Well, here's the Fast Demon rules I did up, because... well, there's a lot of Demons in Kerisgame, many of them are newly made, and I really cannot be bothered to do a full stat up. Or have to track Essence. Or Willpower. Basically, minimal effort in running a demon from one of these sheets was desired, and I only wanted to have to track health.

Much of the inspiration came from how nWoD presents spirits, although I had to fix several egregious holes in how they did things. This is still a first draft and so may well be incomplete or lacking things.

This should work well as a basis for Fast Spirit rules (fae count as spirits, as far as I'm concerned), and be pretty easy to use for mortals. It's probably not Exalt-OK, because this entirely waives the mote economy as too much effort.



Fast Demons

The following provides a guide to Fast Demon creation, as well as a template to do so and example demons. Fast Demons are designed for generic demons of a given breed for use as extras, and is designed to minimise the number of resources the GM must track. Fast Demons round down all values.

Fast Demons only have three Attributes - Physical, Social and Mental. These fold all uses of Abilities under them. These give the basic dice pool for such rolls and should be rated from [1-10]. Only in the exceptional cases should they exceed 6 (and come with commiserate issues with handling the demon). The Attributes represent the demon's baseline competency at doing things within its capacities - the ST may declare a Fast Demon automatically fails at anything which falls outside the themes of a generic example of the demon breed. For example, an undifferentiated blood ape is remarkably poor at formal dinner conversation, and thus probably can't use its Social to impress the god-queen of the Burukana Isles.

The Fast Demon may be assigned Styles. These have a dice pool greater than the associated attribute, and may substitute for it in applicable cases. These automatically include the use of Excellencies. Styles should be rated from [Attribute] to [14+Enlightenment], and represent the particular niche of the demon. Demons with very high dice pools should have significant issues that make them high maintenance, niche in their use, or otherwise explain why they are not ubiquitous. It should be assumed that demons will try to act within their Style whenever possible and so it is advisable to use the demon's Style pool when calculating traits. If a demon lacks an appropriate Style, use its base Attribute instead.

First circle demon breeds have Enlightenment rating typically from two to four, with only the very weakest and most pathetic having one. Exceptional individual demons with higher Enlightenment are not suitable for the Fast Demon system. Enlightenment is a guide to magical potency and relative power. Demon breeds with a higher Enlightenment will typically have more and more potent Charms.

A demon's arms and armaments can be natural weapons, or they can be the typical weapons of the breed.

Demons are assumed to always roll (Mental Style / 2) successes for Join Battle rolls, as a fixed value. A demon's DV is equal to (Physical Style + Defence / 2).

Accuracy is equal to their Physical Style + Weapon bonus, if any.

Damage is equal to (Physical Style / 2) + Weapon damage, if any.

A demon's soak is equal to ([Physical] / 2) + any soak provided by armour. Demons do not distinguish between incoming forms of damage, and so have a fixed soak value. Demons have a number of Health levels equal to their [Physical]. Past that point, they're either dead or incapacitated by pain, at the GM's discretion. Each health level taken imposes a cumulative -1 wound penalty. For example, a demon who's taken 3HLs of damage of any kind has a -3 wound penalty. Fast Demons take half damage from Bashing damage, round up, and take double damage from Aggravated damage. These modifications are applied in Step 10.

Please note that soak and health levels explicitly refer to Physical, not Physical Style.

The MDV is equal to (Social Style /2). The Urge is an expression of the core nature of the demon. It is an Unacceptable Order for it to violate it. The Principles are closely held beliefs and ideals. The demon is counting as spending (Principle level) willpower to resist any effect that would make it go against that belief. Only one Principle may be counted at a time for the purposes of resistance. Otherwise, demons will not resist social attacks (remember that they still possess ubiquitous Principles that are not listed here, like Survive (5)).

All Fast Charms are permanent charms. It goes without saying that they are all Native.



Demon Name

[Description]

Physical: [0-10]; Physical Styles: [As applicable]
Social: [0-10]; Social Styles: [As applicable]
Mental: [0-10]; Mental Styles: [As applicable]
Enlightenment: [1-4];

Arms: SPD [Speed], ACC [Accuracy], DMG [Damage], DEF [Defence], Rate [Rate], Range [Range, if applicable]
Armour: [Armoured Soak]

Join Battle [Mental Style / 2]; DV [(Physical Style + DEF) / 2]
Accuracy: [Physical Style + ACC]; Damage: [Physical Style / 2 + DMG];
Soak [Physical / 2 + Armour]; Health Levels; [Physical]

MDV [Social Style / 2]; Urge: [The demon's core nature]
Principles: [A list of principles that it'll not be easily swayed on]

Fast Charms:

[Charm Name]
Keywords: [Keywords]



Below are two demonstration demon breeds, statted up as Fast Demons.

Farisyya, Cataphracts of the Flower and Thorn

The farisyya are great demonic warhorses with flesh of hardwood. The unwary who ride them for too long find that the demon drives hidden vine-tendrils up into their flesh, turning them into a puppet. The demon dresses their puppet up in whatever armour it can find and arms them with a long thorn as a lance. They are stiff, stubborn and prideful with a tendency to seek glory, and prone to quarrelling with each other if kept in proximity - a demonologist should give them means to compete against each other to release tension, or else isolate them from others of their breed.

The stats below are for a mature farisy who has obtained an unexceptional puppet-rider.

Physical: 6; Physical Styles: Vine-Wreathed Cataphract Style (13), Tireless Steed Style (9)
Social: 4; Social Styles: Silken Courtier Style (6), Vainglorious Braggart Style (8)
Mental: 3; Mental Styles: Swamplands Scout (7), Princeling Poet Style (6)
Enlightenment: 3;

Arms: SPD 6, ACC -1, DMG +10L (when charging)/ + 5L (otherwise, DEF -3, Rate 1 (Thorn-lance)
Armour: 11 (Chain swathing and naturally hard flesh);

Join Battle 3; DV 5
Accuracy:12; Damage: 16L (charging) / 11L (otherwise);
Soak 14; Health Levels; 6

MDV: 4; Urge: Prove myself the most glorious of my kind.
Principles: Serve the Flower Maiden (4), Keep My Puppet-Rider (4), Beautiful Things, Especially Worn By Me (3), My Honour (3), Pomp and Pageantry (2)

Fast Charms:

Riders of the Glade
Keywords:
None
Farisyya are creatures of the swamps and bayous of the Flower Maiden. They ignore penalties to movement or perception inflicted by obstructive vegetation or wetlands, and the difficulty of any attempt to physically bypass or scale such obstacles is reduced by (Enlightenment), to a minimum of one.

Terrific Charge
Keywords:
Emotion;
A character charged by a farisy must roll Valour, or suffer a -2 internal penalty to all Strength and Dexterity based rolls for the rest of the scene as terror weakens their limbs and slows their blows. This is at Difficulty 1 if the cataphract is alone, or Difficulty 3 if they come in a formation. This costs 1wp to resist against a solo farisy or 3wp against a formation, and spending the willpower immunises the character against this Charm for a scene.



Kordroma, the Trident Weavers

Dog-sized insects with six legs and three sets of weaving limbs, a kordroma constantly spins, weaves and decorates the silk that comes from their spinnerets. They are talented tailors who constantly try to refine their art and sew hard-wearing work clothes and sheer veils with equal skill, singing as they do. As they grow older, they learn to work with more esoteric materials, such as fire, ice, or the ribbon-gales of the Ruin. Only a few can weave the mystical pitch black cloth of midnight that is their highest art, though, and such demons are looked on with no small envy.

Physical: 3; Physical Styles: None
Social: 4; Social Styles: Worksong of the Ruin Style (7), Idle Gossiper Style (6)
Mental: 4; Mental Styles: Subtle Silkweaver Style (12), Cloth of (Substance) Style (7)
Enlightenment: 2;

Arms: SPD 5, ACC 0, DMG 4B, DEF 1, Rate 2 (Heavy club-like limbs)
Armour: 4 (Chitin hide)

Join Battle 2; DV 1
Accuracy: 3; Damage: 5B;
Soak 5; Health Levels; 3

MDV 3; Urge: Learn to Weave the Cloth of Midnight
Principles: Weave (5), Professional Pride (3), Gossiping (2)

Fast Charms:

(Substance) Weaver
Keywords:
None;
With study, a kordroma learns to pluck an element from the world, intertwine it with their silk and work with it. The kordroma may use (substance) and treat it as it would silk - for example, with Stone Weaver it could make cloth of carefully scraped and carded granite. It may engage in Projects to work with this substance and always count as having the appropriate tools.
 
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Apropos of nothing, I would like to thank @Shyft for writing Cast In Gold. It has such great examples of how terrifying limit breaks are and how absolutely bullshit Solars are at learning things.
 
What do you mean? It looked pretty accurate to canon.

I made it too obvious basically. A limit break is a subtle madness, not a cackling, irrational fugue. The 'harem break' was the worse one, though I think the idea was fine.

What I should have done was something more like an incredibly inebriated, 'high on amphetamines' Shinji. One who was so overstimulated and uninhibited that he babbled and caroused, traipsing over social mores and lines in pursuit of his goal.

in that case, his goal during that break would have been 'Make friends'. So imagine a deliriously happy, gregarious Shinji. He would have, especially in reserved Japan, been far far far too forward. Brazen and unforgivably direct in context of the culture. Modern (or Post-Impact) Japan might be a little less reserved, but even then...
 
What is the Sea of Mind and why does Moran say that the theory that it will become the method for Yozis' escape is a good one and that hooks for this arc were put in there by her deliberately? I only read second-hand accounts of the thing, and it seems described as a parallel reality simulation, which doesn't sound like it can get anyone out of anywhere. Where can I get more info on it?
 
What is the Sea of Mind and why does Moran say that the theory that it will become the method for Yozis' escape is a good one and that hooks for this arc were put in there by her deliberately? I only read second-hand accounts of the thing, and it seems described as a parallel reality simulation, which doesn't sound like it can get anyone out of anywhere. Where can I get more info on it?

Check out the first edition 'outcastes' book.

Theres a section on the Forest Witches, which are the outcaste Dragonblooded that are in charge of the place. The entire thing is something I'm REALLY glad that it didn't end up mentioned too much in second edition, because its one of the two coolest dragonblooded related things in the setting (tied with Dragons of Another Color). I haven't read through it in a while, but Cytherea the divine ignition/Mother of Creation is meant to be involved. I'll give a better description later, once I read through it.
 
What is the Sea of Mind and why does Moran say that the theory that it will become the method for Yozis' escape is a good one and that hooks for this arc were put in there by her deliberately? I only read second-hand accounts of the thing, and it seems described as a parallel reality simulation, which doesn't sound like it can get anyone out of anywhere. Where can I get more info on it?

It's The Matrix, in the form of a large lake you can enter. People who die inside it remain around as not-ghosts. Once inside you can travel to anywhere in Creation and do anything you want to anyone, but its not actually real. The Sea requires constant sacrifices to maintain itself, in the form of magical artifacts, and if you sacrifice more than required it 'grows' and subsumes more of Creation into itself.

Because it is technically a dream the Yozi can come and go inside it as they please, though only the Ebon Dragon has taken any interest (and has set up an embassy inside). Maybe if you grow it enough that it consumes all of Creation the Yozi can escape?
 
I'm developing this idea for a game I'm playing in- my Twilight currently rules Whitewall as its god-king, and there's an ongoing war with the Lover Clad, as well as brewing hostilities between Divine Minister Noi of Autochthon. It's a long story.

The artifact itself is intended to be a kind of asymmetrical "Force the conflict to our strengths." It makes it extremely difficult to subvert a loyal population. which can be its own problem, because it doesn't let you convince your people to -stop- either. You HAVE to commit to the cause until complete or it becomes irrelevant. Fortunately, the RLD effect is keyed to -may-, not -must-, so if the opponent sues for peace, talks can begin.

I also admit the name is kind of dry. But! I hope you all enjoy artifice from a much different game environment!

War-Brand Declaration
Artifact 4
- Attunement - None
- Drawback: You can't edit it. Once you declare it, its set until the hostilities end.
- Drawback: You can't declare war until all heads of state of sovereign rulers sign with 1 persistent Aggravated level.

This artifact takes the form of a legal document; its specific dimensions and appearance are largely irrelevant, save that it is written upon a magical media, such as a scroll of Essence Silk as tall as a man, or an obelisk of Jade or Orichalcum. The tools and pigment to write upon it must be magical as well.

Once the blank artifact is crafted, all heads of state or sovereign rulers who intend to declare war must write the terms of the conflict and mark it with blood and Essence. Signing this instrument inflicts a single level of Aggravated damage on all signatories that will not heal until the conflict ends. This damage takes the form of an ornate burn scar upon the hand or encircling a finger, which glows as intensely as caste mark at the 1-3m level.

The terms -must- be defined and possible, using the same breadth as an Intimacy towards a goal. One can declare total war toward another nation with no quarter given, or issue only the most circumspect of police actions.

- At the time of signing, the citizens and social units of the nation or polity lead by the signatories gain a positive Intimacy towards the declared conflict as an Illusion Effect. Resisting this initial Unnatural Mental Influence costs 5WP or Loyalty. They may begin breaking faith with the commitment after a year and a day has passed.

- Individuals who gained this commitment at time of signing may treat all mental influence to betray or forsake the Intimacy as an unacceptable order, as if they were defended with the Solar Charm Righteous Lion Defense.

- If an entity who bears this intimacy becomes independent of the conflict, their commitment becomes "I will not interfere with the declared conflict."

- Newly formed units or individuals who become members of the nation through means like birth or immigration do not share this commitment to the cause.

- The effects of this artifact ends once peace between all declared parties is achieved, or if one or both parties no longer exists in any meaningful sense. The artifact itself becomes inert, though it could be used as a potent component for a artifact of peace or further war, depending on the circumstances of its dissolution.

- The nature of this artifact is that it prevents a population from being subverted by the opponent or other provocateurs. Narratively, it forces an opposing nation to either meet upon the field of battle, or hold talks with the signatories as heads of state.

=== Fluff stuff that probably won't come up, but is good for world-building ===

The artifact adds the intimacy to a unit's Policy as well as its employees. This means that, if for whatever reason a war goes on too long, old businesses may become outmoded, clinging to old commitments that while may be present, are no longer relevant. It can cause a 'Ship of Theseus' or 'Institutional Memory Loss' problem. Taken as a positive, even if every hand changes over, as long as the unit somehow survives, its replacement members will adhere to the magically imbued Policy.

There is theoretically no limit to how many conflicts one can declare with such documents. In practical terms however, constantly inflicting suffering from spiritual wounds and glowing scars can be its own limitation. Beware the king with hands ringed in glowing crimson, or one who chooses to wear thick gloves at all times.
 
There is theoretically no limit to how many conflicts one can declare with such documents.
Well, uh. Yes there is. Because if each one does 1 Agg that won't heal until the conflict ends; signing too many will kill you.
 
Check out the first edition 'outcastes' book.

Theres a section on the Forest Witches, which are the outcaste Dragonblooded that are in charge of the place. The entire thing is something I'm REALLY glad that it didn't end up mentioned too much in second edition, because its one of the two coolest dragonblooded related things in the setting (tied with Dragons of Another Color). I haven't read through it in a while, but Cytherea the divine ignition/Mother of Creation is meant to be involved. I'll give a better description later, once I read through it.
ó_O Uh, you're glad that a cool idea that could get some more love in 2e (and make 2e cooler/awesomer/etc.) was instead quietly [mostly] dropped? O_ò
 
ó_O Uh, you're glad that a cool idea that could get some more love in 2e (and make 2e cooler/awesomer/etc.) was instead quietly [mostly] dropped? O_ò

Considering some of the things 2e did to formerly cool concepts...

Yep!

They'd have made the entire thing a gushing fountain of the ebon dragons mind controlling sperm or something, another obviously, dastardly plot to escape.
 
So. Maybe a bit of a stupid question but how possible do you think it would be to make a good set of completely new Charms for 3e, ignoring most of the existing Charms.

EDIT: Also, the crafting system.
 
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So. Maybe a bit of a stupid question but how possible do you think it would be to make a good rewrite of all of 3e's charms.
There's no 'one good way' to write Charms. There are a few definitively bad ones, and then a lot of grey areas. Lots of people like 3E, and it works well as a system. Rewriting them to work an entirely different way would require you to be capable of reworking a very complex system that was never designed with your preferences in mind. Depending on the degree of changes you want, it could range from 'extremely, and you will need to completely learn 3E's system that you hate before beginning the attempt to have any hope of success' to 'just write a new system/find a different game to apply the fluff to rather than try to make this one that you hate work in a way it wasn't intended to'.

EDIT: Also Craft is a good system that works. You just don't like it. Doesn't make it bad.
 
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Define good. No, seriously. Your question is impossible to answer as stated.

I guess the core idea would be to reduce the amount of dice tricks, make the individual Charms special and evocative and to make them Bogstromantic.

My bad for not defining what I consider good.

EDIT: I was thinking of changing all the dice tricks to one Charm per ability that would function like an Excellencey. It would be something like "Pay x amount of motes to reroll x amount of dice."
 
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I guess the core idea would be to reduce the amount of dice tricks, make the individual Charms special and evocative and to make them Bogstromantic.

My bad for not defining what I consider good.
Play a whole bunch of Exalted Third. Read the book's mechanics over and over and over. Make friends with some people who also understand the system and are willing to help you. Get to the point where you have a comprehensive understanding of the system and how it works. Then spend months of your life reworking it to fit with your preferences and maybe end up publishing a popular homebrew fix for the people who felt the same way as you about 3E.
 
There's no 'one good way' to write Charms. There are a few definitively bad ones, and then a lot of grey areas. Lots of people like 3E, and it works well as a system. Rewriting them to work an entirely different way would require you to be capable of reworking a very complex system that was never designed with your preferences in mind. Depending on the degree of changes you want, it could range from 'extremely, and you will need to completely learn 3E's system that you hate before beginning the attempt to have any hope of success' to 'just write a new system/find a different game to apply the fluff to rather than try to make this one that you hate work in a way it wasn't intended to'.

EDIT: Also Craft is a good system that works. You just don't like it. Doesn't make it bad.
This is kinda silly; if you're talking about rewriting the whole charmset from scratch, the complexity drops significantly. It is not "very complex" if you cut it down to the base combat system; the complexity of 3E almost all comes from the pre-existing Charms.

Well, and Craft. Fuck Craft.
 
Well, and Craft. Fuck Craft.

What do you think about rewriting Craft to be more like Jenna Moran's systems i.e. based on the idea of "crafting XP." I was thinking that Solars could take various actions to increase their pool of XP which they can spend on a point buy system of capabilities. The rating of the artifact determines the XP cap that can be earned to spend on it.
 
What do you think about rewriting Craft to be more like Jenna Moran's systems i.e. based on the idea of "crafting XP." I was thinking that Solars could take various actions to increase their pool of XP which they can spend on a point buy system of capabilities. The rating of the artifact determines the XP cap that can be earned to spend on it.
It's hard to make balanced, flavorful point buy systems, but it's viable in theory.

The main difficulty of rewriting the Charmset from scratch is that creating a well-balanced, engaging charmset is difficult.
 
What do you think about rewriting Craft to be more like Jenna Moran's systems i.e. based on the idea of "crafting XP." I was thinking that Solars could take various actions to increase their pool of XP which they can spend on a point buy system of capabilities. The rating of the artifact determines the XP cap that can be earned to spend on it.

My suggestion is to dig a little deeper and take some more direct analysis of the 3e craft system. Which is to say, 3e craft is meant to evoke the model of an MMO or videogame crafting system. It has a couple of nice ideas with 'you get xp for doing things that connect to the world', but it's mostly just point management.

2e's system was obnoxious because it was difficult for players and storytellers to manage the 'fetch quest' nature of the exotic component system with their own plots. It's advantage was that it accepted the fact that the act of building the thing is not actually fun or interesting. There's no gameplay in rolling craft dice. The journey to make it and the results of having it have higher potential fun.
  • exotic components are poorly described and lead to fetchquest plots that disengage everyone but the crafter
  • players do not usually enjoy arbitrary limitations on the things they want -unless- those limitations can be gamed.
 
My suggestion is to dig a little deeper and take some more direct analysis of the 3e craft system. Which is to say, 3e craft is meant to evoke the model of an MMO or videogame crafting system. It has a couple of nice ideas with 'you get xp for doing things that connect to the world', but it's mostly just point management.

2e's system was obnoxious because it was difficult for players and storytellers to manage the 'fetch quest' nature of the exotic component system with their own plots. It's advantage was that it accepted the fact that the act of building the thing is not actually fun or interesting. There's no gameplay in rolling craft dice. The journey to make it and the results of having it have higher potential fun.
  • exotic components are poorly described and lead to fetchquest plots that disengage everyone but the crafter
  • players do not usually enjoy arbitrary limitations on the things they want -unless- those limitations can be gamed.


I was actually rereading your essays and this really struck me. Before I can even think of writing the hints of a system, I have to decide exactly what I want Crafting and Artifacts to be.

On the one hand, I feel like Crafting should be either minimally disruptive or engaging for everyone in the party.

If it's minimally disruptive, it would be running in the background of the game with very occasional Charm application or dice rolling. In this system, Charms would be mainly used to waive parts of the system, making it faster or cheaper. Effectively, the character should be able to crank out artifacts equal to their (Essence/Ability - 2) by using Charms and such, they should be able to make (Essence/Ability -1) Artifacts in the background and only Artifacts equal to their Essence would take up some screentime during play.

Of course, this doesn't seem very thematically cool. Do you have any thoughts on this?
 
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