Here's another one.

Dynastic Assassin

This Dragon-Blood has been Exalted for some years and recently made a very advantageous marriage. Her public persona is that of an unassuming bureaucrat with a modest-by-Exalted-standards talent for numbers. Unbeknownst to most, she is actually a trained assassin pursuing a long quest for revenge. Some of her targets are personal business as part of this quest, but her mentors or family sometimes give her targets she has no connection to. She may be Iselsi, a Grass Spider, part of a Yozi cult, or pursuing a purely personal feud with idiosyncratic training. She is a powerful foe for a young Dragon-Blooded character, and proper use of stealth may allow her to threaten Celestial combatants.

Aspect: Air
Essence: 3; Willpower: 6; Join Battle: 10 dice
Personal: 14; Peripheral: 25 (max 35)
Health Levels: −0×1/−1×4/−2×4/−4×1/Incap.
Actions: Bureaucracy: 10 dice; Logistics: 9 dice; Feats of Strength: 8 dice (may attempt Strength 3 feats); Read Intentions: 11; Resist Poison/Disease: 6 dice; Senses: 9 dice; Social Influence: 11
Appearance 5, Resolve 4, Guile 6

Combat
Attack (Kakute): 14 dice (Damage 10L]/1)
Attack (Blue Jade Infinite Chakram): 15 dice at close range (Damage 13L/3)
Attack (Thrown Needle): 14 dice at close range, Damage N/A. This weapon inflicts no damage but may carry poisons.
Attack (Grapple): 11 dice (7 dice to control)
Combat Movement: 11 dice
Evasion: 6; Parry: 3
Soak/Hardness: 8/4 (Steel-Silk Robes)

Intimacies
Defining Principle: My life is in service of my vendetta.
Major Principle: A well-executed murder is like a work of art.
Major Tie: Mentors/House (Loyalty)
Minor Tie: My Spouse (Pragmatic Affection)

Escort
While in her public persona, this Dynast is rarely without mortal servants, or a spouse with the traits of an Arrogant Young Master. While conducting assassination, she operates alone.

Merits
Weapons: The Dynastic Assassin does not carry her weapons on her person, but banished Elsewhere. She may retrieve them reflexively.

Excellency
Bonus Dice: A Dragon-Blood can add +3 dice for 3m to any dice pool in which he has 6+ dice, and +6 dice to any dice pool in which he has 11+ dice.
Static Values: A Dragon-Blood can increase static values for two motes per +1 bonus, up to +2 for static values 4+ and up to +3 for static values 6+.

Offensive Charms
Seeking Throw Technique (-): When adding dice to a ranged attack, the Dynast ignores light cover. If she aims before attacking, she ignores one point of Defense from heavy cover.

Birdsong Over Blades (4m or 2m, 1wp; Reflexive; Decisive-only; Instant): A successful decisive kakute attack inflicts no damage and does not reset the Dynast's Initiative, but does carry the effects of poison. Noticing the attack requires a (Perception + Awareness) roll at difficulty 8. If she attacked from concealment, she does not break stealth. If the attack missed, she may pay 2m, 1wp instead of this Charm's cost to enjoy the same stealth benefits.

Blood-Chilling Strike (4m; Supplemental; Decisive-only; Instant): A successful unexpected decisive attack causes the target to lose one Initiative, or three Initiative in an ambush. If the attack deals 3+ damage, he cannot take a movement action until the end of his next turn, including movement created by Charms that does not count as an action.

Dust Cloud Eruption Strike (4m; Simple; Decisive-only, Mute; Instant): A decisive ranged attack creates difficult terrain within close range of the target and a cloud of smoke out to short range of him. This smoke inflicts blindness penalties and can be used to roll concealment, but fades away at the end of the Dynast's next turn. Attacking while the smoke is up adds +1 die to the attack and damage roll. Only below bonfire.

Mela's Twin Fangs (4m, 1wp; Simple; Withering-only; Instant): Make two ranged withering attacks against a single target, only gaining Initiative from the one that deals the most damage.

Persistent Hornet Attack (5m, 1wp; Simple; Withering-only; One scene): Make a withering Chakram attack. On a success, the Dynast does not gain any Initiative. Instead, that Initiative goes to a new track for her weapon, which enters battle as a flying weapon. The flying weapon uses the Dynast's attack pool and has Defense 5, Soak 5; each turn it can move, aim, or attack an enemy in close range. This Charm ends when the weapon suffers a successful disarm gambit or succeeds on a decisive attack.

The Dragon Dies Screaming (6m, 6i, 1wp; Simple; Decisive-only, Mute; Instant): The Dynast makes a decisive kakute attack that exposes her opponent to a poison with Damage 4i/round (Aggravated in crash), Duration 8 rounds, Penalty -5. It is automatically enhanced with Birdsong Over Blades. If the attack succeeds, the Dynast may delay the poison's onset until she has left the scene and up to three weeks afterwards. Once per scene.

Venomous Thorn Attack (3m, 1i; Reflexive; Decisive-only; Instant): The Dynast reflexively poisons a weapon with curare, Damage 1i/round (B in Crash), Duration 10 rounds, penalty -2, when making a decisive attack. Waive the Initiative cost when making a Needle attack.

Defensive Charms

Blithe Unruffled Plumage (4m; Supplemental; Dual, Mute, Perilous; Instant): Gain +7 soak against a withering attack or 6 Hardness against a decisive attack, +1 if White Veil Form is active.

Flowing Shadow Stance (2m; Supplemental; Instant): Reroll 6s on a stealth roll until they cease to appear, gaining one Initiative if she beats the opposed roll of all enemies.

Hopping Firecracker Evasion (3m, 1i; Reflexive; Uniform, Perilous; Instant): When the Dynast dodges an attack that misses her Evasion by at least two successes, she may move one range band in any direction.

Silence-and-Stillness Technique (14m, 1wp; Simple; One scene): Ignore up to 2 points of penalty for using stealth in combat and ignore the effects of Charms that detect air motion. Each 10 on her stealth rolls rerolls a non-1 failed die. All sound out to close range is suppressed, defeating even supernatural hearing. This zone of silence can expand by one range band each turn up to long range if the Dynast wishes it.

Whispering Dragon Soul (-): The Dynast may pay a +2m surcharge to grant any Charm the Mute keyword.

White Veil Form (7m; Simple; Mute; One scene): The Dynast gains +1 Evasion and +1 Guile and takes no penalties for flurrying Social Influence rolls with combat actions. Opponents who roll Join Battle in response to their actions must roll with (Perception + [lower of Awareness or Socialize]). A successful unexpected attack on a nontrivial opponent allows her to activate this Charm reflexively.

Mobility Charms

Soaring Leap Technique (1m; Supplemental; Instant): 10s on a movement roll reroll non-failed 1s. Cannot be used if unable to jump.

Social Charms

Auspicious First Meeting Attitude (5m; Simple; Instant): When meeting a character for the first time, the Dragon-Blood makes a Social Influence roll against the lower of his Guile or Resolve. Success functions as both a Read Intentions action and an instill action to create a Tie towards herself that emphasizes her harmless nature and kind temperament.

Smoke-Wreathed Mien (3m; Reflexive; Instant): When a character the Dynast is aware of attempts to read her intentions, up to three 1s on his roll force him to reroll a successful die.

Sweeten-the-Tap Method
(5m, 1wp; Simple; One scene): While supplying drinks at a social event, all characters who partake are treated as having a positive Minor Tie to one another and suffer -1 Guile.

Strategy

The Dynastic Assassin does not seek combat. Her preferred method of killing is to approach a character at a party and poison them with The Dragon Dies Screaming, then have the poison take hold days after when she is long gone. If this proves difficult, she will monitor her target's movements and attempt to ambush them at night, wearing a mask to conceal her identity should her victim survive.

In combat, the Dynastic Assassin typically activates Silence-and-Stillness Technique before the fight begins and opens with Venomous Thorn Attack to weaken her target. She attempts to remain outside of close range and use ranged attacks and mobility to maintain distance, wearing down her foe and re-establishing concealment whenever possible. If her opponent threatens to catch up with her, she uses Dust Cloud Eruption Strike to temporarily immobilize them and re-establish concealment. If forced into close range, she attempts to use The Dragon Dies Screaming with immediate onset as a desperation move.

The Dynastic Assassin always flees when outnumbered or when outsiders are drawn to the commotion. Her only pride is in her murder skills; she subtly undermines her own image in public so as to cultivate the impression that she is something of a disappointment. If her public persona is to play an important part in her game, consider adding further Charms from Dragon-Blooded Socialize and Integrity.
 
It's worth pointing out that mothematics' point about Ragara's role and place in the setting also should be true if you want Solars to matter.

A story is defined in large part by the challenges that its protagonists need to overcome to achieve their aims. If the world around Solars is so insubstantial that they can be reasonably expected to directly fight and power through the greatest possible resistance, then... that's no longer impressive.


Maybe I'm communicating my position badly. I don't want Ragara to not matter. Rather, I want him to matter because he is the head of a House with 1000 Dragon-Blooded heroes, sitting on top of a practically inexhaustible treasure trove of jade, Artifacts and occult secrets, and is enmeshed in a complex web of political alliances, instead of "well he's an Elder Exalt so the numbers on his character sheet are big enough that you have no chance of overcoming him in a direct confrontation".

We used to have that! It was awful! I'm not convinced that an iteration of the system where the reason you're helpless against Elder Exalts because they have more and better Charms instead of getting more dice in their pools from having 6+ Essence would be a meaningful improvement!
 
It sucks that there's absolutely no conceivable middle ground between a character generation combat Solar being able to absolutely wreck almost any elder Exalt, which is what we currently have, and hypothetical invincible elder Exalts kicking sand in your face and telling you you're not cool while your helpless to stop them.
 
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Maybe I'm communicating my position badly. I don't want Ragara to not matter. Rather, I want him to matter because he is the head of a House with 1000 Dragon-Blooded heroes, sitting on top of a practically inexhaustible treasure trove of jade, Artifacts and occult secrets, and is enmeshed in a complex web of political alliances, instead of "well he's an Elder Exalt so the numbers on his character sheet are big enough that you have no chance of overcoming him in a direct confrontation".

We used to have that! It was awful! I'm not convinced that an iteration of the system where the reason you're helpless against Elder Exalts because they have more and better Charms instead of getting more dice in their pools from having 6+ Essence would be a meaningful improvement!
Character creation. The point is a Solar shouldn't defeat Cathak Cainan at character creation.

"The plucky young protagonist rises in power to the point of challenging the linchpins of the setting upholding the oppressive system with a lifetime of power of experience within a couple of years" is the arc of like every other battle manga out there, but it doesn't happen in season one. When Ichigo goes up against Byakuya the first time he gets his shit kicked in.

You can wait a few arcs and like E3 before taking on the strongest DBs in the world, I think that's fair.
 
It sucks that there's absolutely no conceivable middle ground between a character generation combat Solar being able to absolutely wreck almost any elder Exalt, what we currently have, and hypothetical invincible elder Exalts kicking sand in your face and telling you you're not cool while your helpless to stop them.
This reminds me of a question I've been meaning to ask: how do Supernals factor into all of this? Are they a part of the problem, or do things break down so fast so early that having access to endgame-level powers right out of chargen does not meaningfully worsen the problem?
 
Character creation. The point is a Solar shouldn't defeat Cathak Cainan at character creation.

"The plucky young protagonist rises in power to the point of challenging the linchpins of the setting upholding the oppressive system with a lifetime of power of experience within a couple of years" is the arc of like every other battle manga out there, but it doesn't happen in season one. When Ichigo goes up against Byakuya the first time he gets his shit kicked in.

You can wait a few arcs and like E3 before taking on the strongest DBs in the world, I think that's fair.

I also think that is fair. Again, as I've mentioned earlier, I wouldn't be mad if a hypothetical new edition of the game calibrated stuff around that level.

At the same time, I also think that Supernal(/Cthonic) is a really cool and elegant mechanic that the game should keep. And beyond that, that a starting allotment of 15-ish Charms is a pretty good amount, and that it's probably a good thing if Charm trees are no longer than 30, maybe 40 Charms in total.

If we treat the above as a given (which is my preference), that means a starting Solar could, if they were so inclined, get about half of all possible Charms in their main specialty, which should be enough to give them access to flashy mid/endgame finishing moves of exactly the sort that a typical E3 Solar in your example would be able to flex.

I also think that half of a completed Solar combat tree should be enough to give you a fighting chance against most things in the setting, including Elder Exalts! I don't think even Cathak Cainan should run around with significantly more than the equivalent of, like, two-thirds of all the Dragon-Blooded combat Charms you can use in Fire Aura (or whatever the equivalent mechanic would be in a hypothetical fourth edition).

This doesn't mean I want Solars to start at this level and then grow into power at the same rate as every other splat does. I just think it's neat if they can access effects that are Essence-gated for other splats in their main area of specialty right out of the gate.
 
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"The plucky young protagonist rises in power to the point of challenging the linchpins of the setting upholding the oppressive system with a lifetime of power of experience within a couple of years" is the arc of like every other battle manga out there, but it doesn't happen in season one. When Ichigo goes up against Byakuya the first time he gets his shit kicked in.

I think there is some disconnect in the asummptions here?

Like, were are talking about an hypothetic hyperoptimiced solar starting with 5/5/3 stats and 15 combat charms; That's not some farm boy, that's someone who was already a greatmaster before he Exalted. Which is a perfectly fine character concept!

If you want a plucky young protagonist that needs to find a teacher to grow in his power, don't start as a perfectly designed war monster.
 
The semi-regular "Should DB even be counted as Exalted" threads on White Wolf forums were a hell of a thing.

Also, @Omicron these are really great. Would you consider putting these under a threadmark collection?
I was planning to wait until I had more of them but they take more time to write up than I anticipated, so I might do that with the next one I write, yeah.
 
The plucky young protagonist rises in power to the point of challenging the linchpins of the setting upholding the oppressive system with a lifetime of power of experience within a couple of years" is the arc of like every other battle manga out there, but it doesn't happen in season one.
I disagree; in the early isekai series The Wizard of Oz, the Solar-equivalent protagonist Dorothy is already able to defeat the Wicked Witch of the East at the end of the prologue by dropping a manse on her, and by the dénouement is able to use her Investigation Charms to uncover the fraudulent nature of the legendarily powerful leader of one of the most powerful city-states shown in the setting. To be fair, she and her Circle struggle somewhat against the flying monkeys of the Wicked Witch of the West in the middle of the story, supporting the argument that the armies and influence a high-Essence antagonist can bring to bear should matter, but the moment circumstances bring them into a face-to-face confrontation, Dorothy defeats the Witch almost trivially using only a bucket of water as an improvised weapon. I won't say that the pacing is something to emulate — modern revisitations involve a lot more emphasis on Performance than the original — but clearly there is a precedent for the kind of immediate and overwhelming upending of the status quo by a starting character being discussed here.
 
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Character creation. The point is a Solar shouldn't defeat Cathak Cainan at character creation.

"The plucky young protagonist rises in power to the point of challenging the linchpins of the setting upholding the oppressive system with a lifetime of power of experience within a couple of years" is the arc of like every other battle manga out there, but it doesn't happen in season one.

Unless you're getting cancelled.

Which might sound like a joke, but I think it cuts through to something that doesn't get talked about enough in these circumstances. If you are only going to be able to run for 8 sessions (or fewer considering how many games die sooner), the game should - must - have different pacing than something that runs for a year or more.

And I think part of the problem that can crop up here is when people are in games that inevitably fall apart within a single digit number of sessions, they get impatient to "get to the good stuff". But the solution there isn't to compress the scaling such that a starting character can crush Cathak Cainan, it's to understand the campaign length and scope, and start at a more advanced stage than that if you're planning to run a more narrowly scoped story of - say - revenge against Cathak Cainan for all the war crimes against your people.
 
I disagree; in the early isekai series The Wizard of Oz, the Solar-equivalent protagonist Dorothy is already able to defeat the Wicked Witch of the East at the end of the prologue by dropping a manse on her, and by the dénouement is able to use her Investigation Charms to uncover the fraudulent nature of the legendarily powerful leader of one of the most powerful city-states shown in the setting. To be fair, she and her Circle struggle somewhat against the flying monkeys of the Wicked Witch of the West in the middle of the story, supporting the argument that the armies and influence a high-Essence antagonist can bring to bear should matter, but the moment circumstances bring them into a face-to-face confrontation, Dorothy defeats the Witch almost trivially using only a bucket of water as an improvised weapon. I won't say that the pacing is something to emulate — modern revisitations involve a lot more emphasis on Performance than the original — but clearly there is a precedent for the kind of immediate and overwhelming upending of the status quo by a starting character being discussed here.
I don't know how else to say this - and I have never imagined saying this specific sentence before - but I don't think The Wizard of Oz really has much to do with Exalted. FOOL ME
 
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Character creation. The point is a Solar shouldn't defeat Cathak Cainan at character creation.

"The plucky young protagonist rises in power to the point of challenging the linchpins of the setting upholding the oppressive system with a lifetime of power of experience within a couple of years" is the arc of like every other battle manga out there, but it doesn't happen in season one. When Ichigo goes up against Byakuya the first time he gets his shit kicked in.

You can wait a few arcs and like E3 before taking on the strongest DBs in the world, I think that's fair.

I wonder if one of the problems might be the mechanics of Supernal abilities.

My take is that the Supernal feature means that a starting Solar that mono-focused on a Melee could have roughly the same Melee combat capabilities as more experienced Solar. They could have same dice pools from Attributes + Abilities given the 5 cap and all of the most useful Melee charms. The main differences would be slight reduction in combat potential due to smaller Essence Pools, a lower value added from the Essence stat, and the potential lack of useful charms from other Abilities (particularly Athletics) that can be relevant for combat.

Does this hold up in real-play? I don't play much 3e and tend to avoid Solars even when I do play.
 
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This reminds me of a question I've been meaning to ask: how do Supernals factor into all of this? Are they a part of the problem, or do things break down so fast so early that having access to endgame-level powers right out of chargen does not meaningfully worsen the problem?
I wonder if one of the problems might be the mechanics of Supernal abilities.

My take is that the Supernal feature means that a starting Solar that mono-focused on a Melee could have roughly the same Melee combat capabilities as more experienced Solar. They could have same dice pools from Attributes + Abilities given the 5 cap and all of the most useful Melee charms. The main differences would be slight reduction in combat potential due to smaller Essence Pools, a lower value added from the Essence stat, and the potential lack of useful charms from other Abilities (particularly Athletics) that can be relevant for combat.

Does this hold up in real-play? I don't play much 3e and tend to avoid Solars even when I do play.

Supernal Abilities are the best and worst thing to have happened to the game. They're awful, and you absolutely cannot take them away. They make balance impossible and every splat needs to have them, even Dragon-Bloods.

The fundamental problem that Supernal Abilities exist to solve is that for most Exalted players, every Charm that has Essence 4-5 as a prerequisite is just very flashy false advertising. They look pretty on the page and entice you to play the game but you will never, ever have them, because no Exalted game has ever reached Essence 5, and if it happened to you, you hallucinated it.

Supernal Abilities mean that balance is impossible and every Solar player character can look at Octavian funny and make him implode, but they also mean that you can actually get to use the coolest and flashiest powers in the Solar set in the course of an actual game. You cannot remove them without making Exalted as a playable experience worse unless you rewrite the entire Charmset and core system so that Essence-locked progression no longer exists. Which one might argue is what Ex3 should have done, but such a radical change was beyond the imagination of H&H and even the Essence designers. We live in the world they made.
 
Hi, because I'm the writer/dev responsible for some of the stronger bosses in Exalted Ex3 (Anys Syn and the Lion among a few others) I feel like I should weigh in on this. I write them with the intention that they be a difficult encounter for an experienced circle and a very difficult but possible challenge for an individual Exalt.

I know an experienced Solar/Abyssal can beat them because I tested it. I am pretty sure a chargen Solar can't beat them because I tested that too. This was intended. I don't actually want a starting Solar to beat the strongest characters in the setting because I feel that spoils story progression somewhat. One Piece would be a weaker story if Luffy just punched out Aokiji and Kizaru the first time they met (I am aware Exalted is not One Piece this is an analogy).

If you want to modify the characters so you can have the catharsis of defeating your nemesis within the game's projected run time then you have my blessing. The nature of the game is such that it's just not possible to design characters that work at every table all the time.
 
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Supernal Abilities mean that balance is impossible and every Solar player character can look at Octavian funny and make him implode, but they also mean that you can actually get to use the coolest and flashiest powers in the Solar set in the course of an actual game. You cannot remove them without making Exalted as a playable experience worse unless you rewrite the entire Charmset and core system so that Essence-locked progression no longer exists. Which one might argue is what Ex3 should have done, but such a radical change was beyond the imagination of H&H and even the Essence designers. We live in the world they made.

I mean, strictly speaking the XS core did actually find a solution for it.

Within the XS core, there are:
11 charm upgrades/repurchases (including additional function unlocked at E4) with E4 as a prereq
  • 3 Abyssal
  • 2 Infernal
  • 1 Liminal
  • 1 Lunar
  • 1 Sidereal
  • 1 Solar
  • 2 Strawmaiden
2 charms with E4 as a prereq
  • 1 DB
  • 1 Get
15 charm upgrades/repurchases (including additional function unlocked at E5) with E5 as a prereq
  • 1 Universal
  • Sorcery + Necromancy (so only benefiting Solars, Abyssals and Infernals)
  • 1 Abyssal
  • 1 DB
  • 1 Infernal
  • 5 Liminal
  • 3 Solar
  • 1 Strawmaiden
6 Charms with E5 as a prereq
  • 1 Abyssal
  • 1 DB
  • 1 Get
  • 1 Infernal
  • 1 Liminal
  • 1 Strawmaiden
don't have to consider not being able to reach E4 and E5 in normal games if you've got basically nothing to purchase if you did get to them :thonk:
 
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Supernal Abilities are the best and worst thing to have happened to the game. They're awful, and you absolutely cannot take them away. They make balance impossible and every splat needs to have them, even Dragon-Bloods.


I've actually had good results with the much milder version of "you get a free Signature Charm of your choice straight out of chargen".

So clearly, what needs to happen is Solars should lose Supernal and every splat should have Signature Charms now, of which every character gets exactly one for free at character creation :V
 
I've actually had good results with the much milder version of "you get a free Signature Charm of your choice straight out of chargen".

So clearly, what needs to happen is Solars should lose Supernal and every splat should have Signature Charms now, of which every character gets exactly one for free at character creation :V
To be less harsh to you and shift the topic a little bit, yeah, I do actually think and have thought before that something like this would be a really good way to handle things. Or like you pick from a limited set of traits/powers at character generation, maybe getting another one or two every Essence level and then have Essence progress continue as normal - albeit maybe with narrative unlock preconditions for more of those so it doesn't take ages and ages to get to.
 
To be less harsh to you and shift the topic a little bit, yeah, I do actually think and have thought before that something like this would be a really good way to handle things. Or like you pick from a limited set of traits/powers at character generation, maybe getting another one or two every Essence level and then have Essence progress continue as normal - albeit maybe with narrative unlock preconditions for more of those so it doesn't take ages and ages to get to.
To give my two cents, I think an interesting way to do this would be to have more modular/customizable Anima powers, perhaps with your choices influencing or being influenced by your Caste/Aspect and Favored Abilities/Attributes.
 
Or like you pick from a limited set of traits/powers at character generation, maybe getting another one or two every Essence level and then have Essence progress continue as normal - albeit maybe with narrative unlock preconditions for more of those so it doesn't take ages and ages to get to.


Yes! That's actually another houserule I've been using, back when the backer version of the Dragon-Blooded book was all we had access to, and getting to Essence 3 took 150 xp (which was just horrible). Everybody got another free, "cap-breaking" (ie. you could ignore Essence mins, but you still had to have all the prerequisites) Charm purchase when one of the following happened:
- all members of the Hearth have accomplished a personally significant story goal, or
- we ended a story in which at least one person got the shit kicked out of them (either they took a crippling injury or have suffered a narratively significant setback through their own fault)

The idea with the first one was that I was trying to angle for players to feel like it's in their own self-interest to actively assist other PCs with their goals after accomplishing one of their own, instead of jumping headfirst into another project for themselves. The second was a bit more complex: basically I wanted them to take more risks and be kind of excited at the idea that maybe their character gets in over their head and comes out of the encounter with a cool scar, but also facilitate the shonen-typical story arc of "protag gets their asses handed to them and unlocks a deeper power in the aftermath", but also rubber-band progression a bit (I know from personal experience that eating shit in two consecutive story arcs just plain feels bad, especially if the game has been sold with the line that you get to be the Invincible Sword Princess, so it's kind of meant to make it less likely that they'll end two stories on a sour note by giving them a power boost after failing in one), but also to encourage leaning into those Great Curse rules in such a way that it actually has some teeth and consequences without necessarily crapping on everyone else's fun.
 
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