Claw.

The Exalt may spend Claw to increase her Soak against a single attack by 1 per level spent. Alternatively, Claw can be spent in place of motes to activate Cat Style charms.

Terrestrial: An attacker with less Power than the practitioner treats her as having Concealment, as her overwhelming confidence leads him to misjudge angles and distances.

Celestial: The slow-witted are to be mocked or run through; it is much of a likeness. When in Cat Form and resolving an attack or a social influence action, the practitioner may choose to set the target's base Defence equal to his Resolve, or his base Resolve equal to his Defence, if it would benefit her.

Yowling Prince Stance

Prerequisites: Cat Form, Close Combat 3, Complementary Ability Total 4

Hissing jibes, the duellist demands the attention of her foes - and takes a price in pain if passed over.

The martial artist commits 1 Mote for the scene. When an assailant makes a Close Combat attack against a third party in the same range band as the martial artist, she may spend 1 Power and 1 Mote to make a Close Combat counterattack against the assailant during Step 8 of his attack resolution. These counterattacks do not count against the action limit. If the third party has a positive intimacy towards the martial artist and she is in Cat Form, she gains one Claw.

Terrestrial: Once per turn, the practitioner may resolve her counterattack as a Clash against the assailant's attack. Should the assailant win the clash, he may choose whether to resolve his attack against the original target or the Cat Stylist, unless he has a negative intimacy towards her in which case he must take a hard bargain to resolve the attack against the original target.

Celestial: Once per turn, the practitioner may spend an additional mote to use Yowling Prince Stance to counterattack against a Ranged attack. Doing so moves her into the same range band as the assailant with a blindingly fast riposte.

Tattered Ear Witticism

Prerequisites: Cat Form, Close Combat 3, Complementary Ability Total 5, Essence 2

Her blade dances across her foe's face; his allies recoil from her masterful work. He'll live, but know not to mess with her again.

When making a social attack during combat to Persuade her target to attack her, or Dissuade him from attacking an ally of hers, she may choose to treat any Intimacy that would oppose this influence at being one rank lower.

Additionally, she may spend 1 mote on Step 7 when attacking a Significant target. If her attack reduces him to Incapacitated or he accepts a dramatic injury, he gains a Major Tie of "Abject Humiliation" toward her, which is inviolate until the injury recovers. He must take a hard bargain to oppose her or compete with her in any field while the Tie is in place. Additionally, any non-significant ally of the target who witnesses the duelist's masterful maiming of their friend must take a hard bargain or retreat from combat, and even if they take the bargain suffer a -2 penalty to attack her directly.

Spine-Severing Blade-Bite

Prerequisites: Yowling Prince Stance, Tattered Ear Witticism, Close Combat 4, Complementary Ability Total 6

When the duelist tires of toying with her foe, then she ends them with a single thrust.

Spend 2 motes on Step 1 of a decisive attack to halve the target's Soak and Hardness, rounding down. If in Cat Form, she adds automatic successes equal to her Claw to the attack roll. If the target has a negative intimacy towards her, additionally each two additional points of power wagered adds an automatic success to the damage roll. This charm may only be used during a Clash, or as part of a counterattack.
Somebody was inspired by Centurii's rapier-chan, I see.
 

Cat Style


Despite its position as a well-heritaged animal style, there has always been something slightly rakish — even disreputable — about Cat Style. If other martial arts schools are to be trusted, there is one unifying characteristic of its practitioners and that is their bad attitude. The Cat stylists of course disagree; it is right and proper to be skilled with the blade, and that those who complain about their manners should just get good. Such is their nature: to wield their long one-handed blades with insolent ease, scoring insulting pokes into soft tissue while their sharp tongue lashes out, only to finish with a murderous lunge that severs the spine. Ironically enough, despite their poor attitude many have found Cat practitioners to be excellent companions in a brawl, for in their pride they invite all attacks on themselves and fiercely punish those who would dare harm one they have selected as a friend.

Cat Weapon Tags: Piercing, Disarming, Defensive (Off-hand Only). Cat martial artists primarily use one-handed swords made for the thrust such as the rapier, jian, or estoc, with some carrying an off-hand parrying dagger or buckler to aid in the fight. Cat Style primarily teaches blocks and unarmed disarming techniques for the case when a wielder is left without her blade, and grants her unarmed attacks the Disarming tag. If a Cat Style practitioner is unarmed and successfully disarms an opponent of a weapon that may be used with Cat Style, she may reflexively equip it.

Cat Style Armour: Cat Style is compatible with light armour.

Complementary Abilities: Cat Style requires some combination of Presence and Physique.

Cat Form

Prerequisites: Close Combat 3, Complementary Ability Total 3

With a cocky grin, the duellist salutes her foe with her blade and waits for them to make a mistake.

Commit 1 mote on Step 1 for the scene. The Exalt gains an extra point of Defence against all opponents with a negative Intimacy towards her, or who have taken a hard bargain or rejected her social influence in this current scene. Once per round, when the Exalt inflicts damage with a decisive attack, successfully Instils an Intimacy in an opponent, or an opponent rejects or takes a hard bargain against her social influence, she gains a point of Claw. When she inflicts damage with a decisive attack against a character she may additionally in Step 7 reduce the levels of damage she inflicts by 1, to a minimum of 1, to gain an additional point of Claw. She may have up to (Close Combat) points of Claw.

The Exalt may spend Claw to increase her Soak against a single attack by 1 per level spent. Alternatively, Claw can be spent in place of motes to activate Cat Style charms.

Terrestrial: An attacker with less Power than the practitioner treats her as having Concealment, as her overwhelming confidence leads him to misjudge angles and distances.

Celestial: The slow-witted are to be mocked or run through; it is much of a likeness. When in Cat Form and resolving an attack or a social influence action, the practitioner may choose to set the target's base Defence equal to his Resolve, or his base Resolve equal to his Defence, if it would benefit her.

Yowling Prince Stance

Prerequisites: Cat Form, Close Combat 3, Complementary Ability Total 4

Hissing jibes, the duellist demands the attention of her foes - and takes a price in pain if passed over.

The martial artist commits 1 Mote for the scene. When an assailant makes a Close Combat attack against a third party in the same range band as the martial artist, she may spend 1 Power and 1 Mote to make a Close Combat counterattack against the assailant during Step 8 of his attack resolution. These counterattacks do not count against the action limit. If the third party has a positive intimacy towards the martial artist and she is in Cat Form, she gains one Claw.

Terrestrial: Once per turn, the practitioner may resolve her counterattack as a Clash against the assailant's attack. Should the assailant win the clash, he may choose whether to resolve his attack against the original target or the Cat Stylist, unless he has a negative intimacy towards her in which case he must take a hard bargain to resolve the attack against the original target.

Celestial: Once per turn, the practitioner may spend an additional mote to use Yowling Prince Stance to counterattack against a Ranged attack. Doing so moves her into the same range band as the assailant with a blindingly fast riposte.

Tattered Ear Witticism

Prerequisites: Cat Form, Close Combat 3, Complementary Ability Total 5, Essence 2

Her blade dances across her foe's face; his allies recoil from her masterful work. He'll live, but know not to mess with her again.

When making a social attack during combat to Persuade her target to attack her, or Dissuade him from attacking an ally of hers, she may choose to treat any Intimacy that would oppose this influence at being one rank lower.

Additionally, she may spend 1 mote on Step 7 when attacking a Significant target. If her attack reduces him to Incapacitated or he accepts a dramatic injury, he gains a Major Tie of "Abject Humiliation" toward her, which is inviolate until the injury recovers. He must take a hard bargain to oppose her or compete with her in any field while the Tie is in place. Additionally, any non-significant ally of the target who witnesses the duelist's masterful maiming of their friend must take a hard bargain or retreat from combat, and even if they take the bargain suffer a -2 penalty to attack her directly.

Spine-Severing Blade-Bite

Prerequisites: Yowling Prince Stance, Tattered Ear Witticism, Close Combat 4, Complementary Ability Total 6

When the duelist tires of toying with her foe, then she ends them with a single thrust.

Spend 2 motes on Step 1 of a decisive attack to halve the target's Soak and Hardness, rounding down. If in Cat Form, she adds automatic successes equal to her Claw to the attack roll. If the target has a negative intimacy towards her, additionally each two additional points of power wagered adds an automatic success to the damage roll. This charm may only be used during a Clash, or as part of a counterattack.
_Yes._ This is good Essence MAing~
 
Would anyone be able to direct me towards a guide/set of rules for creating spirits and spirit charms?

Edit: in 3E
 
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Would anyone be able to direct me towards a guide/set of rules for creating spirits and spirit charms?
All of this assumes Ex3:


Balance them off existing ones is the big thing. The stronger the effect, the more risky it is to combine it with high stats (the blood ape grapple Charms are potentially extremely damaging, but their limited accuracy prevents them from dominating with them, give the same Charms to a Raksha, and you have a far, far more powerful statblock just for the vastly increased chance the combo lands).

Generally, don't give lesser spirits more than Double 9s to decisive damage, the blood ape grapple combo, hard to land as it is, is an outlier, nothing that can be reliably triggered should be that powerful on a lesser combat spirit.

Blood Apes are the gold standard for minor combat spirits, as are tomescu, "stronger in melee combat than a blood ape or tomescu" is weird for lesser spirits. The Dogs of Unbroken Earth, Blood Apes, Tomescu all provide a good baseline for what a dedicated combat spirit looks like most of the time. Each has their own Charms and tactics, mixing and matching their Charms would be a way to produce something stronger than the sum of its parts (a blood ape with the Tomescu parry effect to reduce initiative on an incoming attack is much stronger).

Spirits very deliberately are not usually given Excellencies or the ability to generally increase their accuracy via non-Excellency means. Giving them one VASTLY increases their power, there's a reason only Octavian, Ahlat, Fakharu, and the Nephwrack have Excellency-like magic in the core. Second Circle Demons always have an Excellency like power, some are better than others. I give them 4m for double 8s within (thematic limitation) in general because I want them to be reliably superhuman, but this is a deliberate change that buffs the likes of Mara, Sigereth, and Stanewald noticeably.

Keep in mind the spirit you are writing for. The Charms you give them should be enabling them to be magically significant within their themes, and strongly encourage them to behave as the being that they are, compared to the more reliable skill/body based magic of the Exalted. Without knowing more about the sort of spirit you're making, I struggle to offer particular guidelines, but a few rules of thumb:

+5 to raw damage for 5m is acceptable as a spirit Charm for lesser spirits, +Essence Overwhelming damage is generally much more powerful. +5 decisive damage is a lot, +Essence is a better restriction.

Simple, flat boosts are always strongest, avoid using them too much unless you're making something extremely straightforwardly powerful.

-4 soak, +4 soak is solid for offensive and defensive effects at the E1 to E3 level, adding more than this or removing more than this makes for a much stronger effect, given the size of spirit mote pools.

Overtly magical effects that boost when acting in a particular way (damage boost during a grapple, social boost when acting as another's emissary, accuracy boost while fighting for one's passions) are the best ways to implement spirit Charms, and the best way to distinguish them from the generally-more-reliable magic of the Exalted's Charms.
 
Kaiya's post should have been in the core book imo. Excellent!

I'll just second that you need to think an extra time when combining abilities from two creatures. One ability on one stat-block is fine, whereas the same ability one another can be pretty dangerous. I once created some "hell-hounds" using Silverwight stats and abilities but gave them some charms and a mote pool. Their Pack-Hunting + Charms made for a nastier combo than I intended!

Unrelated question:
Has anyone experimentet with using flat exp-costs for all traits? How did it go? What are the dangers of putting a flat cost for abilities/attributes? What do you think the designers intend to model or accomplish by having certain things (Charms, Spells, Willpower) have a flat cost, where other things don't? Sorry if this has already been answered, it's a very long thread so I haven't read it all. :)
 
Has anyone experimentet with using flat exp-costs for all traits? How did it go?
This is arguably the single most common houserule for Ex3 to the point that I sometimes forget that it's not the default, and it's built in as an option to one of the most popular interactive character sheets people use.

It works fine, with less of a headache for players. The main change is that it makes it easier to max out an attribute or ability due to the lower costs on the high end, but this isn't particularly disruptive in practice.
 
I see. What are the rates? My math says 4exp for an ability dot and 10 for an attribute. (adding together the cost of buying the dots and then dividing). Feels weird to have attributes costs more than charms, but also feels kinda right?
 
I see. What are the rates? My math says 4exp for an ability dot and 10 for an attribute. (adding together the cost of buying the dots and then dividing). Feels weird to have attributes costs more than charms, but also feels kinda right?
Off of the top of my head, it's usually 4 for Aspect/Caste/favoured abilities, 5 for non, 3 for the first dot regardless. 7 for Caste/favoured attributes, 10 for non. 8 for Aspect/Caste/favoured charms, 10 for non.
 
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Crucible of Legend uses the following rates for it's unified system:
Base XP gain is 10xp per session, plus Heroic XP(Splat XP) as appropriate
Attributes are 10/dot (8 if Favored)
Abilities are 5/dot (4 if Favored)
Specialties are 2, Merits are 2/dot
Willpower is 6/dot
Charms/Spells/Evocations are 12 each (10 if Favored)

Characters start with 55 XP instead of Bonus Points.
 
Kaiya's post should have been in the core book imo. Excellent!

I'll just second that you need to think an extra time when combining abilities from two creatures. One ability on one stat-block is fine, whereas the same ability one another can be pretty dangerous. I once created some "hell-hounds" using Silverwight stats and abilities but gave them some charms and a mote pool. Their Pack-Hunting + Charms made for a nastier combo than I intended!

Unrelated question:
Has anyone experimentet with using flat exp-costs for all traits? How did it go? What are the dangers of putting a flat cost for abilities/attributes? What do you think the designers intend to model or accomplish by having certain things (Charms, Spells, Willpower) have a flat cost, where other things don't? Sorry if this has already been answered, it's a very long thread so I haven't read it all. :)
Thank you! I often do wish there'd been proper guidance in the corebook for spirit Charms, they really should have at least had an antagonist design sidebar for like, "this is good for an E2 spirit, this is good for an E5 spirit" sort of thing, rather than leaving it entirely to inference.

Flat XP mostly means that it's way more likely to end up with 5/5/5 physical characters because you don't have to bank XP for many sessions to afford an attribute boost, leaving it wholly downtime dependent, and it also means people can't go "I'll have attributes at 1 during chargen, then raise them for cheap the first time we get a bit of downtime until I have 2s and 3s, allowing me to better optimize my BP spending".

Changes the incentives on how to maximize the value of your Solar XP, basically, and what Ex3 wanted to do at core was make sure people could easily buy up a 1 to a 2, but make it much harder for a 4 to go to a 5, encouraging people to have more attributes between 2 and 4, and basically never having 1s or 5s except where the concept needs them, thus the original costing.
 
Just for fun, here's a rewritten God King's Shrike for XS. Substantially nerfed now that there's built-in counterplay and systems for it to hook into, but on the plus side said nerfing lets it be at E3 rather than E5 which means you can actually get it in a normal game without the use of Supernal (which doesn't exist in XS anyway).



God King's Shrike

Prerequisites: Sagacity 4, Essence 3

Drawing on the terrible authority of ancient days, the Solar lays a portent-laden doom on a sinful city that dared oppose her.

The Solar commits 2 motes and begins a 4 Obstacle Magical Working venture to call down devastation on a settlement. The time scale is Scene against minor or insignificant settlements, and Session against major or significant settlements. Omens are seen in the land while this venture is in progress, allowing Significant characters present to contest the venture with their own appropriate actions. or carry out their own defensive ventures which, if completed in time, create complications.

If successful, the settlement will sustain significant damage from the disaster - a firestorm may burn a quarter of a city down, or an earthquake may level the walls. Apart from the damage, this also penalises Embassy rolls that use Merits associated with the settlement by the Solar's (Essence) until the damage is repaired. The Solar may reduce the rating of Merits associated with the settlement (such as the Resources of the prince, or the Command rating of its army) by spending 2 Advantages per rank reduced which may be stacked twice per Merit, which will commensurately increase the scale of the devastation.
 
Do we have any charm trees for cytherea? I also remember a few charms for gaea (I think they were meant for infernal exalts, its kind of an AU, I think). So, anyone have weird charms for gaea not related to dragonbloods.
 
Do we have any charm trees for cytherea? I also remember a few charms for gaea (I think they were meant for infernal exalts, its kind of an AU, I think). So, anyone have weird charms for gaea not related to dragonbloods.

There was at least one partial fanset for cytherea, though I don't believe it was ever completed. I cannot find it at the moment and it may have been lost with the old forums.
 
There was at least one partial fanset for cytherea, though I don't believe it was ever completed. I cannot find it at the moment and it may have been lost with the old forums.
It always feels sad when we lose stuff on the internet. Kind of a reminder that even with all the advancement of technology. The loss of knowledge is inevitable. Maybe it's an example of the futility of things and the eventual end of everything, even knowledge.
 
Do we have any charm trees for cytherea? I also remember a few charms for gaea (I think they were meant for infernal exalts, its kind of an AU, I think). So, anyone have weird charms for gaea not related to dragonbloods.

For the latter, it sounds like you're describing Jukashi's Servants of Gaea. It should still be available in his old post on rpnation, here:

My big ol' Gaia project

For some time now - is it over a year? - I've been working on a supplement called Servants of Gaia, a big long thing about that primordial, what she wants, and more importantly the people who are gonna do it for her: a new hidden culture of Dragon-Blooded, religiously dedicated to her. The whole...

The set of Infernal Gaian charms starts midway down page 23 of the latter pdf.
 
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Ordogatin, the Paltry Stonemasons

Demon of the First Circle
Progeny of the Maiden in the Maze


The Ordogatin are curious inhabitants of the maze which shackles and surrounds Ayamra. Waist high to a man, these cream-colored birds walk on four ten-toed feet. In their proud manner and their bobbing heads they resemble Creation's pigeons, but their heads are overlarge and their beaks are long and drooping like the beak of a toucan. Their voices, with which they sing songs and recite geometric equations, are pleasant and songlike. Their feathers are long and silver-tipped, terrifically sharp to stone and nothing else.

Ordogatin adore stone. Its texture, its solidity, is to them the warm embrace of a mother. As they move they feel their way along stone walls and floors in a creeping manner not unlike that of felines, absorbing every detail of the stone's texture and committing it to memory. An individual Ordogate might be able to recall every stone it has ever touched, such is their fondness for this base emanation of earth. What these demons crave above all else, though, is the feeling of stone across their feathers as they cut it. Peerless quarrymen, there is no greater pleasure for an Ordogate than to cut stone free from a solid surface of rock and rearrange the near-perfect square bricks into satisfying structures. Similarly, there is no greater pain for one of these demons than to have a stone it has so carefully cut crack or break under its care.

However, skilled masons though they may be, Ordogatin are not builders. They will happily cut apart the walls of an existing structure to rearrange its stones, or hack apart a natural cliffside with abandon. With equal carelessness do they place their stones, sometimes blocking off passageways or sealing themselves inside the new walls they build. The maze which constricts their oversoul is the breeding place and home of a majority of the Demon City's Ordogatin, and their warrens within her crawling labyrinth are strange and arcane to navigate, if flush with fat and delicious birds.

In places where Ayamra's maze breaks the surface of Malfeas the Ordogatin make themselves nuisances to other denizens of the Demon City. In some neighborhoods they are considered delicacies by capricious or hungry demons. In other places demonic taskmasters enslave Ordogotin, making use of them as quarrymen and sawyers or just as often as sappers and saboteurs. Demons composed partly or completely of stone avoid the fat little birds like the plague.

Sorcerers usually summon Ordogatin for the same reasons that they are enslaved in the Demon City, but must take care: the Paltry Stonemasons must be allowed to indulge themselves with cutting and rearranging stone, lest they grow bored and regress day by day until they return to their tiny eggshells and become useless. The clear mark of such sorcerers' lairs is the preponderance of empty alcoves and extraneous wall extensions. When a child or prisoner gazes forlornly at a natural stone wall, untouched by human tools, that sits between them and freedom, an Ordogate might slip the leash in Malfeas and appear before them, eager to open a path through.
 
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