Not only that, but at a certain point we have to admit they're not very fun.

Creating a good game is a balance between retaining verisimilitude and being fun to actually play.

In real life, for example, the counter to snipers is that its actually really hard for snipers to get that perfect sniping position and people know where they are so you have to be able to stealth insert into a certain area and remain undiscovered for hours, potentially days at a time waiting for the perfect shot. In gameplay this would mean one player running off and get involved in an intense stealth/spotter game for a very long time as he tries to get to a sniper position and patrols constantly try to locate him. This would be...

Well, we talked about the Hacker Problem already.

If you abstract it down to one or two rolls, suddenly all the difficulty goes away. It becomes an uninteresting tactical game and just a matter of throwing more dice at the problem then the other guy.

I don't think we can use Exalted's current mechanics with an emphasis on action-resolution to allow a sniper style to actually work in a way that's fun for everyone. If you moved the level of resolution out a level to conflict stage you could do that, however. In that case 'one shot, one kill' is just a flavour text description by one player of how they one the 'assassination conflict'.

Pretty much- Now I can tell you that as a Storyteller, i don't mind the idea of running an NPC sniper in such a way as to not job my PCs. Or just a general assassin. To me it's more fun to have COMBAT IN BEDROOM than 'Oh, the sniper gets away."

That's not actually symmetrical though- and not actually solving the mechanical problems.
 
Building on @Aaron Peori 's point, is that a lot of viable, real-world strategies that we like to see in games, that we feel rewarded for implementing as players- have no counterplay.

Sniping is the oft cited example: On paper, there is no meaningful way to respond to a sniper when you get shot. You either get hit and die, get hit and survive, or they miss and you can't do jack shit because you're 1000+ yards away.

There's no system or mechanic for arbitrating 'Reach the sniper before they can fire a second shot', outside of Charms, and 2e/2.5e's failing is that it confused charms for base mechanics. This is why I believe Night Avenger's Lunge is a terrible charm, because it's just as necessary as a surprise negator, and it creates un-fun tactical situations. (it's the counterattack across Creation Charm).

Now- Charms totally can be counterplay, but 2e was really not the place to make it happen. I can't speak for how 3e handles charms-as-counterplay, but given the track record...
I think a lot of that is due to people forgetting cover exists, or cover mechanics being insufficient.

In Ex3, on the pre-Charm base mechanic level, the obvious counter to a sniper is to find full cover, which makes ranged attack impossible. It won't let you strike back, but it will prevent the opponent from attacking. If the terrain allows it, you can then move closer by going from cover to cover, or simply withdraw.

If you're deprived of cover - say, the sniper is defending a fortified position facing an open field - then things get more complicated.

Assuming the sniper reveals himself by attacking you from long range (the maximum striking range without Charms), then you can use your next action to move to medium range. Without Charms, a character cannot fire at medium range without an aim action - so he spends his next turn aiming. On your next turn, you move into short range, and the sniper gets his second shot. If you survive it, however, you can then close in and attack at close range.

So a stationary sniper can get two shots off before his target closes in. Hitting the target may be difficult, however, as their movement is reflexive and they can use their own action to perform a Full Defense.
 
Because I am a goddamned machine.

Sunfire Consecration Method
Cost: - (1m)
Minimums: Melee 4, Essence 3
Type: Permanent
Keywords: Obvious, Holy, Touch, Merged
Duration: Permanent
Prerequisites: Any of the following - Glorious Solar Saber, Glorious Solar Plate, Immaculate Golden Bow, Fiery Solar Chakram

The Solar sheds righteousness with every gesture, emboldening the faithful.

This Charm permanently enhances the Solar, granting them a new anima power. For a single mote, they may bless a weapon or piece of armor, so long as they have the Charm of the appropriate ability. Blessing a weapon in combat is a Speed 3 Miscellaneous Action.

Weapons and armor so blessed by this Charm glow like sunfire, hot enough to drip molten metal without compromising strength or harming the wielder. They count as both Holy and Magical for the remainder of the scene, dealing Aggravated Damage to creatures of darkness, while armor gains Hardness equal to its Soak against their attacks.

The Solar's might is not meant for ordinary metal however- purely mundane equipment is destroyed at the end of the scene, with the slagged remains becoming a magically potent alloy of of steel and sunlight.

At Essence 4+, this charm gains the War keyword- the Solar spends ten motes and flares her totemic anima, blessessing the arms and armor of a complimentary unit she leads with a magnitude no greater than her Permanent Essence.

AN:

This charm? This charm is me wanting there to be more 'SOLAR TOUCHES THINGS AND SHIT HAPPENS'. This is STUNT FODDER. The charm mechanics tell you very clearly TOUCH GEAR GET GLOWY. (It also puts you on an equipment treadmill, demanding you maintain good supply lines for gear.)

If I have any design-problem wtih the charm, it's the prerequisites; to me it makes sense that you need the [Ability] charm to consecrate the right thing, but that MIGHT be over complicating things- or forcing either one player to Buy them All- or forcing everyone in the group to buy the same charm a bunch of times. I'm not 100% on that.

Noonday Crown Instruction
Cost: -
Minimums: Performance 4, Essence 2
Type: Permanent
Keywords: Obvious, Training, Touch
Duration: Permanent
Prerequisites: Any Performance Excellency

The Solar lifts the eyes of Creation towards the Heavens and inspires great favor with far-flung worship.

This Charm is a permanent enhancement to the Solar. The Solar spends an hour instructing a willing character who is already loyal towards, and actively worships, either herself or the Unconquered Sun. At the end of this period, the one chosen is considered a Priest of the Unconquered Sun and the Solar. This is a Training Effect.

Subjects of this Charm are marked with elaborate crowns of sunfire, evoking the Solar's caste mark and totemic anima. This Obvious effect lasts until the priest erodes their loyalties, renouncing both the Solar and the Unconquered Sun.

At Essence 3+, the Solar may use this charm to imbue priesthood for any spirit they know of, so long as the target is loyal to the Solar. Note that cults of the dead, demons and so on are the telltale signs of Anathema menace. At Essence 4+, the Solar may anoint priests towards other Exalted.

AN: Because Performance is more than just DANCING. More seriously- this Charm exists to promote the idea of creating cults by making priests. Now sadly this Charm cannot communicate what a priest does in Creation itself, but if it gets you thinking...

Gesture of the God-Calling Priest-King
Cost: 10m+1wp
Minimums: Performance 5, Essence 3
Type: Simple (One hour)
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisites: Infinite Performance Mastery, Noonday Crown Instruction

The Lawgivers lead the prayers of Creation, and Heaven takes note.

The Solar may lead a unit with a magnitude no greater than their Permanent Essence in organized prayer. That unit immediately becomes a Cult towards a given being with a magnitude equal to its dot rating, to a maximum of five. For the remainder of the scene, The Solar adds one bonus success to prayer rolls, per dot of magnitude in excess of five.

At Essence 4+, this Charm's duration becomes Indefinite; as long as they spend at least one hour per day leading prayer, the cult is maintained. In the First Age, this Charm was used to empower loyal Terrestrial gods such as City Fathers, or the many potent Craft gods. Daring Lawgivers used this to tempt powerful demons with succulent worship, a practice that was most assuredly illegal.

AN: Solars need more 'I make cults' charms- however, I didn't want to actually make this Charm a subsystem to replace Making Cults either, hence the truncated method.

Now- this is actually MUCH more efficient than having an actual Cult rating, because Cult 4-5 is 'Direction' spanning cults with lots of organized priests.

And yes, you can lead worship towards yourself.
 
Building on @Aaron Peori 's point, is that a lot of viable, real-world strategies that we like to see in games, that we feel rewarded for implementing as players- have no counterplay.

Sniping is the oft cited example: On paper, there is no meaningful way to respond to a sniper when you get shot. You either get hit and die, get hit and survive, or they miss and you can't do jack shit because you're 1000+ yards away.

There's no system or mechanic for arbitrating 'Reach the sniper before they can fire a second shot', outside of Charms, and 2e/2.5e's failing is that it confused charms for base mechanics. This is why I believe Night Avenger's Lunge is a terrible charm, because it's just as necessary as a surprise negator, and it creates un-fun tactical situations. (it's the counterattack across Creation Charm).

Now- Charms totally can be counterplay, but 2e was really not the place to make it happen. I can't speak for how 3e handles charms-as-counterplay, but given the track record...
The approach to implementing counterplay is indeed often the problem. One shouldn't (edited: shouldn't; it makes sense when combined with the rest of the post) think of counterplay as something that only includes standard, usual combat manoeuvres. But that's a narrow vision (i.e. the idea of only having counterplay during the combat as part of combat manoeuvres is a narrow vision).

Instead, counterplay against sneaky attackers tends to be something you do before combat. Did you bring a countersniping spec/character? Did you choose to follow the path surrounded by lots of unchecked firing positions/hiding spots, in a territory where enemy sneak attacks are likely? Did you get some intel on the area and do you know an ambush is likely? Do you salute your officers in the open? Do you smoke in the trenches at nighttime?

Just like it takes someone at least vaguely dawn-specced in order to enable any sort of counterplay in face-to-face combat (otherwise you're just flailing ineffectively and your combatant is doomed anyway), it takes someone at least vaguely eclipse-specced to counterplay a toxic rumour campaign, it takes someone at least remotely night-specced to counterplay sneaky combat (but you can also, say, have 2e Resistance to just grit your teeth and survive the hit, then go to phase 2).

On the 'get hit and survive' front, there are still options for counterplay. A sniper with an overstrength crossbow is not going to be making a second shot any time soon, if at all. And probably spent all that XP on marksmanship, so spent less on stuff like mobility and straightforward combat stuff. So now it's an attempt to localize the enemy based on observations, a hunt. How wide is the cone you'll be hunting in? What clues other than the impact direction do you have? Does someone in the party use super-hearing/super-smelling to find the enemy? Do you try to flank him with the knife-guy, to countersnipe him with your own bow-guy, or do you just figure his coordinates and let the artillery-girl cast a spell on the area, or something else entirely?

Counterplay can take different forms. The argument that 'this attack grants no opportunities for counterplay' can be applied to pretty much any situation where one of the sides lacks a proper skill/charm set for play, be it social combat, face-to-face physical combat, sneaky combat, mass combat, investigation or whatever.
 
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If I have any design-problem wtih the charm, it's the prerequisites; to me it makes sense that you need the [Ability] charm to consecrate the right thing, but that MIGHT be over complicating things- or forcing either one player to Buy them All- or forcing everyone in the group to buy the same charm a bunch of times. I'm not 100% on that.

I would rather have it in Craft, both because that gives Craft a bit of extra space and because there are Too Many Freaking Charms in Melee already.
 
EarthScorpion: Six Second Age Tools
Six Second Age Tools

Adamant-Tipped Chisel

A diamond-tipped chisel is a vital part of many artificers' toolkits. However, the lesser magical material diamond has its limits. When working on raw jade, diamond shatters and chips with aggravating frequency. The great forgemasters of the Realm guard their stores of adamant with well-reasoned paranoia, because a fingernail's work of adamant is enough to make a chisel which makes a mockery of steel or which can shave away flaws in the body of jade-steel. Indeed, the main body of such a chisel is less resilient than the tip, and the smiths consider the adamant-tip to get more potent the more chisel-bodies that give way in use.

Such chisels come in many different sizes and shapes. The best - and wealthiest - smiths will have a large collection, each one serving its own purpose. Some of the widest may be a hand's width across, used to shave and cut a raw bar of jadesteel, while the finest may be no wider than a human hair and be used to inscribe tiny prayers upon moonsilver piercings.

Such adamant chisel tips see a second, unforeseen use. Within the Threshold, no small number of spear tips began life as a chisel. Smiths mourn a chisel that has been used for these purposes, for they say that once they have tasted blood, blades engraved using them become treacherous and prone to turning on their wielder.

Air-Banishing Powder

A critical component of welding and multi-layered metalwork, air-banishing powder is alchemically treated firedust. Instead of holding the essence of the flame within its core, it instead contains opposition to air-essence. When exposed to air, it binds to it, trapping free air-essence in the area. This is critical when working with folded metal, because it ensures that trapped air-essence does not throw off the balance of the earth and leave it weak and brittle. This is not such a concern when working with most magical materials, but when working with the black iron of the Underworld or the fae-slaying irons of the North it can be the difference between a honed weapon and one that shatters the first time it is used to parry.

Air-banishing powder also sees use as an assassination tool. A rag coated in it and held to the face of a victim will leave them quite incapable of breath. If ingested, the proximity of the powder to the stomach will cause shortness of breath and physical incapacity which will last until the body is purged.

Pasiap's Screw-Press

In the Shogunate, great jade blocks imbued with the weight of a mountain were used to flatten jade-steel. Only a few such presses exist - one within Lookshy, one brought to operation by the Imperial Navy, one within the cities of Al-Durad within the far South. Instead, well-equipped smiths must settle for one of the sacred screw-presses of Pasiap. These consist of two slabs of white jade, carved with prayers to the Earth Dragon. Through his favour, such a press imbues harmony and stability within a many-folded blade, making one from many. It may also grant shape and good-forming to a blade made from the magical materials, when an iron press would merely warp if used to pressure this.

Infamously, many of this style of presses are made from jade talents. Such a weapon will never - according to the best forgemasters - be a true masterpiece, for the blade will be made for pay, not for the art itself. Such a weapon will not serve its master out of love or loyalty. It will abandon him if his own fortune falls, so they say. According to other tales, a weapon so-malformed will drive its master to greed and the pursuit of more jade coinage.

Red-Jade Anvil

This anvil consists of a shrine made from red jade. Within the heart of the anvil-shrine lies a chained fire elemental. When the elemental is fed coal and incense is lit in offering, the red jade begins to heat according to an arcane formula based on the prayers offered. This shrine-anvil is both forge and anvil.

Such an anvil is vital when working with materials that cannot be allowed to cool during the shaping process. A smith may work on their piece without fear of the consequences of having to move it between the heat of the forge and the cold of the anvil. This is especially important when working on wonders that manipulate the heat of a fire or which extensively use red jade.

Within lost places and old ruins, anvils such as these sit. Their elemental prisoners sometimes escape and seek vengeance on the descendents of who once used them. Time withers all memories, though, and often fire-beasts will stalk through the land, slaying any they see who remind them of figures from their past. A scavenger lord who finds such an anvil may be offered wishes by its prisoner or promises of servitude for a year if they were to be released. The honour of many fire elementals means they keep to such agreements - but when the year is done, then the elemental will rampage.

Shark-God Skin

There are few sanding materials comparable to the divine skin of a shark-god, flensed from its living essence. It does not degrade even if used to polish orichalcum or moonsilver, and when wet with blood it imparts a keen predator edge to a blade. Different gods of different species provide different grades of skin, with the best quality belonging to the siaka-gods. A wise smith will try to get many different kinds of skin, for increasing grades of polish as a work progresses. Compared to mortal sharkskin or sandpaper, the skin of a shark-god will not need to be replaced every few strokes when honing the edge of a blade so sharp that it can cut a man's voice from his throat.

Of course, obtaining it is no small measure. Those who desire it must hunt a shark-god within its own home territory. Within the West, there are a few groups of Water-aspect hunters who specialise in hunting and killing gods. Some have found another path - children of shark-gods are something born with patches of shark-skin, and they are far less dangerous to track than their parents. The Imperial Navy and the Imperial Forge have a mutually profitable arrangement where the Navy is sure to find plenty of shark-gods who deserve deaths for their crimes against the Realm. When the shark-gods are slain by the Wyld Hunt, the captains who reported such a dangerous criminal are richly rewarded by the Realm's forgemasters.

Vitriol-Etching Kit

Within many traditional schools, the use of vitriol for etching is viewed as nigh-on blasphemy, for it risks tainting the material of the gods with the nature of the demon realm. Just as many other schools consider it essential, for nothing but the acid of Hell can etch jade as mundane acid etches steel. Without the use of vitriol, there are forgings that simply cannot be done. Yet perhaps it is right to fear its influence, for slight mishandlings can warp the intent of the artisan.

In the Realm, only the Terrestrial Exalted are permitted to work in vitriol - and even then they must hold a recognised sorcerer's license and must demonstrate their knowledge of Emerald Circle Banishment. This is because the metody are the easiest source of vitriol. To hold the vitriol once it has been milked from the demon, most righteous individuals make use of a bowl made of eastern hardwoods, coated with a lacquer made of mixed amber and white jadedust. Such a vessel will degrade over time, but the superior alternative - a basin of Cecelynian glass - is illegal in most states, for it implies trade with the demon realm.

The application of such a hazardous material is no less expensive. The smith protects themselves in gold-coated armour, which is not proof against the hell-acid but does help protect them against accidental splashes. Brushes of tumbaga wire or the hair of a celestial lion are the favoured means of applying the acid.

Finally, and no less meaningfully, Realm law dictates that anyone who works in vitriol must dispose of it safely once the work is done. It is illegal to maintain stocks of vitriol without an explicit research license from the Ministry of Righteous Learning and a second license and monitoring from the Ministry of Heavenly Virtue and Public Standards. Fortunately, sorcerers typically hand their waste materials to the metody they summoned and banish it. If it pollutes Hell - well, how would one notice?
 
Noonday Crown Instruction
Cost: -
Minimums: Performance 4, Essence 2
Type: Permanent
Keywords: Obvious, Training, Touch
Duration: Permanent
Prerequisites: Any Performance Excellency

The Solar lifts the eyes of Creation towards the Heavens and inspires great favor with far-flung worship.

This Charm is a permanent enhancement to the Solar. The Solar spends an hour instructing a willing character who is already loyal towards, and actively worships, either herself or the Unconquered Sun. At the end of this period, the one chosen is considered a Priest of the Unconquered Sun and the Solar. This is a Training Effect.

Subjects of this Charm are marked with elaborate crowns of sunfire, evoking the Solar's caste mark and totemic anima. This Obvious effect lasts until the priest erodes their loyalties, renouncing both the Solar and the Unconquered Sun.

At Essence 3+, the Solar may use this charm to imbue priesthood for any spirit they know of, so long as the target is loyal to the Solar. Note that cults of the dead, demons and so on are the telltale signs of Anathema menace. At Essence 4+, the Solar may anoint priests towards other Exalted.

I very much like this!!
It raises a few thoughts for me, though. Is there no way to suppress this effect temporarily, or is the High Priest of the Sun's loyalty to the Sun and his Righteous Chosen something that can never be hidden or disguised? I ask because I sort of see this charm being like giving someone the mantle of Sol's pope, implying they'd be a very high priority target for a hit squad of the Wyld Hunt.
Like you said, we don't know what a priest's role in Creation is (from this charm alone) but maybe the charm could bestow a few benefits for the recipient of the crown. One benefit this charm could provide might be some kind of mechanical bonus for that priest, perhaps in the form of bonuses towards creating Intimacies of awe/fear/respect towards the Exalt who trained the priest and towards the Unconquered Sun. Perhaps some kind of small bonus towards rolls of the casting Exalt's type, so as to better demonstrate the overwhelming might of the Unconquered Sun! We wouldn't want a mortal priest of Sol Invictus to come across as sub-par, right?
 
That's just cruel. Demon acid industrial waste grenades? Ouch.
 
I very much like this!!
It raises a few thoughts for me, though. Is there no way to suppress this effect temporarily, or is the High Priest of the Sun's loyalty to the Sun and his Righteous Chosen something that can never be hidden or disguised? I ask because I sort of see this charm being like giving someone the mantle of Sol's pope, implying they'd be a very high priority target for a hit squad of the Wyld Hunt.
Like you said, we don't know what a priest's role in Creation is (from this charm alone) but maybe the charm could bestow a few benefits for the recipient of the crown. One benefit this charm could provide might be some kind of mechanical bonus for that priest, perhaps in the form of bonuses towards creating Intimacies of awe/fear/respect towards the Exalt who trained the priest and towards the Unconquered Sun. Perhaps some kind of small bonus towards rolls of the casting Exalt's type, so as to better demonstrate the overwhelming might of the Unconquered Sun! We wouldn't want a mortal priest of Sol Invictus to come across as sub-par, right?

Mechanically, a Priest is a character who has the Merit/Background 'Priest of X', and they are essentially part of a god's Domain as per Roll of Glorious Divinity 1- I just didn't want to bloat the charm with referential mechanics. Being a priest also means prayer rolls to the appropriate god are at Difficulty 6.

But to answer your question- No, once you train a priest, they'regonna be patently Obvious to everyone Forever. Welcome to Solars.
 
Eh, it's too niche a charm. You can train priests just fine without magic. The only unique effect here is the crown of fire; And while it's awesome, it has questionable utility. (Specially since it doesn't give any mechanical effects).
 
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Okay, the sniping discussion seem to have died down. (FakeEdit: hours ago, given that i keep getting distracted)

I still have some things to say, but it is better to have an audience than to tell them to the winds.

.... So i will completely ignore my own words, and expose some of my "homebrew"! (Now actually written at a decent hour edition!)

First:
RAPID INCOMPLETE REWORK OF THE RESOURCES BACKGROUND
(Let's thank Reign for this rework) (Even if the rework will be likely reworked again in the future)

If any of you don't have any time to read the hows and whys (FakeEdit: Which incidentally will not include the rework, because i miscalculated everything), then the rework is quite simple: take the Resources and the Wealth Backgrounds, slay Wealth and the first dot of resources, then scale up the original Resource background by putting the second dot in the place of the first, and put one dot down all the others too. (Wealth 4/Resources NA/6 would become the new Resources 5, and Wealth 7 effectively becomes N/A Resources)(The fate of the old resources 1 peoples will be explained later)

After having done so, add to the resources Dots an equal number of Temporary "Treasure Dots": these one are used to buy relevant services/objects, which is basically everything under a Background, at the price of Background dots + 1. Treasure Dots may also be found unlinked to the actual Resources dots, representing resources not invested in anything/objects unrelated to the Resources. Incidentally, peoples wo had the old Resource 1 would be represented here with a replenishing Treasure 1 Background. (Insert a better explanation about everything Later)

Trying to Either buy something equal to the Resource Dots whilst having full Treasure Dots, or something more costly than the actual Treasure dots owned, consumes all the treasure Dots and one Resource dots. Trying to do both things consumes the Resource dots, and Treasure Dots equivalent to the Price; this may knock down the Resources Background by more than one, if the Treasure dots linked to the Lowered Resource background are less than the required to buy the thing.

Examples: Intelligente McIntelligent has Resources 5, Five dots of Treasure and wants to buy a Three Dots Artifact: He merely needs to spend Four points of Treasure, and the Artifact will be his.

Meanwhile, Frettoloso McHasty has Resources 4, Two dots of treasure and wants to buy immediately a Two Dots artifact: not having enough Treasure dots, he drops down his Resource Dots to Three, whilst raising his Treasure Dots to Three to match his lowered Resource dots, and gains the Two Dots artifact.

Our last example, Pirla McIdiot, has Resources 5, no dots of treasure and want to get in the Trend of buying impulsively artifacts, getting a Five dots one. Thanks to the absolute lack of Treasure Dots, Pirla McIdiot loses Two dots of resources, and find himself with Resources Three. Even having one Dot of treasure wouldn't have saved Pirla McIdiot, thanks to the requirements of Background + 1 dots of Treasure to buy something.

To Do: finish reading Reign. See if something different/better can be done with this. Something else i cannot think about in this moment. Add a table with the common price of things around the world. Create a way to twist the previous to create table according to the availability of the various places. Maybe link Resources to specific locations, and link the previous modification of the table to that? Something else i cannt think about in this moment.

To Not Do: not finish this thing. Something else i cannot think about in this moment.

Hows And Whys?

Starting with the whys, i created this beginning of a rework system with a simple goal: reworking the scale of all the backgrounds, and making so they are all balanced with each other acceptably, and making sure their use can be understood. (So no page longs discussions about You need to buy Background X instead of Y! But i have bought Background X to do Z, which is completely supported by Background X! Yes, but Background X is not affidable enough, and may not do Z for you!)

Continuing with the hows; to do so, i am basing all the backgrounds on the Artifact Dots, with varying levels of affidability being the relative strenght of the backgrounds.

Artifacts are the more reliable one in absolute (Adding Artifact Drawbacks in this system would either be impossible, or merely allow more powers to be added) and their powerlevels will be the standard ones:

One Dot Artifacts will be weak Personal Scale powers and sturdier/slightly more powerful Thaumaturgy items(Thaumaturgy items/trinkets being effectively Zero Dots artifacts);
Two Dots Artifacts will be strong Personal Scale powers;
Three Dots will be Terrestrial Circle Sorcery scope powers(Not merely powers being essentially Terrestrial level sorcery spells, but also personal scale powers just as influential.);
Four Dots will be Celestial Circle Sorcery Scope Powers;
Five dots will be Solar Circle Sorcery Scope Powers;
N/A Artifacts will have essentially multiple Solar Circle Scope Powers.

As an example, Familiar will be essentially the living being version of the Artifact Background, being any and all of them completely loyal to the Exalted and requiring little more than food and housing to be kept. Thus the powerlevel of them would be roughly equal to the Artifact one.

Allies instead would be stronger than the Equivalent Artifacts Dots(EAD, the new unit of measurement of the past!!!) and even more than the Familiars Dots, but also require more upkeep than them. Maybe your ally will ask you to..... do things for them!!! Dun Dun DUUUUUUUNNNN!!!! And you will have to........ accept to keep them!!! OH MY GOD!!!!!

Edit: the forum ate one third of the post!!!!!!!!!!!!! RAGE!!!!!! jlbdsihavsihldvfisbilasdi!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! furbihsb!!!! eut.

Rapid/Rabid Second Edit: the third eaten was about a final phrase about the rework of the backgrounds(Essentially: Less Affidable/More Upkeep= Stronger in relationship to Artifacts) my failure to add a lsightly more complicated mundane craft system to Sanctaphrax Craft system, complicating it enough to make it more complicated than the Artifact Crafting system.

Then the realization that: a) I could use it for my future Craft system b) I could expand the Resources/Treasure system in a general Background/SubBackgrund one c) I could use the Background/SubBackground rework in the Craft system d) I could add Inspiration (A resource that was inspired by the Gold/White points of EX3, but less idiotical in gaining and use) to the Background/SubBackground rework, either as Special XP for Backgrounds/Magical Backgrounds, or to replenish the SubBackground dots easily, or to *Insert other use here* e) i could use the Background/SubBackground system in my Stance System too (Which i will explain in the morrow, given tha late hours)

And then panicking because everything was going right for me for one. I guess i panicked too early?
 
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Eh, it's too niche a charm. You can train priests just fine without magic. The only unique effect here is the crown of fire; And while it's awesome, that has questionable utility. (Specially since it doesn't give any mechanical effects).

Now that is actually a good point- the Charm doesn't do much other than let you train priests in an hour. That being said, as far as I know, the only way for anyone to become a priest is to have a spirit invest in them with their Charms.
 
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