Ascensions and Transgressions: the Tales of Keris Dulmeadokht (Exalted game)

Thank you. Actually, that Style/Principle thing was a big thing I was looking for.

With this system, you got rid of Martial Art charm-trees, right?
I went and looked at it, and while I understand that Principle part, I don't get how Styles can replace Martial Arts. It looks like it's solely a replacement for Specialties.
Yup. Because Martial Arts charm trees are bloated, poorly balanced and have nothing to do with how actual martial arts work, since learning formalised ways to effectively use your body to disable or hurt people does not have any connection to superpowers. So we got rid of them, which instantly rid the system of an enormous amount of multi-tiered, overly-complex, page-bloated cross-splat cruft, moved the "I punch you with my fists in magical ways" stuff back into native brawling melee charmtrees where it can be appropriately balanced and introduced an incentive to stunt yourself as fighting in a certain way that you learn carefully and which will use specific weapons - for instance, Dynasts trained in Five Dragon Style will use the bow, the sword and the spear, meaning they're not omnitactical combat hydras but they're also not mono-weapon purists who never use anything but the one daiklave. This also had the benefit of opening up specialties into a more comprehensive system which allows a historian to, for instance, have a fair grasp of general history and a much more in-depth knowledge of a specific field (Lore 2, Scavenger Lands Sagas Style 2).

And that's why Keris uses a recognisable whirling baguazhang-like formal Dynastic spear style that's a close relative of the Air Dragon polearm forms, loves feinting and using misdirection and staying mobile when she fights whether she's using her spear or her kerises, but is still noticeably feral in her movements and will totally fall back on vicious and dirty tricks if you back her into a corner and deny her from using her Lance - which is honestly a much more unique personal style than just "someone who uses White Reaper with a Dire Lance", and a great deal easier to balance.

And yeah, you will notice that I try to apply my Styles whenever I can in Kerisgame, because they're 3-4 extra dice depending on whether or not I can apply a Style bonus to my action, and that's a hell of a lot. Keris is still pretty shit at lying, but she can bluff with the best of them - literally; her fast-talking half-truths pool is 10-14 depending on whether she's using Politics or Presence - the high end of mortal ability, even without Excellency use. If she's in a context where she can't use sheer force of personality and has to fall back on Politics, her Mendaciloquent Maverick Style is literally almost half her pool, and contributes as many dice as her base Attribute+Ability.

Edit: Also, bluntly, Styles are so much easier to homebrew. Seriously, they're like Pringles. I started sketching out a selection of different Ranged tactics a while back and then suddenly I had accidentally five different Ranged Styles and was considering what I could do with Command. And unlike Martial Arts Charm trees, they're almost impossible to break mechanically if you keep to the guidelines (Specialty-level tight, no more than +/- 1 die or +/1 1 success-equivalent at the +3 level, no bonus can always apply).
 
Very interesting. Though, I notice in the sheet that Aleph linked the term Enlightenment shows up rather than essence, and it doesn't quite seem to follow the normal scale(at least, I don't think Hardened Devil Body was Essence 6). Is that another global house rule, or something specific to Yozi charms?
 
And that's why Keris uses a recognisable whirling baguazhang-like formal Dynastic spear style that's a close relative of the Air Dragon polearm forms, loves feinting and using misdirection and staying mobile when she fights whether she's using her spear or her kerises, but is still noticeably feral in her movements and will totally fall back on vicious and dirty tricks if you back her into a corner and deny her from using her Lance - which is honestly a much more unique personal style than just "someone who uses White Reaper with a Dire Lance", and a great deal easier to balance.

Meanwhile, to someone who can recognise the forms, almost everything Sasi does screams "I had a very, very expensive Dynastic education". She argues like a Dynast with Winding Scales Logic Style and Second Empress Retort Style. She fights with Five Dragon Style and Daana'd's Rain Style. She even looks the part with Pasiap Exemplar Style.

She's had to learn new Styles to cover her origins, because if you're familiar with Dynasts, you can totally tell she's one by the way she does things.

(The Style system was built from the ground up to enable that bit in kung-fu flicks where they go "Ah ha! I see you studied under Master Napoli! Only he has fused Winding Coil Style and Solar Champion Style to produce the Coiling Sun Style! But I reject your Anathematical Ways! Fear the wrath of the Fire Dragon!")
 
Very interesting. Though, I notice in the sheet that Aleph linked the term Enlightenment shows up rather than essence, and it doesn't quite seem to follow the normal scale(at least, I don't think Hardened Devil Body was Essence 6). Is that another global house rule, or something specific to Yozi charms?
Oh yeah, we also use an Enlightenment system instead of Essence. To account for the fact that an Essence 5 Solar Exalt can jump up and down on an Essence 5 god's head all day while completely naked save for a novelty kilt printed with pictures of the back of Peleps Deled's head, we've instituted an objective measure of magical/metaphysical power where beings in the same Enlightenment bracket are roughly equivalent. Rough breakdown:
Entities said:
  • Primordials at N/A
  • Incarna and Fetich Demons at 10 (+Panoply Charms for endboss powers)
  • Other Third Circle Demons and Hekatonkhire at 9-10 (+Panoply for midboss powers)
  • Other Gods/Demons and Dead at 1-9
  • Solar(oid) Exalted at 6-10
  • Lunar and Sidereal Exalted at 5-9
  • (Not Colossus or City) Alchemical Exalted at 3-7
  • Terrestrial Exalted at 2-6
  • X-Blooded at 1-4 (depending on parents' Enlightenment)
  • Enlightened Humans at 1
  • Baseline Humans at 0
Effects said:
1: Active Essence Perception and Usage
4: Terrestrial Circle Sorcery
7: Celestial Circle Sorcery
10: Primordial Circle Sorcery​
That means that Enlightenment 6 is effectively Solar Exalt Essence 1, which means that yes, by the time you hit "Essence 4-5", you're running around in the same leagues as Third Circle demons in terms of Essence potency. Keris is currently Enlightenment 8. PRO TIP: DO NOT ATTEMPT TO USE ENLIGHTENMENT-MEASURING CHARMS ON ACTUAL PRIMORDIALS. If the reasons for this are not immediately obvious, they should be. But if you must have an example...
Kerisgame said:
Vitaris is a very warm, very dry wind, and she isn't silent like her mother. She sizzles, as any moisture in the area evaporates, but there is also a faint, almost buzzing song in her gusts. Her light shifts through Keris' eyelids, going from gold to a sort of grey to red and shifting through that spectrum. And... the song sounds sort of happy.

She is also a very fast wind. She is literally blowing circles around Keris. In fact, now that she listens more closely, Keris thinks she might sort of be in the centre of a small, very bright tornado.

Keris tries her best to keep up, though she knows she's outmatched. A sudden thought occurs to her, though, and she flares her anima. A scarlet whirlwind surrounds her, adding to Vitaris's own blinding intensity, with flitting silver shapes whirling through it. Dulmea's music resonates into the audible, pulled hither and thither by the Blinding Wind, and Keris sings along with it amidst her laughter.

The wind echoes with buzzing laughter of its own. There's something slightly hollow about the noise, but... it's strange. Keris feels phantom touches all over her arms, face, and especially her closed eyelids.

Brushing at the phantom touches on her face, Keris's curiosity overwhelms her, and she risks cracking her eyes open for a brief moment - a second, at most - to catch a glimpse of the racing wind around her before slamming them closed again. Her eyes water like hell, but squinting she can just about make out hundred hands of golden light prodding and poking her, and giggling each time the wind does so.

Giggling along, she pokes back at them, and diverts her course up the side of a tower block to see if the wind will follow her. Vitaris giggles and pokes back more, and gets to the top long before Keris does.

Laughing, flaring her anima and playing pattycake with a behemoth of wind and light and considerable power, if the hiss she hears when she listens to the Blinding Wind's Essence is anything to judge by, Keris dances through the streets of Malfeas in Vitaris's company, feeling the winds within her soul stir as the wind around her plays.

And then everything goes... silent.

Aleph: ((...))
EarthScorpion: ((Vitaris is a good girl~))
Aleph: ((so, uh, Vitaris brought the shiny thing she found back to mommy))
Aleph: ((eek))
EarthScorpion: ((dammit adorjan stop trollfacing))

It is probably for the best that Keris's instinctive reaction to being shocked is, and always has been, to bolt. It means that she doesn't stop running. And if she is where she thinks she is, that's a really good thing. Taking a breath she doesn't need, unsure of whether she's hoping to be right or wrong, she cracks open an eyelid and looks around.

Adorjan grins back widely, an impishly mischievous grin on her face, as Vitaris blows around her in a blinding cyclone.

Keris feels her face attempting to blush, pale and stare all at once, which probably makes for a fairly interesting expression. She's run with Her in dreams, but this is real. For the first time since the angyalka entered her mind, Keris hears Dulmea's music falter, and though it starts up again after that brief stumble - quietly, fearfully - her other soul remains resolutely silent.

There's no time to think about that, though. Keris buttons her lip, smiles back shyly, and runs.

Adorjan runs, her human-like body wrapped in a tiny - street sized at most - gust of red ribbons. Keris follows behind. But she's not the only thing following behind. No, there's a tracery in the air behind the Hushbringer, shadowing every footstep. Keris runs, silent, wide-eyed, pushing herself to keep up. She hurdles obstacles, veers up walls and cuts through alleys - sometimes, she even manages a trick that brings her almost level with the figure she follows, before She inevitably pulls ahead again, dancing tantalisingly beyond her Chosen's reach. The figure in her footsteps echoes her, and Keris echoes it, leader to echo to follower. Her lungs burn, though she needs not breathe, and her legs ache, though she runs faster than any mortal. But she doesn't dare stop. Not while Her - Their - eyes and ears are on her. Fear of danger or injury are a distant second to fear of disfavour from disappointing them.

And as she runs, she watches the echo in Adorjan's footsteps. She pulls ever further ahead, occasionally rewarding Keris for a clever stunt by letting her catch up and run alongside Her before leaving the girl behind again, a heartbreak every time it happens, pushing Keris to reach further, to achieve her potential in return for the Silent Wind's presence. Keris watches Her, and watches the tracery in the air that accompanies Her, and her eyes flash green as she takes them in.

Aleph: ((This is almost certainly a mistake that will scare the living daylights out of Keris, but I wanna see the synaesthesia for this, so IEI anyway. Reaction + Awareness = 4+4+2+2 stunt; 12 dice. 6 sux.))

Keris hears nothing at all. The silence is deafening. The silence is blinding. The silence is a world in itself... no, it's larger than Creation, reaching out as far as she can see. She can taste oceans, worlds, universes of blood. And the laughter brushes across her skin like taps from a giant. And it goes on for ever and ever and ever and ever and ever and there's only the silence trailing in her wake and it's filling her mind and her body and she can't even hear Dulmea's song and it's overflowing from inside her head and... Keris screams and makes no sound, the silence spilling out of her.

Her agility serves her naught as she staggers, stumbles and falls, every muscle locked up, every nerve screaming, shaking and hyperventilating and unable to do anything more than tremble in terror and awe. She makes a feeble effort to get to her feet again, to keep running, to keep up with the beautiful laughing form borne on the red wind. But it's useless. She can barely move, she can barely even see through the tears and terror; her eyes dilated to their furthest, her ears unhearing.

Keris clambers to her feet. She is bleeding heavily from the eyes, ears and mouth, and she has lacerations all over her body. She tastes iron. Those moments of stillness before Adorjan left her behind, when she wasn't running any more... they hurt. But nonetheless, she saw the dance of the Silent Wind, and the Silence that ran in her wake. And in running with them, and seeing them, a part of her own soul begins to awaken in their image.

EarthScorpion: ((3 Agg taken))
And that was why I was laid up in bed for the next week as I recovered from killing-wind wounds all over my body that magic couldn't cure or close faster, delirious with fever and hallucinating vividly from exposure to the raw force of a Primordial's presence, and unstable on top of both of those from the metaphysical shock of budding a new soul.

Edit: PS @EarthScorpion is a dick who does horrible things to you when you say that you want to learn an Adorjani Pantheon Charm and, uh, take Mentor 1 (Adorjan) as a Background.
 
Mentor ratings are a balance of how useful the mentor is to you, and how powerful they are.

Adorjan is very very powerful.
So if you use IEI on something as cosmically powerful as a Primordial, it kicks you in the frontal lobe? Okay, I can see that happening. Plus the next time some snotty Dynast turned Slayer tries to get hold on how powerful Malfeas is, I can give him some levels of damage for his troubles.
 
So if you use IEI on something as cosmically powerful as a Primordial, it kicks you in the frontal lobe? Okay, I can see that happening. Plus the next time some snotty Dynast turned Slayer tries to get hold on how powerful Malfeas is, I can give him some levels of damage for his troubles.

No. Keris took damage because she got confused, lost her balance and fell over, and that meant that her immunity to environmental damage produced by Adorjan Charms stopped working because it only lasted as long as she kept running.

And the fever and the hallucinations were stunted training time.
 
No. Keris took damage because she got confused, lost her balance and fell over, and that meant that her immunity to environmental damage produced by Adorjan Charms stopped working because it only lasted as long as she kept running.

And the fever and the hallucinations were stunted training time.
Well, in-universe the sensory backlash certainly hurt like hell (pun not intentional), and the presence of the Yozis in their raw and unshielded glory is known to cause fever and delirium in lesser beings. Or just plain death, in the case of things like mortals or serfs. But yeah, the actual health levels were from Adorjan's killing winds when Keris stopped moving, and the fever only affected her because I OOC allowed it to.
 
Oh yeah, we also use an Enlightenment system instead of Essence.

How very Technocratic. Attempting to take primordial constants like Essence dots and then twist them until they have some meaning to them, trying to impose some structure and understanding on a world that defies such by its very nature.

Also @EarthScorpion your scale's zero-point is clearly broken it should be a World of Darkness human, which, as we know, is stronger than a Creation human. This is so that your Enlightenment can map 1-1 onto Enlightenment in oMage and thus most things in Creation have like, negative Enlightenment. They're not Enlightened. They're anti-Enlightened. They have some sort of Endarkenment.

:p

More seriously that's pretty neat, although I'm not sure what the real practical ramifications of this change mean.
 
More seriously that's pretty neat, although I'm not sure what the real practical ramifications of this change mean.

Essentially, by standardising the scale it allows Essence-rating-based effects to make more sense, and for mechanics to specifically interact with it. If you want something to just affect unenlightened mortals, you just stat it so it only affects Enlightenment 0 things, and so get a mechanically comprehensive system which doesn't require special-cases to be defined. For example, it's totally valid Charm tech for there to be an Abyssal effect which kills anyone of Enlightenment 2 or less. So it just murders mortals and everyone but the very strongest and most spiritually attuned of Enlightened mortals, and weak gods and demons, but it can't scratch a Terrestrial or a more powerful spirit. It's fair. [1]

It means that rather than having effects like "Solars add their Essence in auto-successes for Essence roll offs", you... represent that Solars are innately more powerful by having the Solar Enlightenment range start at 6 which means a general rule is handing things, rather than a case of exception-based design. Infernals don't get laughed at for learning the Cece things which scale off Essence, because instead of starting with less Essence than many First Circles they're starting at Enlightenment 6 and thus only have penalties against the beings which are genuinely more powerful than them. Celestials are explicitly very nearly as powerful as Solaroids - they're just edged out by 1, while Alchemicals are more akin to Terrestrials than Celestials.

And it means the reason only Solaroids can learn Adamant Circle Sorcery is that only they can reach the pinnacle of Enlightenment - and the Lunar/Sidereal efforts to learn ACS is not a question of "why can't we learn this magic despite having the required Essence and Occult?", but "why can't we become this Enlightened?". And that's both more organic and - I feel - makes more sense for the stories when you want to break that rule.

[1] Okay, it's actually just hideously unfair to most of Creation, but as the High First Age legally established, if you're Enlightenment 0 you're legally a ward of the state since you don't have the mental capacity for independent existence.
 
And it means the reason only Solaroids can learn Adamant Circle Sorcery is that only they can reach the pinnacle of Enlightenment - and the Lunar/Sidereal efforts to learn ACS is not a question of "why can't we learn this magic despite having the required Essence and Occult?", but "why can't we become this Enlightened?". And that's both more organic and - I feel - makes more sense for the stories when you want to break that rule.

It even allows the option of saying 'this person has achieved such a level of Enlightenment they are fundamentally no longer what they were previously.'
 
Snip Martial Arts to Styles discussion.
So, I waited a while to think about it and not go with my gut reaction as one of the people who really likes Exalted's Martial Arts, and this does make sense to such an extent it leaves me with only one question.

Do Sidereals get anything to keep their spot as the best martial artists who use that to get more variety in their supernatural powers, or is this a straight nerf to them?
 
Do Sidereals get anything to keep their spot as the best martial artists who use that to get more variety in their supernatural powers, or is this a straight nerf to them?
Sidereal Resplendent Destinies allow them to assume the mien of a Style as their false identity - they can become the Iron-Handed Labourer or the Orichalcum Chef or the White Reaper.
 
So, I waited a while to think about it and not go with my gut reaction as one of the people who really likes Exalted's Martial Arts, and this does make sense to such an extent it leaves me with only one question.

Do Sidereals get anything to keep their spot as the best martial artists who use that to get more variety in their supernatural powers, or is this a straight nerf to them?

The plans are that it's all linked to the changes to Astrology. Astrology becomes more akin to a peculiar large-scale, slow-working special kind of sorcery - a Sidereal Astrologer can lay a Destiny for a volcano to erupt or to move the course of a river just as much as they can curse a town with a malady or hold off the rain (Astrological Workings do produce lots of their Maiden colour in the area through seemingly random chance, which means one way to know that a Sidereal is tampering with the course of Fate in an area is that everything is looking like a scene from Hero. Watch out for the town where everyone is wearing purple and the plums are coming in ripe and early this year).

Meanwhile, Styles become the Sidereal Resplendent Destinies. If you master a Style, you can pass with a disguise of an archetype of that Style. A Sidereal who has mastered Iron Handed Labourer Style and has the right props can assume the role of a blacksmith and pass as one to all mundane senses, for they have mastered the way of working with iron as one of the smiths. One who knows Fire Dragon Style can pass as a wandering monk. It's possible that the Animal Styles let you actually turn into a (non-magical) version of the animal (which means that Luna from Sailor Moon may be a Sidereal master of Cat Style), but we're still considering such things - there is precedent for Resplendent Destinies letting you turn into animals.

And since that's the case, Sidereals get native Charmtech to support what they have to do, rather than "Sidereal Martial Arts are your high essence Charmset" (especially since everyone uses a narrower Essence range).
 
Astrological Workings do produce lots of their Maiden colour in the area through seemingly random chance, which means one way to know that a Sidereal is tampering with the course of Fate in an area is that everything is looking like a scene from Hero. Watch out for the town where everyone is wearing purple and the plums are coming in ripe and early this year.
This is particularly hilarious when you work it subtly into narration and the players don't notice until three sessions in and then all go into paranoid hysterics.

...

... uh, brb, just checking the Kerisgame logs for any warning signs.
 
Because Martial Arts charm trees are bloated, poorly balanced and have nothing to do with how actual martial arts work, since learning formalised ways to effectively use your body to disable or hurt people does not have any connection to superpowers.
They actually do in the wuxia genre, which Exalted takes some inspiration from. That's how things like this and this happen.
I'm not saying you need to include that in you game, but it's a definite convention of the genre.
EDIT: Also this, which I thought would be included in the second link.
 
They actually do in the wuxia genre, which Exalted takes some inspiration from. That's how things like this and this happen.
I'm not saying you need to include that in you game, but it's a definite convention of the genre.
EDIT: Also this, which I thought would be included in the second link.
Yup. That's why Exalts have Native Brawl Charms for the Sparkling Unicorn Trachea-Crushing Death Punch that lights up the sky with meteor-light and chokes everyone within four hundred yards by the awesome power of their godly flexing biceps. But making them cross-splat-accessible free-hanging Charm trees means a combination explosion as every Charm in every Style has to be evaluated for balance in combination with every native Charm of every splat that can access it.
 
I'd love to learn even more about this system.

And I love the color effects with astrology at work. Nice way to plant some easter eggs.
 
Yup. That's why Exalts have Native Brawl Charms for the Sparkling Unicorn Trachea-Crushing Death Punch that lights up the sky with meteor-light and chokes everyone within four hundred yards by the awesome power of their godly flexing biceps. But making them cross-splat-accessible free-hanging Charm trees means a combination explosion as every Charm in every Style has to be evaluated for balance in combination with every native Charm of every splat that can access it.

Incidentally, attacking people with wind-swords from your musical instruments is Dragonblooded Performance. Because Dragonblooded Abilities are for murderin'.
 
Session 9
... well, I certainly appreciate Keris a lot more now, with her base Move of 5, base Dash of 19, no penalties for climbing because she can run up vertical walls and along the undersides of ceilings, doubling of her already bullshit speed in water, reflexive Dashing and lack of any DV penalties for doing so.

And speaking of Keris; new game session, whee! In which Keris has what is only her... sixth or so onscreen meeting with a First Circle demon she didn't create herself in upwards of sixty sessions (this Infernals game doesn't actually have that many demons in it, ironically), finally meets the mysterious Deveh, and also learns the cardinal rule of stalking Second Circle Demons: Don't Get Caught. By, uh. Getting caught.

friggin' traitorous dice fairies and feline snitches and cat whisperer demons and mutter mutter sulk sulk grumble~
 
Last edited:
Keris isn't interesting because of what her top speed could be if she focused her entire build on it. She's interesting because of her mobility, and what she does with it - like how she loves dragging fights into the water, where penalties to her opponents are bonuses to her, so she's got a four-fold advantage over them, and how that shapes her behaviour into an amphibious water-demon who lurks in the watering hole waiting for you like a crocodile, and who makes entire communities afraid to set foot on the beach.
Shit, now you've made me want to watch The Host again, thanks Aleph!

Hmm... Wouldn't be too hard to make an Infernal act like that particular monster either...
 
I am totally intending to buy Reputation (Jinn minn Riyaah MuHiitiyah) if and when I get the opportunity to. : 3
 
Keris isn't interesting because of what her top speed could be if she focused her entire build on it. She's interesting because of her mobility, and what she does with it - like how she loves dragging fights into the water, where penalties to her opponents are bonuses to her, so she's got a four-fold advantage over them, and how that shapes her behaviour into an amphibious water-demon who lurks in the watering hole waiting for you like a crocodile, and who makes entire communities afraid to set foot on the beach.

You could say that Keris is some sort of... ambush predator.

It's using the seas
Watching and waiting
Picking us off one by one


The skyship is close
But the Anathema's too fast
We won't make it
It's pointless to run


Talk, no more games.

I don't know what it was
The waters came alive


Go on!

It happened very fast
Not easy to describe


But you must have wounded it
Unless my eyes decieve
When the big man was killed
Its blood was on the beach


If it bleeds we can kill it...

:p
 
Back
Top