Okay, I'll try to go through the process.May you repeat once more for those who does not familiar with Exalted – why does Lydia is an Exalted, exactly?
Having an exigent around is sort of neat on one level, but it does have weird lore implications. Hell, it had them in Exalted canon; the basically exist to allow OC exalted types, but leave the question open as to how every two bit hack of a god can measure up to Autobot's best work.
I'm hoping there are no other Exalts in the setting, exigent or otherwise.Having an exigent around is sort of neat on one level, but it does have weird lore implications. Hell, it had them in Exalted canon; the basically exist to allow OC exalted types, but leave the question open as to how every two bit hack of a god can measure up to Autobot's best work.
It's worse here in that it provides a ready made source of exalts that complicates implementing the cross as being identical historically up until the remnants of the age of legends start popping up again.
Not that I want to fill the thread with complaints about it, but I'm hoping Anawn did something like dig up a terrestrial exaltation somewhere and reprogram it, rather than being able to just make some exalts if he's willing to pay the price in divine power for them.
The thing that would make a low-end Exalt different from something generically powerful not-Mortal like Gard or Kincaid is just the Exaltation itself.Having an exigent around is sort of neat on one level, but it does have weird lore implications. Hell, it had them in Exalted canon; the basically exist to allow OC exalted types, but leave the question open as to how every two bit hack of a god can measure up to Autobot's best work.
It's worse here in that it provides a ready made source of exalts that complicates implementing the cross as being identical historically up until the remnants of the age of legends start popping up again.
Not that I want to fill the thread with complaints about it, but I'm hoping Anawn did something like dig up a terrestrial exaltation somewhere and reprogram it, rather than being able to just make some exalts if he's willing to pay the price in divine power for them.
Different ritual, I think. We aren't even seeing Arawn.Wait so I'm only sort of serious here but I have to ask: Are we sure we want to disrupt the ritual here?
The problem is that we don't know what exactly he's going to do. Letting a practitioner of any real strength finish a blood ritual is bad news.Wait so I'm only sort of serious here but I have to ask: Are we sure we want to disrupt the ritual here?
Wasn't our plan to let the ritual start, and then interrupt it partway for the whole mantle thing? If we stop the ritual before it starts, then where are we?
As per Sorcerer Paths of Power(20th Anniversary Edition), these are the relevant Paths available for sorcery/hedge magic/linear magicFirst dot of a Sorcerer Path 4xp
Follow-up dots in a Sorcerer Path current rating *3xp
Sorcerous Rituals Dot Rating*xp
How good are these options compared to Charms which can produce similar or greater effects?As per Sorcerer Paths of Power(20th Anniversary Edition), these are the relevant Paths available for sorcery/hedge magic/linear magic
SORCERY
- Alchemy: transformation of substances, making healing and magic potions, magic reagents, magical alloys.
- Conjuration: transportation of items through space
- Chronomancy: viewing of past events, manipulation of past events
- Conveyance: fast travel, from seven league boots to broomsticks and flying carpets to superspeed or flying cars to teleportation
- Divination: predicting the future
- Enchantment: creating magic items
- Fascination: supernatural social influence, love potions. Vanilla mortals have no defence, supernaturals get a chance to defend, and supernaturals with similar powers can ignore it.
- Fortune: curses or blessings on people, groups of people and organizations
- Gauntlet Manipulation: weakening or strengthening the barrier between worlds
- Healing
- Hellfire: destructive energy. Fire, ice, lightning, earthquakes, decay, death lasers, etc. Not actually evil despite the name.
- Mana Manipulation
- Mediumship: calling and befriending ghosts and spirits, letting them possess you, seeing into the Spirit World.
- Oneiromancy: entering and manipulating dreams
- Saturnal Anima: manipulating the minds of mortals. Does not work on supernaturals
- Saturnal Manes: alternate path of interacting with spirits
- Scrying: looking through space at/ for someone or something
- Shadowcasting: shadow manipulation for various effects
- Shapeshifting: cosmetic changes to self, adopting non human features, full transformation into animal form, adopting the form and features of mythic animals
- Spirit Awakening: creating fetishes, using them, and awakening the spirits of objects, binding spirits and releasing spirits from bindings.
- Spirit Chasing: taking on aspects of some spirit by emulation.
- Summoning, Binding and Warding
- Weather Control
PSI
- Animal Psychic: communicate with and control nonhuman animals
- Anti-Psychic: increases difficulty to use psi powers and non-psi mental powers near the psychic
- Astral Projection
- Bio-Control: absolute control over their own body, with effects like hysterical strength, accelerated healing etc.
- Channelling: gaining temporary knowledge and skills from the dead.
- Clairvoyance: distance viewing of a location
- Cyberkinesis: send commands to a computer
- Cyberpathy: read data of computer within line of sight
- Ectoplasmic Generation: creating ectoplasmic constructs
- Empathic Healing: taking in the damage and illness of others
- Mind Shields
- Precognition: see the future
- Psychic Healing: power to heal others
- Psychic Hypnosis: hypnosis, mental domination, brainwashing
- Psychic Invisibility: invisible to humans, visible to animals amd electronic surveillancr
- Psychic Vampirism: drain emotions, willpower and life force from victims
- Psychokinesis: moving items with power of your mind, levitation
- Psychometry: view history of items, animals, even people, with a touch
- Psychoportation: psychic teleportation
- Pyrokinesis: creation and manipulation of fire
- Synergy: linking multiple psychics mentally for coordination and to share senses and powers
- Soul Stealing: steal willpower and HLs, edit victim's mind and personality
- Telepathy: mind reading, emotion projection, mental illusions, mental communication, false memory implantation, mind control
Would being an Infernal Exalted mean Molly doesn't need a pact to access these?Infernalists are sorcerers who make dark pacts with demons, devils, dark spirits and gods for power.
Such pacts always include a desecration of things the sorcerer previously held dear and a murder.
Examples of such infernal patrons include "the Adversary of Christianity and the Yama Kings."
I don't have the M20 edition yet, but going by the older Sorcerer it's pretty inefficient compared to things we actually have Charms for.How good are these options compared to Charms which can produce similar or greater effects?
For example, if we decided to invest in the "Hellfire" Sorcery path in order to gain some ranged magical combat options, how much XP would we need to spend to rival the sand-blasting Charm ya'll have mentioned whose name I cannot recall? What about Essence efficiency?
Some are, some arent. Some synergize with our charms for enhanced effect.How good are these options compared to Charms which can produce similar or greater effects?
For example, if we decided to invest in the "Hellfire" Sorcery path in order to gain some ranged magical combat options, how much XP would we need to spend to rival the sand-blasting Charm ya'll have mentioned whose name I cannot recall? What about Essence efficiency?
No.Would being an Infernal Exalted mean Molly doesn't need a pact to access these?
Eh Athletics is good to have anyway, as it helps determine running speed, max lifting ability, etc.Well, one thing I want to ask is if the Hellfire path uses Occult instead of Athletics. Because the sandblasting charm uses Athletics, which we stink at. It's why I like the idea of converting the Qiao of I Shen into a proper CMA, because it lets us make the attack roll with Occult, which we're awesome at. If Hellfire uses Occult to attack and is even sort of competitive with the sandblasting charm otherwise, it would be worth it to me, because we'd need to buy 4 dots of Athletics and an Excellency to be as good at it as we are at Athletics, and even then we won't ignore 1s on Athletics rolls like we do with Occult.
There are alternative rules for that in the book if you choose to use them.The major problem with the Path is not the effect though, with Excellency we could propably generate enough successes for a killer blast, the issue is also that Sorcery has several rounds of casting-time, unless you raise the difficulty of the casting substantially.
Sorcerer only has the Fast Casting rules, which raises the difficulty so quickly you can basically just throw a lit match at the enemy to represent your remaining damage-potential, and also costs even more Willpower.There are alternative rules for that in the book if you choose to use them.
Specifically to avoid the situation where Sorcery is worthless outside of rituals, because while you're trying to cast one spell over half a dozen turns, someone walks up and bashes you over the head with a club.
They just didnt put all the rule options in one place.Sorcerer only has the Fast Casting rules, which raises the difficulty so quickly you can basically just throw a lit match at the enemy to represent your remaining damage-potential, and also costs even more Willpower.
Okay, but at that point you are seriously stretching the rules to make Sorcery more combat-viable.They just didnt put all the rule options in one place.
The other mention is in the Storytelling chapter, where they give us three options to mix and match
1)Waive the Fast Casting penalty
2)Remove the penalties to magic for witnesses
3)Only require the highest Aspects successes for a spell or ritual to work
Page 140, Sorcerer Paths of Power