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

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

It's using the seas
Actually she also has Sprawling Marsh Indulgence and will get Hidden Predator Camouflage next session, both of which are Metagaos Charms that boost her stealth when using vegetation for cover. So, uh. She can literally do the Predator thing. Exactly as shown in the movie.

(also, sadly, she heals 1lhl per 2-die stunt with Kimbery's Mythos Exultant, so the fact that you've made her bleed doesn't mean she's still injured, because she can just run off and heal up like a nWerewolf)
 
But more seriously, the main advantages of fast movement are twofold:

1. Getting there the fastest with the mostest

This is fairly simple. "Getting there the fastest with the mostest" is a more strategic use of fast movement speeds-it is, quite simply, being able to bring a big concentration of firepower up very rapidly to crush people. This applies in general.

Exalted doesn't have specific rules on decision-making times, but because of the technology level, the OODA loops of things in Exalted are fairly slow. Even sorcerers and Dragonbloods have WWII levels of OODA loops and someone very fast, if you have a decent ST who's willing to read up on combat tactics, can get inside the OODA loop-react to enemy strategic changes faster so that you're always in control of the situation. This is the biggest advantage of Exalts in a battlefield situation, actually, ignoring mechanics. A small force of Exalts has the firepower of units tens or hundreds of times their size, even at fairly low power levels. This makes them a nimble force that can take advantage of momentary weaknesses and slow communications.

This relates to the Giggle Giggle Zoom Scourge fairly easily-the Giggle Giggle Zoom scourge can get there the fastest but lacks the whole 'mostest' part. Being only capable of using an Excellency and maybe a handful of combat charms against non-mortal combatants makes you a lot less dangerous than someone who's half as fast but several times more lethal.

2. Using mobility to get a tactical advantage over the enemy.

Mobility doesn't just let you get there fast, it also lets you engage and disengage at will, take advantage of terrain that hinders the enemy more than you, attack from ambush or from unexpected angles, and generally twist the situation to your advantage. Speed is life-a faster enemy is harder to successfully engage, can choose to engage in situations which give her an advantage, and if the fight is going wrong, can disengage. One of the biggest issues with wound penalties is they apply to your movement speeds. This means that if you're at a -2 penalty, you're probably not going to be able to disengage from the other guy successfully. Amusingly, this means the Alchemical wound penalty reverser actually is even more useful than it looks at first glance-being able to get an additional +4m/s of movement if you've had the shit beaten out of you means you're more likely to be able to get the fuck out and disengage.

The problem is, this is all contingent on being able to turn that speed into advantage. Fast flight means you're immune to melee attacks most of the time. Stealth charms let you turn speed into an advantage by allowing you to disengage, hide, and then engage from surprise-a lethal tactic when there's a lot of charms that double threshold successes for damage. Speed combined with good ranged weapons and ranged attack charms let you pepper someone from outside of their engagement range. Speed combined with good durability and a strong melee weapon mean that you have a very large area denial zone, which makes engaging you problematic because no sane person wants to go in that denial zone and get murdered.

This is why the Giggle Giggle I'M SO FAST scourge is silly-he or she doesn't have enough of the other stuff to turn speed into a meaningful advantage.
 
This is why the Giggle Giggle I'M SO FAST scourge is silly-he or she doesn't have enough of the other stuff to turn speed into a meaningful advantage.
Keris, to provide a shining example of this sort of thing, does not have a particularly high speed compared to theoretical builds at her Essence level - 19 yards/tick running and 38 swimming. But she has area attacks that can hit everyone along her movement tick with her full dicepool, she has high enough stealth to be competitive against Exalted observers, she has an Artifact spear with a 10-yard extended range and an alarming amount of damage when charging (and she's always charging), she has lead slingshot bullets and poison on all her weapons, and she isn't so much as slowed down by treacherous terrain - and that last one is a big thing, because Stormwind Rider only travels close to the ground, which means that environments like dense jungle or mountainous territory with a lot of sheer vertical cliff faces are a problem for it. Keris can just go in full-speed straight lines over such territory and then disengage, melt back into the scenery and heal any damage she's taken (which doesn't penalise her Dash speed) with the Kimbery Mythos Exultant. She's a guerilla menace who is a fucking nightmare to deal with if she can provoke you into chasing her into treacherous terrain where she has the advantage. It's not her speed that's the decisive factor; it's her mobility advantage over other people and her ability to ruthlessly exploit the hell out of it for fun and profit murder and mayhem.
 
Session 10
Well.

We missed last week's session, but made up for it with half a session on Tuesday and the rest on Friday evening - a two-part session totalling a whopping 7800 words. JFC, that's like half a Power Games chapter.

And it's pretty packed! We have creepy SWLIHN-brainwashed villages, Metagaoiyn body-horror, a kickass 3-die stunt-discovery of a new Charm, Keris being terrified and vulnerable and moe, ECHO MOE and adorable family hijinks, and a grand finale of a tense confrontation with an Exalted po-soul! Which I will admit to being rather concerned about the outcome of on several occasions.

So without further ado, for those still reading it; Kerisgame Part Ten!

(the join between Tuesday and Friday, for those interested, is between "she should find one she can follow downstream" and "Keris can see the fires of Lotus ahead of her")
 
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Session 11
Following up on the mention of Keris from last page, Kerisgame update! In which Keris begins to branch out into other forms of art beyond harp-playing, and ES learns that he needs to stop dropping things as background flavour, because when he does, Keris goes and sneaks onboard a Lintha ship and follows them back to a secret pirate isle he has to make up on the spot.

Poor Lintha. Of the three Infernals present in An Teng, one of them is a Dynastic snob who views them with contempt, one is a Pyrian fanatic who considers them irrational and unharmonious, and the last one is Keris. Given Lintha involvement in the slave trade and what they do to slaves that are no longer useful, they should probably be feeling most worried about that last one.
 
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Question about Devil Domains.

Can you die in your own? You mention that Echo hurts you by touching you whilst in the domain, and you've fought your Po soul in it too.

If you are somehow reduced to zero health levels in the domain, will you die, or just get booted out to your physical body?

She can't physically access it at the moment - she's only visiting it in dreams and meditation. If she "died" in it, she'd wake up with a splitting headache and 0wp.
 
Question about Devil Domains.

Can you die in your own? You mention that Echo hurts you by touching you whilst in the domain, and you've fought your Po soul in it too.

If you are somehow reduced to zero health levels in the domain, will you die, or just get booted out to your physical body?
She can't physically access it at the moment - she's only visiting it in dreams and meditation. If she "died" in it, she'd wake up with a splitting headache and 0wp.
I should note that nothing hostile can enter your sanctum from the outside and everything within it comes from you (or is your coadjutor), and thus if you actually find something in there to seriously fight you are probably doing it wrong.

Or you are Keris, who is so possessive of her treasures that her Id gets pissy at the thought of relinquishing them to herself, and whose instinctive response to this was to try and stab her own po soul in the face.

You may not have gathered, but Keris is not very smart sometimes.

(In other news, rolling Temperance continues to be the bestest best way ever of deciding what to do.)
 
(In other news, rolling Temperance continues to be the bestest best way ever of deciding what to do.)

I have this mental image of ES keeping on going 'Aleph plz no' and Keris going 'imma do it'.

This is... probably not entirely inaccurate, although you'd both use correct grammar.
 
I have this mental image of ES keeping on going 'Aleph plz no' and Keris going 'imma do it'.

This is... probably not entirely inaccurate, although you'd both use correct grammar.
Nah, we totally use lolspeek when we're being facetious. Hence some of the "no keris y r u so terriblu" comments in double-brackets.
 
So, partly to get a wider base of advice and partly to let @Shyft show off the mechanics of crafting some more (and more importantly the fluff and intentions, given that Kerisgame runs on about sixty billion hacks); a question. Keris is starting to move out from An Teng into the south-western ocean in pursuit of her Urge to ruin the Dynasts who have trade interests in An Teng. She's already stowed away on a Lintha ship, and since they're allied with the vodonik, it's probable that she'll end up running into the spirit court of Lord Verethine, king of the vodonik, who's detailed on pgs 109-110 of Blood and Salt.

Verethine being who he is and Keris being who she is, I estimate a 99.999% chance that she is going to wind up murdering him in the face. Given their relative levels of murderosity, she is probably going to succeed, especially since she's probably going to open the exchange by slashing his eyes out with a Kimbery-poisoned spear and make him bleed out like a mortal from the wound.

And that means that she's going to get her hands on the Coral Crown of the Vodonik, an Artifact 5 headpiece from pg 124 of Blood and Salt that is completely useless to her as it stands, since it only works for the king of the vodonik or someone placed in said position by the local Water Courts. Thus, she's probably going to have it reforged into something else and then give it to her Sixth Soul, Rathan, who, uh, will probably chew on it or something because he's basically a toddler at this point. ¬_¬ He'll totally wear it when he grows up, though. Bling bling, yo.

(keris you are a horrible philistine stop giving priceless historical artefacts to your souls/children as teething toys goddammit. no, i said stop doing that, not 'go steal the seven lotus crown from the city of dead flowers for haneyl'. urgh, you're such a barbarian.)

So, my question is thus! I know how crafting a new Artifact 5 works, roughly. I also know that Keris has hahaha no chance in hell of doing so. I know how vitriol-tainting an existing Artifact works - it's basically a formality that she can get one of her artisan-servants to do.

I am not, however, at all sure how remaking an Artifact 5 to be similar-but-different to how it was would work, as there are no rules for that... uh, anywhere. Obviously I'm going to use pure vitriol for it, and since it's for the baby Red Moon soul that Keris budded from learning the gifts of Kimbery, I think I can probably petition Ululaya to bless it as an "exotic component". But should I need more exotic components than that, and what might be suitable? Should I need to get the help of a Second Circle for this sort of thing, or can my servants handle it? What will the reforged crown even do?

I should note that this isn't specific to just the crown, it's a general "I'mma stole an Artifact & wanna reforge it into something more useful to me: how do?" inquiry, since it's not really an area that's got any mechanics for it, it's something that people totally do ("1-dot Artifact orichalcum plate that makes anything eaten off it taste so delicious that it restores 1wp? I'd... rather have an orichalcum breastplate, thanks. Now gimme a hammer and some tongs."), and I very much intend to loot and desecrate more ancient cultural artefacts for my own personal uses.
 
So, partly to get a wider base of advice and partly to let @Shyft show off the mechanics of crafting some more...

Alrighty then: As precedent, you're going to want to brace yourself, and then crack open Dreams of the First Age: Lords of Creation.

On Book page 101, there is a sidebar called 'Making What Where', which gives some minor craft errata and summarizes the aesthetics and trappings of some craft actions. It's nothing comprehensive though- the full artifact creation rules are in Oadneol's, and then Magitech-Repair Rules are in Wonders of the Lost Age.

Now if you double-back, there's another sidebar on page 96 titled 'Upgrading Artifacts'

"Improving an Artifact starts with the same process as designing a new Artifact. Once construction begins, however, the design requires fewer exotic materials than normal (with a difference equal to the former Artifact rating) and similarly reduces the number of cumulative successes needed to build it in its former state. Using this process, it is possible to join seemingly unrelated designs to spectacular results. For instance, a Goremaul refitted with qualities of a Perfected Calculation Array might become an intelligent weapon that teaches and guides its owner."

So parsing that:
Design:

You need dots in Lore, Occult and Relevant Craft equal to [Rating +2]. (So the 3 dot minimum is for art 1s). As well as [Art Rating +2] in Resources.
An Artifact Roll is divided into three stages. Theory, Experiment, Construction. The first quarter of the successes can be done in full theoretical- as thoughts or notes on a page. The second quarter must have a lab or workshop to perform experiments and create prototypes.
For both the theory and experimental stages, You make a number of craft rolls at [End Artifact Rating +2] Difficulty
Every 5 successes earned at the theory and experimental stages means the Storyteller should tell you in a sufficiently quest-bait sort of way what components you need to make your artifact.

Once you've accumulated half the cumulative successes required by a project, you move on to gathering the components. The artifact is now a set of completed plans and can be copied off to someone else too if you want. (This means they don't need to do design rolls, but they still need the exact same components you do).

Once you have [Artifact Rating] components, you go back to the workshop and finish rolling to complete the artifact.

In the case of UPGRADING artifacts, I'm THINKING you have to DESIGN it all the way from scratch, but then you treat the 'prior' artifact as hacking off a number of cumulative successes derived from it's rating. The exact number needs a bit of elaboration...

So interpretation 1: Design is More Important
Building an art 4 normally requires 100 successes. 25 theory, 25 experiment, 50 construction. and 4 exotic components. Upgrading an artifact 3 to an artifact 4 requires 25 theory, 25 experiment, and then 50 minus [half of whatever an art 3 would require to construct, 30 succesess in this case]. AND only one new component.

Interpretation 2: Easier Math
Art 3 into Art 4 requires 100 successes - 60, leaving 40 left over. 10 Theory/10 Experiment/20 assembly.

Not sure which provides the superior advantage or fits the playstyle better, but that's your baseline.

Artifact 1 - Diff 3, 10 successes, 1 component, lore/occult/craft 3
Artifact 2 - Diff 4, 30 successes, 2 components, lore/occult/craft 4
Artifact 3 - Diff 5, 60 successes, 3 components, lore/occult/craft 5
Artifact 4 - Diff 6, 100 successes, 4 components, lore/occult/craft 6
Artifact 5 - Diff 7, 250 successes, 5 components, lore/occult/craft 7

In the inevitable case of upgrading an artifact without changing it's rating, I'd basically say you'd have like, a minimum of 5 successes at any given phase of the project. More likely 10.
 
So, my question is thus! I know how crafting a new Artifact 5 works, roughly. I also know that Keris has hahaha no chance in hell of doing so. I know how vitriol-tainting an existing Artifact works - it's basically a formality that she can get one of her artisan-servants to do.

I am not, however, at all sure how remaking an Artifact 5 to be similar-but-different to how it was would work, as there are no rules for that... uh, anywhere. Obviously I'm going to use pure vitriol for it, and since it's for the baby Red Moon soul that Keris budded from learning the gifts of Kimbery, I think I can probably petition Ululaya to bless it as an "exotic component". But should I need more exotic components than that, and what might be suitable? Should I need to get the help of a Second Circle for this sort of thing, or can my servants handle it? What will the reforged crown even do?

I should note that this isn't specific to just the crown, it's a general "I'mma stole an Artifact & wanna reforge it into something more useful to me: how do?" inquiry, since it's not really an area that's got any mechanics for it, it's something that people totally do ("1-dot Artifact orichalcum plate that makes anything eaten off it taste so delicious that it restores 1wp? I'd... rather have an orichalcum breastplate, thanks. Now gimme a hammer and some tongs."), and I very much intend to loot and desecrate more ancient cultural artefacts for my own personal uses.

Okay, so first things first, I'm away from all of my books right now(and don't have Blood&Salt) so more general advice than anything.

If you've got an Artifact and you're planning on reforging into an Artifact of equal power, you're probably looking at a lot resource and effort reduction. Shuffling around an Artifact's powers, like what you're planning on doing with the Crown and making it into an Artifact of the same power and general function(presumably) should probably reduce the Crafting difficulty by a good amount.

Rather than being equal to making a new Artifact Five, it's more like making Three dot or something.

Given that it's a Five Dot, I tend to err on the side of getting Second Circle help with it as opposed to trusting it to demon artisans. The artisans can probably handle things, but I'd expect it to take longer and more effort to achieve the same results. As a general rule of thumb, I'd say Artifact 1-3 could be trusted to your servants to handle in good order and time. For 4+, I'd go to Second Circles, Craft focused Exalts, guys like that.

For a total conversion, your Orichalcum plate into breastplate, for example, I'd say it be more like a crafting a whole new Artifact than anything. IIRC, there's some rule about being able to use an Artifact as an Exotic Ingredient for a higher Dot Artifact. If you're converting an Artifact to another one of equivalent level, a 1 dot to another 1 dot, it'll probably count for more Exotic Ingredients. You could also justify some odder powers than normal for your new Artifact.

For example, if you use a magic plate that enhanced food eaten off it to make a breastplate, you may get a armor that let's you go longer between needing food. Something like that.
 
For example, if you use a magic plate that enhanced food eaten off it to make a breastplate, you may get a armor that let's you go longer between needing food. Something like that.
That, or you just strap it to your chest, go "hee hee orichalcum is indestructible", and get a really pretty breastplate that's not as good as an actual Artifact breastplate, but which makes food taste really good if you eat it off the thing. :p
 
That, or you just strap it to your chest, go "hee hee orichalcum is indestructible", and get a really pretty breastplate that's not as good as an actual Artifact breastplate, but which makes food taste really good if you eat it off the thing. :p
But what about when a monster takes a bite out of you while wearing it? Before you know it every predator within 200 miles will be coming to try some.
 
Magic and Artifacts - Lintha rules
Hmm. So, hacky quick Lintha rules I came up with at work today because I was sure that Keris would probably wind up fighting them (I was wrong) and while I could have used the Blood and Salt ones, HA HA HA HA no.

Lintha

- Lintha use Breeding as a totally unfair and mean-spirited chargen tax. It permanently caps how powerful they'll be, and they'll never be better unless they want to go supplicate Kimbery (ha ha ha ha ha ha ha ha ha ha ha ha ha good luck with that). Modern Lintha never have more than Breeding 3 and even then only the products of the most dedicated eugenic have that much. Most "pureblood" Lintha are Breeding 0 or 1.

- At Breeding 2+, Lintha heal as Exalts.

- Lintha cap their Enlightenment at their Breeding without outside alteration. Modern Lintha therefore cannot reach the Enlightenment 4 required to learn Emerald Circle Sorcery, but could theoretically learn it if their blood strength could somehow be enhanced. Obviously this does not apply to Dragonblooded with a Lintha heritage.

- The Lintha have a dice cap of Applicable Style + (Lower of Attribute or Breeding). Pure blooded Lintha had a Terrestrial dicecap - modern ones are much worse off. Nevertheless, one who's studied their Style well is probably better off than most god-blooded with their cap of (Enlightenment).

- Lintha power is conceptually rooted in their body and their blood purity, with some Kimberyian themes. Oceanically they're more like dolphins than Kimbery's more general ocean themes - they're sea-adapted mammals (who are dicks, much like dolphins), not the ocean.

- Native Lintha Charms are spirit Charms themed around Lintha magic. For example, a Lintha with pure blood can heal himself by gritting his teeth and forcing his wounds to close, leaving his body pure and unblemished. Things that enhance combat are based around them being graceful and elegant and generally kinda sea-elfy. Large extents of the ancient Lintha charmset are inaccessible due to Breeding prereqs. Other bits are not used because of their culture, which doesn't value the fine arts and crafts of their old culture.

- Modern Lintha have bred extensively with gods, elementals and demons. As a result, any given Lintha may well have other "themes" to their spirit Charms. Any Lintha with access to non-Lintha spirit Charms has a maximum Breeding of 1, because it's tangible proof of the weakness of their blood.

- Most modern Lintha will have a low level of mutations. Most common are gills, which are viewed as "normal" for them. More extensively mutated Lintha are neutered at birth and sent out to die on the pirate ships without tainting the bloodlines, which means that you may find stranger quasi-Lintha among their ranks.

- Lintha of Breeding 2+ can get the equivalent of a Level 1 anima (respiring at the 1-dot rating when they do it) by spending 1 wp and succeeding on a Physique check at difficulty (6 - Breeding), or by taking 2 points of Agg and spending 1wp. Their skin flushes green, their hair pales, they bleed from the nose and eyes, and the divine Kimberyian blood within them pumps to life, hurting their weak frames. A faint blue-green halo surrounds them when they do this. This lasts for a scene, and the Lintha is left exhausted and starving after doing it.
 
This certainly seems like a very interesting take on the Lintha. It seems as if you are making them considerably weaker than the version roughly depicted in canon. Are you planning on making any changes to Lintha society in tandem with these changes in power level? The Lintha society depicted in Blood and Salt seemed very interesting but it looked as if it was almost totally reliant on the disparity of power between the "pure-blooded" Lintha and the weaker mortals that comprised the bulk of the Lintha forces1​. I imagine that the Lintha would be forced to develop a very different society if the "pure-blooded" were no longer capable of guaranteeing their power and warding off threats thru raw power. Do you have any set ideas for Lintha society in your game?


[1] Here is a thank you to Aleph for her earlier recommendation regarding purchasing the book "Blood and Salt" by the way. I found it to be an excellent read that gave me a lot of ideas for using the Lintha as a unique threat.
 
This certainly seems like a very interesting take on the Lintha. It seems as if you are making them considerably weaker than the version roughly depicted in canon.

Yes. Insofar that I'm not, you know, giving a bunch of jumped up *blooded access to Solar Charms and the capacity to combo them together [1]. Giving Lintha access to Solar-level Charms (literally reskinned Solar Charms) is quite obviously a placeholder based on "well, we know people have the corebook", and I feel no need to respect it. Instead, I based it around the fact that a) Lintha get most of their magic by being *blooded, so should basically be around *blooded level [2], and b) we know that the Terrestrial Exalts among them are waaaaaaaaaaay better than the normal Lintha, so that mandates that they do not have access to better-than-Terrestrial Charms.

Oh, at a geopolitical level they are certainly weaker. Because no, South-Western pirates cannot seriously attempt to raid Chiaroscuro which is 5000 miles away from Bluehaven as the crow flies (and rather longer if you have to sail it). And also has a Realm garrison, and wooden ships hate Elemental Bolt Attack. The Lintha are a regional, South-Western presence and that's all I need them for.

[1] Because there was no fucking way I was going to let a 14 year old pirate captain, to give but one example of a canon character, have access to Accuracy Without Distance, Graceful Crane Stance, Integrity-Protecting Prana, Perfect Reckoning Technique, Reed in the Wind, Salty Dog Method,Sensory Acuity Prana, Shadow Over Water, Sight Without Eyes, Storm-Weathering Essence Infusion, There Is No Wind, Wise Arrow. Which includes the Solar "I can shoot you in the fact from the next prefecture over" Charms.

[2] With a few extra benefits, like a better dicecap and the ability to get an anima for mote regen.
 
Session 12
So, hacky quick Lintha rules I came up with at work today because I was sure that Keris would probably wind up fighting them (I was wrong)
Well, mostly wrong. She did beat up a couple. But other than that it was very peaceful!

So, Kerisgame update! In which Keris pretends to be pureblood Lintha Azula, hilariously fails a stealth roll and gets herself a fleet of demonic cannibal pirate sea people as allies!

Also in which we trial the new mote reactor hack, which makes Keris much keener to pop her anima out to get those delicious yummy mote-regen incentives. And also intimidate people into shutting up and doing what she says.
 
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Also in which we trial the new mote reactor hack, which makes Keris much keener to pop her anima out to get those delicious yummy mote-regen incentives. And also intimidate people into shutting up and doing what she says.

To expand on the logic behind these alterations, as it stands animas are terrible for being power auras. What an anima tells you is that your opponent is tiring, running out of motes and having to move into their peripheral motes, and that now you've got them on the ropes since they can't run from you.

This hack is intended for two things. Firstly, it disassociates essence and wp regen from the metagame considerations of stunting. You stunt because you want dice (ps you always want dice) and because your stunts justify why you can apply your Styles (ps you always want to apply your styles, unless you deliberately want to stop people recognising your Style). Instead, it associates it with the risk-reward mechanics of anima levels. An Exalt who refuses to go to Level 1 is getting no combat-time regen. This is a big deal. They only have their essence pool, which is all Personal now, to take them through a fight if they want to be sneaky and leave witnesses alive. Why, yes, it goes encourage you to flare to Level 1 if you know you don't plan to leave witnesses. It means that stealth Exalts have to consider what they're doing and husband their resources much more.

And secondly, it changes the meaning of an anima banner showing up. It's not that the Exalt is getting desperate, or at least not directly. It means they have gotten serious - possibly because you just pushed them hard, but the anima banner showing up means that they've suddenly become a much larger threat. And even a level 1 anima banner, the caste mark showing up, means the Exalt has just turned up the mote reactor attached to their souls and their metaphysical stamina has just become effectively unlimited. An anima banner means that the Exalt has just gone super-saiyan and entered total bullshit mode, especially if they're at level 2 or higher because a few other things in Creation can get Level 1 animas, but Level 2 animas (which come with a willpower drip) are basically an Exalt exclusive.
 
o expand on the logic behind these alterations, as it stands animas are terrible for being power auras. What an anima tells you is that your opponent is tiring, running out of motes and having to move into their peripheral motes, and that now you've got them on the ropes since they can't run from you.

This hack is intended for two things. Firstly, it disassociates essence and wp regen from the metagame considerations of stunting. You stunt because you want dice (ps you always want dice) and because your stunts justify why you can apply your Styles (ps you always want to apply your styles, unless you deliberately want to stop people recognising your Style). Instead, it associates it with the risk-reward mechanics of anima levels. An Exalt who refuses to go to Level 1 is getting no combat-time regen. This is a big deal. They only have their essence pool, which is all Personal now, to take them through a fight if they want to be sneaky and leave witnesses alive. Why, yes, it goes encourage you to flare to Level 1 if you know you don't plan to leave witnesses. It means that stealth Exalts have to consider what they're doing and husband their resources much more.

And secondly, it changes the meaning of an anima banner showing up. It's not that the Exalt is getting desperate, or at least not directly. It means they have gotten serious - possibly because you just pushed them hard, but the anima banner showing up means that they've suddenly become a much larger threat. And even a level 1 anima banner, the caste mark showing up, means the Exalt has just turned up the mote reactor attached to their souls and their metaphysical stamina has just become effectively unlimited. An anima banner means that the Exalt has just gone super-saiyan and entered total bullshit mode, especially if they're at level 2 or higher because a few other things in Creation can get Level 1 animas, but Level 2 animas (which come with a willpower drip) are basically an Exalt exclusive.

It seems to me that a similar thought may have been behind 3e including some Charms that could only be used at a certain level of anima.
 
To expand on the logic behind these alterations, as it stands animas are terrible for being power auras. What an anima tells you is that your opponent is tiring, running out of motes and having to move into their peripheral motes, and that now you've got them on the ropes since they can't run from you.

This hack is intended for two things. Firstly, it disassociates essence and wp regen from the metagame considerations of stunting. You stunt because you want dice (ps you always want dice) and because your stunts justify why you can apply your Styles (ps you always want to apply your styles, unless you deliberately want to stop people recognising your Style). Instead, it associates it with the risk-reward mechanics of anima levels. An Exalt who refuses to go to Level 1 is getting no combat-time regen. This is a big deal. They only have their essence pool, which is all Personal now, to take them through a fight if they want to be sneaky and leave witnesses alive. Why, yes, it goes encourage you to flare to Level 1 if you know you don't plan to leave witnesses. It means that stealth Exalts have to consider what they're doing and husband their resources much more.

And secondly, it changes the meaning of an anima banner showing up. It's not that the Exalt is getting desperate, or at least not directly. It means they have gotten serious - possibly because you just pushed them hard, but the anima banner showing up means that they've suddenly become a much larger threat. And even a level 1 anima banner, the caste mark showing up, means the Exalt has just turned up the mote reactor attached to their souls and their metaphysical stamina has just become effectively unlimited. An anima banner means that the Exalt has just gone super-saiyan and entered total bullshit mode, especially if they're at level 2 or higher because a few other things in Creation can get Level 1 animas, but Level 2 animas (which come with a willpower drip) are basically an Exalt exclusive.
Is the mechanics behind the mote reactor hack linked somewhere? It's entirely possible I missed it.
 
Is the mechanics behind the mote reactor hack linked somewhere? It's entirely possible I missed it.
((New hack introduced; "Mote Reactor Exaltations". All Essence is Personal, and stunts no longer regenerate motes. Instead, Exalts get two automatic stunt rewards per action whenever their anima is flaring - 1-dot (4m/action) at the caste-mark level, 2-dot (8m/action) at the aura level and 3-dot (12m/action). Characters can freely choose whether to take motes or wp as their automatic rewards.))

There you go, it was in @Aleph's document.
 
What an anima tells you is that your opponent is tiring, running out of motes and having to move into their peripheral motes,
Wait, am I unusual in that I frequently burn my peripheral pool first?
Getting my anima power active is useful. I've had my aura up in all but 3 fights in the campaign so far (the first was too short, the second was over before I engaged, the third was a challenge to myself in a relatively safe battle). That's out of... 9 fights, I think? Yeah, 9 fights sounds right. Three of which were easy OHKOs (and I still managed to have my anima totemic in one of those).

Ah, I see. Thanks.

Er. 3-dot rewards when?
I suspect totemic.
Though the quote @greensun provided doesn't say anything about how to activate your anima.
 
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