Gems in the Wastes (Exalted/Warhammer Fantasy/CK2)

Honestly, I really should restrict it in some way, but since I didn't do that for Sidereals, it feels a bit mean to do the same for an Attribute Exalt Type. Still, applying to literally everything feels wrong. So, compromise:

She apply the benefit as a Hero to her assigned action every other turn. That way she's not some sort of "Solve Everything Solution" to your problems.

That seems totally fair, yeah. It applies to half her actions if used as an advisor after all. I still maintain this makes her great as a Hero option. We can assign her to help out with, like, Stewardship, Piety, and Combat actions on her off turns and she's still great. She'd be very solid at Martial, too, but we probably do have better options there on her off turns...
 
Where does it say Getimians can invent Sidereal MA? While I don't have the backer pdf for Sidereal, both the manuscript and Essence specify that only Sidereals can invent Sidereal MA or learn without a mentor. Also, we are not martial artist so we are missing the requisite MA experience.

That seems weird since Getimians are otherwise intended to be the mirror for Sidereals. I think it's probably an oversight? Since "Giving Sidereal Martial Arts prowess equal to Sidereals" and "But they can't actually invent Sidereal Martial Arts so this is basically a moot point anyway" doesn't feel right to me.

EDIT: Huh, apparently this is actually Intentional that Getimians are supposed to get Sidereal Martial Arts from witnessing it being used and copying it, but once they actually have it, they're just as good at Sidereals at using it. There's also a clause that Sidereal Martial Arts don't necessarily have to be taught to you formally--as long as you witness something along those lines being used, you can copy it as long as you have the potential to use SMA in the first place.

I doubt that there'll be no way for our bean to learn the Mystic Kung Fu in the long run at least.
 
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Clarification regarding Gets and SMA
That seems weird since Getimians are otherwise intended to be the mirror for Sidereals. I think it's probably an oversight? Since "Giving Sidereal Martial Arts prowess equal to Sidereals" and "But they can't actually invent Sidereal Martial Arts so this is basically a moot point anyway" doesn't feel right to me.

EDIT: Huh, apparently this is actually Intentional that Getimians are supposed to get Sidereal Martial Arts from witnessing it being used and copying it, but once they actually have it, they're just as good at Sidereals at using it. There's also a clause that Sidereal Martial Arts don't necessarily have to be taught to you formally--as long as you witness something along those lines being used, you can copy it as long as you have the potential to use SMA in the first place.

I doubt that there'll be no way for our bean to learn the Mystic Kung Fu in the long run at least.
Alright, Homebrew time, because I never liked this either.

What I would do is that Getimians cannot teach to anyone except each other and Sidereals because their altered sense of reality is too out of wack with the rest of Creation to work. They absolutely can create SMAs however precisely BECAUSE they have such unique perspectives on reality. That way it's a little more fair compared to Sidereals who can do literally everything with SMAs.
 
Alright, Homebrew time, because I never liked this either.

What I would do is that Getimians cannot teach to anyone except each other and Sidereals because their altered sense of reality is too out of wack with the rest of Creation to work. They absolutely can create SMAs however precisely BECAUSE they have such unique perspectives on reality. That way it's a little more fair compared to Sidereals who can do literally everything with SMAs.

Mmm, that works then, yeah. Functionally works out to the same effect. Only Sidereals or the Special Unique Snowflakes who can invent one in the first place can teach Sidereal Martial Arts, and that's exclusive to them, but Getimians have their own avenues to get Weird Kung Fu, they just can't teach it to other people except presumably a Sidereal and themselves (And a Sidereal can then in turn teach it to others because "Sidereal Essence just can't help but carefully explain how its dismantling you" is a flaw/benefit inherent to them)

Still think that's one of Third Edition's biggest improvements to the Martial Arts Game. Sidereal Martial Arts are no longer basically "Intentionally broken bullshit strictly controlled by infallible Elders so the ST has a Big Stick to force people back on track with that there's just no response to and no you can't have them because you have to be taught them, and anyone who can teach them just won't because they hate you or are trying to manipulate you, and also Infernals can't learn SMA because Fuck You"

Now, they're weird pseudo-sorcery used through Martial Arts that requires high Essence--but not unreasonably high Essence--and can create weird ass shit, but a Sidereal has to consider carefully whether it's safe to use their Secret Arts when you can see them, as they can't help but explain what they're doing to anyone with the ability to understand.
 
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Alright, lesse. What are our various heroes actually good at (+10 or higher) or mediocre at (+7 or higher) if the current leading plan wins? Here's a list:

Good Martial: 3 (Flaris, +12, Charm)(Nokun, +10, Charm)(Rising Dawn, +12)
Soldi Martial: 0

Good Diplomacy: 1 (Abioye, +10)
Solid Diplomacy: 1 (Slumbering Star, +9)

Good Stewardship: 1 (Slumbering Star, +10)
Solid Stewardship: 3 (Rising Dawn, +9)(Abioye & Nokun +8)

Good Intrigue: 1 (Flaris, +10)
Solid Intrigue: 2 (Abioye, +8) (Fuvor, +7, Charm)

Good Piety: 2 (Abioye & Rising Dawn, +12)
Solid Piety: 2 (Nokun, +7) (Slumbering Star, +9)

Good Learning: 0
Solid Learning: 2 (Mawunyo & Fuvor, +7)

Good Combat: 2 (Flaris, +12)(Rising Dawn, +11)
Solid Combat: 1 (Nokun, +9)

And of course, on her 'on' turns Rising Dawn is boosted to the Good level and above in everything (her above stats include her Martial Arts bonus of +3 Martial/Combat). Slumbering Star also goes up one category in everything for stuff involving Gems (ie: becomes Solid in everything, and Good in Diplomacy and Piety). Nokun upgrades to well above Good in anything that involves building stuff out of earth as well.

So, what areas are we lacking Heroes in with this plan? None of them, really. Learning is a tad low, sure, but actually it'll have the highest base bonus (via teamwork from our students), so it needs Heroes less in a lot of ways. Intrigue is also a tad weak if we're using Flaris elsewhere, but nothing insurmountable. Our strongest areas, meanwhile, are Martial and Piety, though the other three also do pretty okay...Combat, Stewardship, and Diplomacy in that order, probably.

Amusingly, despite his mediocrity, this makes Fuvor a really useful guy as he can help bolster us in our two lowest Hero areas. On the other end of things, our two best Heroes are straight up Flaris and Rising Dawn, though Abioye is also very solid. Yeah, that looks like a good selection of heroes all things considered.
 
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Amusingly, despite his mediocrity, this makes Fuvor a really useful guy as he can help bolster us in our two lowest Hero areas. On the other end of things, our two best Heroes are straight up Flaris and Rising Dawn, though Abioye is also very solid. Yeah, that looks like a good selection of heroes all things considered.
I would like to spend some actions tutoring Fuvor and Rising Dawn. Solar teaching charms are cracked, and Fuvor in particular could use the help.
 
I would like to spend some actions tutoring Fuvor and Rising Dawn. Solar teaching charms are cracked, and Fuvor in particular could use the help.

Fuvor is also studious and would likely appreciate the tutoring. Spending actions upping his Learning is probably one of the better things we can do in terms of teaching actions. And would obviously be great for us, since it makes him a better advisor/Hero in an area where we have potential issues.

The other thing to keep in mind is the potential of offering our sorcery students and other mortals Exaltation. That's super risky, but some of them making it expands our useful talent pool significantly.
 
Huh, apparently this is actually Intentional that Getimians are supposed to get Sidereal Martial Arts from witnessing it being used and copying it, but once they actually have it, they're just as good at Sidereals at using it.
As long as they are in the proper flow. Not that would seem too difficult to stay in.

Alright, Homebrew time, because I never liked this either.

What I would do is that Getimians cannot teach to anyone except each other and Sidereals because their altered sense of reality is too out of wack with the rest of Creation to work. They absolutely can create SMAs however precisely BECAUSE they have such unique perspectives on reality. That way it's a little more fair compared to Sidereals who can do literally everything with SMAs.
I would not worry about why they can't teach. I mean who is Rising Dawn going to teach? The only possible current options are the Twilight who does not know his first martial art much less a SMA and the Infernal who presumably is too busy summoning demons to kill her to learn from her. If she could teach anyone, it would probably be the Infernal which would be bad (but good for the drama).

Either way in 3e, SMAs start at Essence three so it's not going to be a concern for a while.

Now, they're weird pseudo-sorcery used through Martial Arts that requires high Essence--but not unreasonably high Essence--and can create weird ass shit, but a Sidereal has to consider carefully whether it's safe to use their Secret Arts when you can see them, as they can't help but explain what they're doing to anyone with the ability to understand.
I mean this is rather arguing against forbidding Getimians from teaching. Now Getimians can be even more free to use Sidereal martial arts because they can't accidently arm their foes with knowledge.

Edit:
A few weeks after your sudden arrival, your personal guard, who likely would soon take the position of your royal guard, encountered an enemy contingent while on patrol.
Wait when did the Elves become enemies? Did we just murder a bunch of drunk soldiers because they wandered close to our city that we did not hide yet?

The second time that these strange mutants were encountered, about two and a half months since first arrival, it was in far greater numbers and with much more discipline than the riotous crowd of before. A hundred of point-ear soldiers, half bearing lances and shields, the other crossbows, marched towards the spot where your personal guard had once patrolled. Evidently, someone had gotten wind of their soldiers going missing, and suspected enemy action. Or, alternatively, this was an uncommon patrol route which you had been lucky enough to avoid until now.
Yes, because we murdered a bunch of drunk soldiers because they wandered too close to us. Like I don't want to take their side or anything, but this is only defensible with moral luck. The wood elves might warn you first and at least hide their settlement. Could you just imagine if we did this to Cathy?

"Well, you see a bunch a partying lads came over to us squatting on their ancestral land, so we were justified in murdering them all to the last man with no quarter offered."
Edit2: "In self defense you see."
 
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Wait when did the Elves become enemies? Did we just murder a bunch of drunk soldiers because they wandered close to our city that we did not hide yet?
"Well, you see a bunch a partying lads came over to us squatting on their ancestral land, so we were justified in murdering them all to the last man with no quarter offered."
Edit2: "In self defense you see."
From what I can tell, potentially hostile Druchii predispositions notwithstanding, our men saw some armed drunks approach them and just decided to slaughter them.
...Give me a minute to think on this.

EDIT: Huh. It seems that Sango might need to have a very serious talk with the Captain of his Personal Guard. I'll get to editing that in for the 1st part of the Turn 1 Results.
Critian Caceorte threw 1 100-faced dice. Total: 16
16 16
 
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Did the Guard Captain think he could take on a band of Raksha on his own? Was there hubris involved on this, or did Malekith already get the message we're here?

EDIT: Oh... oh dear... Did Khorne get a hold of them?
 
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Yes, because we murdered a bunch of drunk soldiers because they wandered too close to us. Like I don't want to take their side or anything, but this is only defensible with moral luck. The wood elves might warn you first and at least hide their settlement. Could you just imagine if we did this to Cathy?
This was bad yes

...Give me a minute to think on this.

EDIT: Huh. It seems that Sango might need to have a very serious talk with the Captain of his Personal Guard. I'll get to editing that in for the 1st part of the Turn 1 Results.
I have some serious concerns about you rolling for this. : / will there be a roll to determine if other npcs are secretly blood lusted?
 
Did the Guard Captain think he could take on a band of Raksha on his own? Was there hubris involved on this, or did Malekith already get the message we're here?

EDIT: Oh... oh dear... Did Khorne get a hold of them?

We explicitly avoided taking any of the actions that gave Chaos a free cult right out the gate. It shouldn't be at that point yet or we're already undone.

We did go with Tower Defense, but the implication I got there was mostly "Chaos is constantly sending Norscans and Chaos Warriors and Beastmen at you", not "You wardec the Druuchi instantly on top of that problem" Of course the Druuchi are going to be hostile, they're basically incapable of recognizing anyone other than their own culture as anything more than enemies or slaves, but they don't have Infinite Logistics like Chaos has this close to the Poles where they can throw the same warband at you a hundred times because none of those kills counted, or just duplicate one dude a few hundred times and it's fine because Chaos Warriors by definition lose anything that might have given them an identity in exchange for getting super powers. (Which means there's no paradox involved with just spawning the same dude a thousand times because all Chaos Warriors are basically interchangeable until they start interacting with reality and accumulate a history independent of their Role. It's explicit that most genuine Chaos warriors--as opposed to aspirants or the like--basically don't recall anything about their previous life by that point and don't really care about anything but pleasing their particular patron god)
 
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Khorne doesn't need to be involved for a soldier to panic upon seeing armed foreigners moving towards the civilians they are sworn to protect and do something unfortunate.

This is clearly an issue, but not necessarily a Chaos issue.
 
Khorne doesn't need to be involved for a soldier to panic upon seeing armed foreigners moving towards the civilians they are sworn to protect and do something unfortunate.

This is clearly an issue, but not necessarily a Chaos issue.
If it wasn't a small group of people drunk out of their minds it would have been a lot less dishonorable.

That the gm then rolled to make the justification good or bad is...
 
I am still in the process of editing the chapter. All I will say is this: This is not something Chaos-related. Nor is it a simple matter of incompetence. Check your chosen drawbacks again to see what's possible.
 
Ah, so our successful action randomly became enemy action because someone pointed out something was... questionable?
 
So, the Hearteater made a move immediately. I suppose that's a good thing, because it means we can start to counterplay before they've gone and escalated to where half or more the population are their Pawns.

Hearteaters are so fucking awful to deal with if you don't have the right tools, good lord.

EDIT: I hope the implication of it fleeing instead of being bound isn't suggesting this is an Essence 4 or higher Hearteater, because that's straight up an existential threat to the entire planet right now. A Hearteater can Pawn anything that isn't an Exalt by that point, and they're just a relative hop skip and a jump away from removing the cap on their maximum number of Pawns.
 
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