Remember me complaining about chargen?
But if he's investing in shipping, it's entirely conceivable to stunt him applying Sail instead of Bureaucracy.
Or using Presence to select a firm of financial investors to do it for him.
That's probably the reason why, despite being pretty much the best human sailor in the world, his trips barely break even most of the time.

that, and his drinking problem.
 
That's probably the reason why, despite being pretty much the best human sailor in the world, his trips barely break even most of the time.
that, and his drinking problem.
I was assuming some of those stats only just hit that level with his exaltation.
What drinking problem? I assure you, he drinks only as much as a man in his position is expected to.
*empties wineskin into mouth*
 
I'd actually think we could use another ship or two, if we're going to go the naval adventures route.
The thing is, can the other ships do the sorts of things the ship we are on can? If not, we might want to send them on less dangerous adventures then the ones we take our ship on, and if it's going to be separate from us anyway what's the difference between an investment in another ship and an investment in something else?
 
Remember me complaining about chargen?
Chargen was a while ago, but I do remember a lot of argument over which direction to take the character and what we wanted him to do, followed by half assed compromise.

I'd actually think we could use another ship or two, if we're going to go the naval adventures route.

The thing is, can the other ships do the sorts of things the ship we are on can? If not, we might want to send them on less dangerous adventures then the ones we take our ship on, and if it's going to be separate from us anyway what's the difference between an investment in another ship and an investment in something else?

If Sal can barely stay afloat financially with one ship, what are the chance that a ship he isn't personally piloting will be profitable?

That said, maybe a bigger ship would be nice.
 
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The thing is, can the other ships do the sorts of things the ship we are on can? If not, we might want to send them on less dangerous adventures then the ones we take our ship on, and if it's going to be separate from us anyway what's the difference between an investment in another ship and an investment in something else?
Well I don't know how the skill works with multiple ships, but War 5 Sail 5 has to count for something. There are a couple of nice Sail Charms that help; Immortal Captain's Advantage lets us use Sail Charms on ships we own even if we're not on them and gives us extra Sail specific motes to play with, and Invincible Admiral Method makes just about everything easier for any ship "following our lead." Sort of connected, Ship Claiming Stance makes everything harder for anyone who boards our ships without permission.

But the easiest way, exp wise, would probably just be to get a bigger, fightier boat and hire a crew of dedicated marines.
 
Is Sal a good enough investor that if he were to speculate on grain prices, or invested in a warehouse to hold beer, he wouldn't lose all his money? Baring truly bad luck, of course.

Edit: I guess that's one dot in Bureaucracy. He's honestly better off just buying some equipment or something

Salvadore has Bureaucracy 1, Intelligence 3 for a combined dice pool of 4 and a 2nd Excellency to help him get an extra two successes he'll need. A dice pool of 4 is about what you'd expect from a junior merchant not quite ready to strike out on their own, but trusted enough to mind the shop without supervision for an evening. He's clever enough to avoid the worst pitfalls and can generally make ends meet, but a master market manipulator he is not. If he were to engage in something reliant on quick thinking or picking up on trends (modern day stock market comes to mind) he'd fare better, but even then he'd be unspectacular until you included the Excellency. His strengths as a merchant come from skills beyond being a merchant; he won't get the best prices for the cargo, but getting it there ahead of the competition is a selling point on its own.

Given how much influence the dawi have in human affairs, it's probably a stupid idea anyway.

Oh, like stupid ideas have stopped players before.

I would rather steal one... out of Naggarond. What's the worst that could happen? :V

I like the cut of your jib.

:V
Oh dear.
Is there anywhere he hasn't fucked up so far made an impression in? Sartosa?

Marienburg. Altdorf. Sjoktraken. L'Anguille. Parts of Mousillon for another day or so. Lotheran if he can keep his mouth shut. Possibly Erengrad by now. ....Ind?
Of course, there are impressions and then there are impressions.

Salvador hasn't so far been characterized as some sort of moral crusader, barring shit like the Dark Elves.

You don't need to be a moral crusader to hate the Druchii. It helps, but not as much as one might think.

That's probably the reason why, despite being pretty much the best human sailor in the world, his trips barely break even most of the time.

that, and his drinking problem.

He doesn't have a drinking problem. He has a 'wine keeps disappearing' problem. He can't prove it's elves, but he has his suspicions.
 
You don't need to be a moral crusader to hate the Druchii. It helps, but not as much as one might think.

On a practical level they steal and break your stuff!
Well I don't know how the skill works with multiple ships, but War 5 Sail 5 has to count for something. There are a couple of nice Sail Charms that help; Immortal Captain's Advantage lets us use Sail Charms on ships we own even if we're not on them and gives us extra Sail specific motes to play with, and Invincible Admiral Method makes just about everything easier for any ship "following our lead." Sort of connected, Ship Claiming Stance makes everything harder for anyone who boards our ships without permission.

But the easiest way, exp wise, would probably just be to get a bigger, fightier boat and hire a crew of dedicated marines.
We should be a good admiral...if we had a fleet.
 
His strengths as a merchant come from skills beyond being a merchant; he won't get the best prices for the cargo, but getting it there ahead of the competition is a selling point on its own.
Like I said, there's an argument for not doing things the normal way.
Manipulation + Presence roll to hire an appropriately skilled clerk to help with that.
Or Int + Sail to assess the fleets of other major players and identify opportunities, along with social combat to acquire Contacts.

Oh, like stupid ideas have stopped players before.
Depends on what the stakes are.
Death and destruction, the possible collapse of empires? Full speed ahead and damn the torpedoes!
The loss of a waifu? Players tend to get diffident.

Marienburg. Altdorf. Sjoktraken. L'Anguille. Parts of Mousillon for another day or so. Lotheran if he can keep his mouth shut. Possibly Erengrad by now. ....Ind? Of course, there are impressions and then there are impressions.
Well, he's an Eclipse now. That should get easier.

You don't need to be a moral crusader to hate the Druchii. It helps, but not as much as one might think.
True; the Druchii make it easy, which is quite a feat on a planet with both Orks and Chaos.

But consider.
Salvator goes out of his way to avoid entanglements with the church. Has no particular opinion on Brettonian serfdom as implemented.
He has his passions, but other than conventional prejudices, they seem to be well hidden.

I don't really see him going out of his way to right injustices, barring intoxication, which admittedly is a problem.
He's Compassion 3, not Compassion 4.
He doesn't have a drinking problem. He has a 'wine keeps disappearing' problem. He can't prove it's elves, but he has his suspicions.
:V
He needs to go to Ulthuan for an exorcism:V
 
Not really sure why people are getting so hung up over Bureaucracy. 4 dice is about average for most mortals in their profession, 5 if you assume a specialty. Salvadore's got the Excellency, though, which theoretically jumps him up to the equivalent of 8 dice in terms of skill, which would be equal to major merchants. Good enough for most of our needs.

That said, part of the point of caste/favored abilities is that they're quick and cheap to raise. So if people would prefer to get into the merchant business, we could easily spend 4 xp to jump from "about average" to "solidly above average" in terms of dice pool.
 
Alright, so just binged this - great writing from @Slamu, really sells the era and culture while being entertaining and packed with character.

I do have to ask, however, what the fuck you players are doing to Salvadore.

You are a seaborne trader and adventurer with... no Sail Charms. You bought a goddamn Occult Excellency - and not even a good one! - instead of literally any Sail or Bureaucracy Charm available to you right now. I appreciate that our swarthy and acrobatic pirate prince somehow lacks any dots in Athletics with which to climb rigging, keep his balance, or swim, so Graceful Crane Stance is off the table, but in the name of Myrmidia, just look at what you've kept from him, even just in 2e!

Salty Dog Method said:
This Charm assists in naval and shipboard operations, from maintaining sea legs during a storm to guiding an invasion fleet through the reefs on a foggy night. This Charm removes up to the character's Essence in external penalties from appropriate battle, social, dramatic and military actions. This includes both penalties directly related to the naval environment, such as fog and the rolling ship.
Ignore rough seas, thick mists, darkness, hail, smoke, confusion, sorcery, and more.

Ship-Claiming Stance said:
The Essence of a ship knows its master. This Charm claims a ship. The target ship must not be owned (see p. 238) by another Essence channeler. This Charm causes the Exalt to own the ship instantly. Other characters subtract one success as an external penalty from all actions while on board until the Exalt formally welcomes them to the ship and unless he later renounces them. This is enforced by the little god of the ship, so the Exalt must welcome and renounce others in the language of the Old Realm and in earshot of the ship itself.
Hamper boarders and saboteurs and foes, open up the path to a literally invincible ship.

Perfect Reckoning Technique said:
The Lawgivers find their way through the most terrible seas. This Charm is a dramatic action to guide the ship toward its destination. The Solar must be on board and authorized to navigate. The ship travels on course at its maximum speed until something—sleep, combat or the need to focus on other matters—distracts the character and causes her to take another action. The Solar's player automatically succeeds at any valid Sail roll made for the character to find her way around known hazards to a given destination—though she must have enough information to make this a valid roll.
Sail to Lustria, Ind, or Cathay, with no problem whatsoever.

Storm-Weathering Essence Infusion said:
Solar heroes can sail into the teeth of a storm. This Charm makes sure that a ship and crew survives a storm, maze of reefs, whirlpool or other hazard. The Solar must be on board and authorized to direct the crew. The Solar and the ship's crew receive two bonus successes on every action that directly serves the survival of the ship—whether repelling a unit of aquatic Fair Folk, patching the ship's side before it sinks or taking a simplified dramatic action to bypass a less interesting hazard.
Flip the bird to Scylla and Charybdis. Note that two successes is roughly equivalent to four dice, which means this Charm takes a crew of average conditioning and professional training and makes them world class when fighting off threats.

Sea Ambush Technique said:
The navies of the Lawgivers appear from nowhere even on the clearest day. This Charm allows the character to double successes on a Stealth action taken by a naval unit he commands, before external penalties are applied. Naval units influenced by this Charm can conceal themselves at +4 difficulty even if there are no obstacles to hide behind.
Invisible ship.

My god, you pre-bought an Essence 3 Presence Charm instead of the Charm literally made for being a Dread and/or Dashing Pirate:
Mariner's Parable Defense said:
The Solar's vessel shouts his legend into the world. This Charm may only be used aboard a ship the Solar owns. The identity of the vessel's owner becomes Obvious to all characters who perceive it. Should they be unaware of the Solar by reputation or personal association, Mariner's Parable Defense makes it clear—the Exalt is a legendary man of the sea: a hero who sinks pirates, rescues damsels in distress, puts storm gods in their place, braves hurricanes and defies the Yozis; or a peerless pirate who ransacks port towns, evades capture with a laugh, and steals comely lads or lasses with as much ease and abandon as casks of jade. Should the Solar's ship put into port while this Charm is in effect, this aura follows the character wherever he should go, up to (Essence) miles from the ship.

Common folk marvel at the Solar's heroism or cringe before his rapacity—he raises his Appearance and MDVs by three with regard to all characters struck by this aura. Additionally, fear of the Solar's prowess imposes a -1 external penalty to all attacks directed at his person or his ship. This unnatural mental influence costs two Willpower to resist for a scene.

Additionally, the Solar gains one temporary dot of Influence while this Charm is active.

Not to mention everything Bureaucracy can offer - Insightful Buyer Technique alone would let us corner markets, and Frugal Merchant Method is Bureaucracy 1 Essence 1 and lets us beat any trading scam. Why in the world would you buy the Second Bureaucracy Excellency (which will at most give us +2 successes for 4m) when you could grab Frugal Merchant Method and get a perfect awareness of any item's condition and quality and +3 successes for 1m when haggling? Whyyyyyyy
 
.... At least we didn't choose the Kislevite option and invest nothing in fightyness?
 
still back on Fangs for Nothing

but

what the blueberry fudgemuffins did you idiots do with chargen

i'm sitting here with revlid, utterly aghast. how do you make an Eclipse with no Eclipse Charms

why

do you have any idea how useful this stuff would be for you

look at this shit

Sea Ambush Technique
Cost: 10m, 1wp Mins: Sail 4, Essence 2 Type: Supplemental
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Any Sail Excellency

The navies of the Lawgivers appear from nowhere even on the clearest day. This Charm allows the character to double successes on a Stealth action taken by a naval unit he commands, before external penalties are applied. Naval units influenced by this Charm can conceal themselves at +4 difficulty even if there are no obstacles to hide behind.
I'M MR. ENTRY-TIER CHARM AND I'M HERE TO SAY SURPRISE COCKFACE
Insightful Buyer Technique
Cost: 3m Mins: Bureaucracy 3, Essence 1 Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: None

Smoothly managing the economy is vital to the management of a state. This Charm supplements a social or dramatic action to buy, sell or trade something wisely.
This Charm provides information on market values. To the extent that the Exalt understands what the target item, shipment, import or export is—and to the extent that he understands the relevant markets—this Charm gives the Solar a perfect knowledge of its value in those markets. This information is sometimes worth the Charm's cost in itself, but the main effect of this Charm and this information is to reduce external penalties applying to the mercantile action by an amount equal to the Solar's Essence. Whether the Solar is trying to buy a good sword for himself, outfit his army in exceptional steel, trade off yeddim for silk before plague kills the beasts or sell off the produce of his nation's labor, he can overcome penalties from scarcity, volatile markets and trade barriers.
WHAT'S THAT YOU SAY? [Insert Desired Good] IS HARD TO COME BY? NOT ANYMORE SAYS I, MS. ESSENCE 1 NO-PREREQ CHARM!
Wise-Eyed Courtier Method
Cost: 3m, 1wp Mins: Socialize 3, Essence 2 Type: Simple (6 long ticks)
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: None

The Solar reshapes the beliefs of a society. This Charm is a Socialize-based social attack to make a social group with Magnitude 1+ (such as a court, kingdom or secret society) believe something. The character must have spent several hours within the last year encouraging the desired belief within this group before using this Charm, and this Charm must be invoked in the presence of at least one member of that group. The Exalt's player rolls ([Charisma or Manipulation] + Socialize). Subtract an external penalty equal to the group leader's MDV plus half of the group's Magnitude from the rolled successes. If the character succeeds, the social group accepts the belief.

This Charm exerts unnatural mental influence. The targeted group—and any social groups of Magnitude 1+ that splinter off from the target—must spend six Loyalty to break free of the influence forever or one Loyalty to break free for a single scene.
This Charm has no effect on individuals—only on groups. The character can redefine a church's dogma or change the prevailing beliefs of a nation, but any given individual reacts of his own accord. The primary function of Wise-Eyed Courtier Method outside of narrative time is to limit the actions that social groups can take.

This Charm is a social attack against the MDV of the group's leader. Magnitude is not applied normally to the unit's MDV; instead, the Solar's roll suffers an external penalty equal to the group's (Magnitude ÷ 2). Ignore all references to an external penalty in the text of the Charm.
"... REDEFINE A CHURCH'S DOGMA OR CHANGE THE PREVAILING BELIEFS OF A NATION," THIS IS A CHARGEN CHARM. DO YOU WANT ESTALIAN WIZARDS? PRESS HERE FOR ESTALIAN WIZARDS.
Mastery Of Small Manners
Cost: 1m Mins: Socialize 2, Essence 1 Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK, Social
Duration: Until next action
Prerequisite Charms: None

The Solar attunes herself to the patterns of human interaction. This Charm makes her responses to social situations so natural and appropriate that in social combat she treats all enemy groups as one point of Magnitude smaller than they are (to a minimum of 0.) It also increases her effective Appearance by one dot. When in doubt, other characters will be more apt to do small favors and provide hospitality than not. Finally, this Charm ensures that the character understands the basic motivations of everyone present in the scene, as if her player had rolled three successes on a mundane Investigation roll to estimate each person's motives.
HI HELLO YES I SEE YOU ARE IN ESTALIA, LAND OF DUELS OVER PETTY BULLSHIT. PLEASE ALLOW ME TO HELP WITH THAT.

NO? JUST GONNA WALK ON BY TO THAT OCCULT EXCELLENCY IN THE RED DRESS?

o-oh

well okay then
 
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.... At least we didn't choose the Kislevite option and invest nothing in fightyness?
...okay, look, if you'd chosen to be a Kislevite Dawn Caste fighting back the Troll Country hordes, that'd be cool. And if you'd invested heavily in Melee and Resistance and War Charms, that'd be cool. Because that's what that character is doing and those are the tools he needs to do it well. Sure, I might encourage you to invest in Performance for Heart-Compelling Method to get big speeches, or Survival for crossing the winter wastelands with Trackless Region Navigation but you'd be investing in the stuff you actually need to suit your concept. It wouldn't be a problem.

You've chosen to play an Eclipse... with no actual Eclipse Charms.

You've chosen to play a sailor with no Sail Charms, a trader with no Bureaucracy Charms, and a charmer with no Socialize Charms.

Instead you have an Occult Excellency. Why? There are other strange purchases, here, but what possible use do you see yourself getting out of a 2nd Occult Excellency?
 
Chargen was a while ago and I had to go back and refresh myself on the details.

Winning plan for reference:A Champion of Gods & Rogues (Warhammer Fantasy/Exalted)

In his defense,I only really pushed back on the larceny charms, and excellencies were free, so I guess that's why no one pushed back on the Third Excellencies.

I guess we knew it would be nautical themed, but we didn't know that we'd become captain of a ship so fast. I guess we were wondering about how to hack and slash our way to becoming captain, or something like that.
 
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