If anyone in your group is a crafter/sorcerer, he could get a Sorcerous Artifact for an arm. Channel the power of the world through his supermagic prosthesis.
The character who lost the arm is, in fact, a Twilight Sorcerer. So I'd expect her to pull off something like that, yeah.

She tried to melee a mutated DB Snake Stylist. It, uh, didn't go so well.

Range bands and Defend Other: they're important, learn to use them!

(seriously though I don't routinely cripple my players, this was basically the climactic point of the biggest fight in the game so far and turned out that way partially out of the player's own will, as he could have just been Incapacitated and unconscious)
 
(seriously though I don't routinely cripple my players, this was basically the climactic point of the biggest fight in the game so far and turned out that way partially out of the player's own will, as he could have just been Incapacitated and unconscious)
I should hope so. Crippling players is the sort of metagame consequences that most would prefer to avoid.
 
Kerisgame 53! We skipped last week because of argh Power Games chapter, and I want to get Keris's E9 Seeking done and posted (at least the SFW bits) before we enter the next part, so this is mostly just a slice of life "meet the family" thing between Keris's souls. Which... went about as well as could be expected, really. Given, you know. Calesco.

Bonus bits; not many of 'em. I'll post the writeups for Calesco, Vali and Zanra's keruby when I've finished them all - currently got two out of three done.
EarthScorpion: Oh, Calesco.
EarthScorpion: This is probably your theme.
...
Aleph: Hmm. Keris and Dulmea are harpists. Echo, sigh. Percussion. I think Rathan might prefer a flute, though.
EarthScorpion: Echo insists she's on vocals
Aleph: Echo can do vocals and percussion with the same set of movements.
Aleph: Haneyl might well sing, though.
Aleph: Hmm. Calesco may have a piano-equivalent. Xylophone or something like one.
EarthScorpion: Haneyl has also been studying the harp with Dulmea grandma because of Standards.
Aleph: Yeah, I'm just considering what instruments they'd all favour. And Haneyl is Haneyl so of course she wants to be the lead singer.
Aleph: I definitely get a bell/xylophone sort of sound off of Calesco, though.
Aleph: ... wait, hah. I know exactly the sound that she's making me think of.
Aleph: Yeah, she's that sort of metal instrument.
Aleph: ... which is another form of percussion. Heh. Echo gets drums, Calesco has bells; melodic percussion.
Aleph: Chimes, yes. Sort of like a metal harp, in a way.
EarthScorpion: And none of them are as good as Sasi's shadow. :p
 
Dang, man. If all her souls are gonna be that much work to manage, I wonder how the Primordials ever got anything done at all. They were born with 20-ish souls which had their own souls...

No wonder Cecelyne's entire job in Hell is to keep them in line.
Oh, they aren't inherently that much work. Not in the slightest. Keris could ignore them completely if she wanted. Of course, then they wouldn't be as well-inclined towards her, and she wants them to like her. To love her. Malfeas doesn't particularly care what Amalion and Suntarankal think of him, but Keris is essentially trying to wrangle four to eight baby Unquestionable and keep them all positively inclined to her. Which is of the same order of difficulty as doing the same thing to four fully-grown Unquestionable, with the only difference being the power dynamic.

On the plus side, if she keeps it up and doesn't fuck up too badly, the effort she's putting in now will mean they'll get along much better and be generally much better-inclined to her than Third Circles of the Yozis when they're all grown up.
 
Oh, they aren't inherently that much work. Not in the slightest. Keris could ignore them completely if she wanted. Of course, then they wouldn't be as well-inclined towards her, and she wants them to like her. To love her. Malfeas doesn't particularly care what Amalion and Suntarankal think of him, but Keris is essentially trying to wrangle four to eight baby Unquestionable and keep them all positively inclined to her. Which is of the same order of difficulty as doing the same thing to four fully-grown Unquestionable, with the only difference being the power dynamic.

On the plus side, if she keeps it up and doesn't fuck up too badly, the effort she's putting in now will mean they'll get along much better and be generally much better-inclined to her than Third Circles of the Yozis when they're all grown up.

A lot of the... how to put it? A lot of the demanding childishness about them is all Keris' fault for making them into her children. There's nothing about being a soul of an Infernal that means they have to have the mind of a child - and in fact, Calesco tried to become something else until Keris insisted in treating her as a child while she was still forming.

On the other hand, because she's putting that time and because she's treating them as children, they're more human in mindset and actions than they would be if she'd let her plant soul take form as a hungry consuming giant tree that might, later, grow a human avatar. Because she's giving her souls a childhood, they're going to be closer to the human normal - hence why all of them are social creatures that get lonely and want friends and playmates. They're not human at a soul level, but their normal is such that they can pass as a godblood.
 
Oh, they aren't inherently that much work. Not in the slightest. Keris could ignore them completely if she wanted. Of course, then they wouldn't be as well-inclined towards her, and she wants them to like her. To love her. Malfeas doesn't particularly care what Amalion and Suntarankal think of him, but Keris is essentially trying to wrangle four to eight baby Unquestionable and keep them all positively inclined to her. Which is of the same order of difficulty as doing the same thing to four fully-grown Unquestionable, with the only difference being the power dynamic.

On the plus side, if she keeps it up and doesn't fuck up too badly, the effort she's putting in now will mean they'll get along much better and be generally much better-inclined to her than Third Circles of the Yozis when they're all grown up.
She's got her work cut out for her when she learns to summon them. I'm thinking that Echo's going to get pushed towards the back, since she gets to run outside already, which leaves Rathan and Haynel warring for it. Of course, that assumes that it won't develop spontaneously.
 
She's got her work cut out for her when she learns to summon them. I'm thinking that Echo's going to get pushed towards the back, since she gets to run outside already, which leaves Rathan and Haynel warring for it. Of course, that assumes that it won't develop spontaneously.

Nah.

There's a good chance Echo will get to go first. Keris would argue that she's just doing it in age order.

(It's really because Echo is her favourite, which is something she will never admit in front of the others. From a "mind state" point of view, it's a sign that Keris loves her joy and curiosity even more than she loves vengeance and self-pity, self-improvement and greed, or compassion and guilt.)
 
Nah.

There's a good chance Echo will get to go first. Keris would argue that she's just doing it in age order.

(It's really because Echo is her favourite, which is something she will never admit in front of the others. From a "mind state" point of view, it's a sign that Keris loves her joy and curiosity even more than she loves vengeance and self-pity, self-improvement and greed, or compassion and guilt.)
Well, bluntly, it's also because if she bumped Haneyl or Rathan up a level first, they would immediately declare war on their weaker sibling. If Echo goes first, whichever of them comes after her will be at least to some extent preoccupied with keeping her out of their land. Haneyl will probably go after Rathan, honestly, because she's the one who starts most of their fights - he just takes revenge, whereas she constantly tries to invade the lands of her siblings.
 
So what's this mote reactor concept I've heard about?

Mote Reactor is a general term for any group of charms, artifacts or similar things that can let a character defend and/or otherwise gain oodles of motes (which are used to power active feats of magic including defenses).

Like, before the errata, Solars could with the Twilight Anima, and Essence Gathering Temper, gain like 20m+ per action at almost no risk to themselves.
 
Does anyone know a set of changes that makes Familiars actually work? I'm was to build a Sorcerer with a Familiar and none of the results were viable.
 
So has anyone looked at the Godbound Kickstarter? I bring this up because it says that the Delux edition will include things for playing 'themed godbound' which are apparently off brand Exalted. I mean, just look at this:
Godbound Kickstarter said:
  • Themed Godbound, for campaigns and settings that have particular flavors and styles to individual types of Godbound. These rules help you build your own types for your campaign, or use pre-made varieties for heroic paragons of human capability, primordial shapeshifters, refugees from hostile destinies, or elemental scions.
 
Okay, you're right in that regard. Do you have a link?
It seems that i am now officially notanautomaton: link to the kickstarter(Which has been already funded, BTW).

Also: copy of the first part of the introduction to the Kickstarter.
Godbound is a tabletop role-playing game of newborn divinities awakening to unimaginable power. These men and women find themselves bound to the Words of Creation, the primal powers of a fallen cosmos where the Throne of God stands empty.
The world is shattered, its scattered realms racked by the aftershocks of the Last War and the final terrible struggle of the Made Gods who strove to replace the vanished Creator. Some realms have been reduced to nothing more than blasted wastelands and silent bones, while others still endure in faded splendor and growing hardship. Their natural laws flicker, for the great engines of Heaven have begun to fail from lack of care. Their angelic guardians were long ago dispersed by the Made Gods and now nurse a bitter hatred of humanity's usurpation.
There are heroes still, and shining cities, and peaceful villages where a son may grow old in his father's trade, but these things darken with each new year's passage. The world winds down by slow inches. Into this twilight age have come the Godbound. Some say that it is the decaying husks of the Made Gods that give them their power, gobbets of divinity falling like rot to congeal about the souls of humankind. Others believe that it is the work of the Creator, reaching out from Their silence to touch Their creations with new light. Most do pretend to know why it is that a common peasant girl should ignite with the sun's own brilliance, or a grizzled old soldier should suddenly find half an army falling before his notched blade.
The Godbound bring hope and terror in equal measure. Even the freshly-awakened among them have incredible powers, able to hurl thunderbolts like lesser men throw stones, or spit curses that kill five generations of their enemy's kin. They are burnt to ashes, and rise anew. They are buried under hillsides, and shout the stones apart. They sing up gold from barren earth or pour out an autumn harvest from their saddlebags. They work miracles, and men tremble.
Yet they are men and women, with the dreams that men and women dream. Some are saviors, determined to lift their people from their hardships and lead them to a better day. Others are mercenaries, lending their aid to whatever lord or sorcerer-prince can pay them in suitable coin. And some, of course, are blind fools who wield their powers with the recklessness of children, building their dreams on the bones of the poor mortals around them. There are few who can gainsay a Godbound's will.
Even so, such terrible powers do exist. In the wilderness the wretched parasite gods swell on stolen celestial power, sucking the world's blood from its wounds. Grim eldritch adepts plumb nameless secrets and forge pacts with the monstrous Uncreated for power enough to tax even a divinity. Hulking Misbegotten shamble from the darkness and bring their numberless spawn behind them. These and other foes can force a Godbound to flee or perish if the newborn wielder of the Words hasn't the help of a faithful pantheon of allies.
The heroes of Godbound are hurled into a world unprepared for their coming. They will shake the pillars of fallen Heaven and scar the thrones of the kings of earth. Some will seek adventure, others the pleasures of rule, and a few no more than the small and homely things that fate would conspire to deny them. Yet what they will find, in the end, only you can say.
Godbound is a tabletop role-playing game of newborn divinities awakening to unimaginable power. These men and women find themselves bound to the Words of Creation, the primal powers of a fallen cosmos where the Throne of God stands empty.
The world is shattered, its scattered realms racked by the aftershocks of the Last War and the final terrible struggle of the Made Gods who strove to replace the vanished Creator. Some realms have been reduced to nothing more than blasted wastelands and silent bones, while others still endure in faded splendor and growing hardship. Their natural laws flicker, for the great engines of Heaven have begun to fail from lack of care. Their angelic guardians were long ago dispersed by the Made Gods and now nurse a bitter hatred of humanity's usurpation.
There are heroes still, and shining cities, and peaceful villages where a son may grow old in his father's trade, but these things darken with each new year's passage. The world winds down by slow inches. Into this twilight age have come the Godbound. Some say that it is the decaying husks of the Made Gods that give them their power, gobbets of divinity falling like rot to congeal about the souls of humankind. Others believe that it is the work of the Creator, reaching out from Their silence to touch Their creations with new light. Most do pretend to know why it is that a common peasant girl should ignite with the sun's own brilliance, or a grizzled old soldier should suddenly find half an army falling before his notched blade.
The Godbound bring hope and terror in equal measure. Even the freshly-awakened among them have incredible powers, able to hurl thunderbolts like lesser men throw stones, or spit curses that kill five generations of their enemy's kin. They are burnt to ashes, and rise anew. They are buried under hillsides, and shout the stones apart. They sing up gold from barren earth or pour out an autumn harvest from their saddlebags. They work miracles, and men tremble.
Yet they are men and women, with the dreams that men and women dream. Some are saviors, determined to lift their people from their hardships and lead them to a better day. Others are mercenaries, lending their aid to whatever lord or sorcerer-prince can pay them in suitable coin. And some, of course, are blind fools who wield their powers with the recklessness of children, building their dreams on the bones of the poor mortals around them. There are few who can gainsay a Godbound's will.
Even so, such terrible powers do exist. In the wilderness the wretched parasite gods swell on stolen celestial power, sucking the world's blood from its wounds. Grim eldritch adepts plumb nameless secrets and forge pacts with the monstrous Uncreated for power enough to tax even a divinity. Hulking Misbegotten shamble from the darkness and bring their numberless spawn behind them. These and other foes can force a Godbound to flee or perish if the newborn wielder of the Words hasn't the help of a faithful pantheon of allies.
The heroes of Godbound are hurled into a world unprepared for their coming. They will shake the pillars of fallen Heaven and scar the thrones of the kings of earth. Some will seek adventure, others the pleasures of rule, and a few no more than the small and homely things that fate would conspire to deny them. Yet what they will find, in the end, only you can say.

There is something very interesting deep in the first page of the kickstarter:
Why Should You Trust Me?

Not to put too fine a point on it, but I am extremely good at Kickstarting RPGs. From Spears of the Dawn as my first effort, to Scarlet Heroes, to Silent Legions, to Starvation Cheap, I've set up and executed four RPG Kickstarters, with their rewards all arriving either on time or months early. I don't do it with some ineffable natural gift, I do it because I run my Kickstarters like actual business projects. For details, check out my methods in the freebie Sandbox #1 available at DriveThruRPG.
The free version of Godbound is already text-complete and soft-set in layout. When you pledge, you can download it immediately from the first backer-only update and see for yourself where it stands. The text for Sixteen Sorrows and the deluxe pages of the Godbound core book are also complete in draft, and will be handed over to all backers immediately once the campaign closes out, assuming the stretch goal for Sixteen Sorrows is successful. With the complete free beta rules, however, you'll be able to download a playable game within moments of your pledge.

Can someone give a peep to the other RPGs of this guy, to see if they are any good? Because i half tempted to back this guy, especially with the early version ready to download.
 
Can someone give a peep to the other RPGs of this guy, to see if they are any good? Because i half tempted to back this guy, especially with the early version ready to download.
The beta pdf for the game itself is here. I don't know about his other games, but he seems rather competent based on the number of games he's made that haven't come out years late.
 
White Wolf used to shovel out books on schedule too. It didn't make them good books... Although assessing the quality of this guy's game design is doubtless harder.
 
Back
Top