Another reason why this style might be a bit inappropriate for Keris is that from my perspective it appears as if she normally acts as the bottom in her relatationship with Sasimana. This style seems like a more natural fit for Sasimana who may have learned it prior to her Exaltation when she managed a large household as the wife of wealthy Dragonblood.

"I feel that there is room for some innuendo here regarding Sasimana, the maids in her household and the proper use of a "Rubber Stamp" as a tool for asserting authority but I will leave that to others as it is far to late on my end. "
 
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I don't pay much attention to Kerisgame but I got the general impression Sasi was, you know, good at her job.

The style isn't for people good at their job. It's for people who put dots in Golf, not Bureaucracy.
 
Drama and Systems

New Action: Composition

The act and art of composition is known throughout all of Creation, utilized equally by mortals and spirits. Written verse, documentation, blueprints and so on are all created using the Composition action. Composing anything is by default an [Intelligence + Lore] roll, though a clever stunt can allow a character to stretch their skills further, using a different ability in place of Lore.

The result of a successful composition is a Procedure, which is a rote-recording of the instruction or information created by composing. A song, speech, blueprint or novel are all considered Procedures. As long as a character holds a copy of a Procedure, they may use it as if they knew it.

For students, temporarily memorizing a procedure requires a Difficulty 2 [Intelligence + Lore] roll, while permanently fixing it in one's mind costs a point of Experience. So long as Procedures are recorded accurately, they can be taught indefinitely. Authors of Procedures never spend Experience to learn their own work, but they may have to roll to remember if they don't keep notes.

* Written Social Attacks are composed with Presence or Performance, with Linguistics standing in for Appearance.
* Architectural blueprints are composed with Craft*. This includes the design phase of constructing Artifacts and Manses.
* Court policies and plans are composed with Bureaucracy or Socialize, depending if they are logistical or social in nature.

The amount of successes needed to compose a Procedure varies wildly based on the author's objective. Most forms of composition are single rolls, but they can be extended or even contested- if say two or more individuals are competing at seeing who's plan is implemented or to determine who finishes first.

Likewise, the difficulty varies based on the scope. A difficulty zero Procedure is akin to a grocery list, while a recipe for an healthy meal could be Difficulty 1, while the directions for a cold-curing broth could be Difficulty 3. Drafting a budget for the year could be Difficulty 1 in a tiny village, 3 in a small town, or 5 in a sprawling city with multiple districts.

Procedures have meaningful in-setting effect, leading to feats like well-designed roads, civic services, government policy and advances in magical science or education. Instead, composition and Procedures are best used to model the extent of leadership in a region- a well planned city with scheduled harvests is markedly different from an ad-hoc hamlet of mutually supportive farms.

They are not Charms or Sorcery though, so they cannot evoke miracles. That being said, Charms or Sorcerous workings can utilize Procedures or create them as part of their effects.

Mechanically, mundane Procedures inform the author of any readily apparent needs like Resources, labor forces, or potential pitfalls to a given action- proofreading a letter before it is sent, for example. Procedures negate the Unskilled Penalty, and in the case of quality compositions, offer tool or circumstance bonuses with the breadth of a specialty. A Procedure composed with 5+ threshold successes offers +3 dice or +1 automatic success within its domain.

Sidebar: Intent of this Mechanic

I basically wanted a system-term for PLANS that becomes a kind of hook to hang other important mechanics on- planning is a Thinking Being Thing, so it should be open to Everyone, not just Solars or Exalted or whatnot.

Now, flat out, I am not happy with the difficulty examples. This is one of those frustrating facts of Exalted design (game design honestly), in that you MUST without fail communicate what the rules can DO, meaningfully, as QUICKLY AS POSSIBLE. The fact that I have to write a sidebar like this is a failure.

But it's an acceptable failure.

Anyway- so what this is supposed to look like in play, is "I draft a procedure", which is kind of like saying "I want to test this out small scale before I implement it. The ST then tells the player some useful information about what they're planning, and the plan itself can be updated, copied, shared, communicated to other people.

*I actually want to finish my craft-rewrite, where you have Research (Lore) followed by Design (Occult) and then Construct (Craft). For now this is just a kept-simple workaround.
 
Technically she hasn't made that.

Yet.
Well, now you know to not make it merely work for Lintha. So you don't have to modify it later, saving a lot of acidic water explosions and stuffs.

Except of course if Keris happens to like acidic water explosions, but i doubt it.
 
So I had a question about learning contradictory charms: How do you resolve them? For example, Revlid's Isidoros has a charm that lets you feed your blood to people to mutate them. Meanwhile, Kimbery has a charm to turn your blood to poison.

After learning both, what would you say happens when you feed someone your blood? Do they die from the poison or does the mutagen heal them up?

Would you leave the call up to the player, the ST, or use some other decider like the essence level of the charm?
 
The blood is poison. If they survive, they mutate.

Don't learn Charms which make your other Charms cease functioning. If you have a Charm that allows you to shot laser out of your eyes and another that removes your eyes... oops.
 
So I had a question about learning contradictory charms: How do you resolve them? For example, Revlid's Isidoros has a charm that lets you feed your blood to people to mutate them. Meanwhile, Kimbery has a charm to turn your blood to poison.

After learning both, what would you say happens when you feed someone your blood? Do they die from the poison or does the mutagen heal them up?

Would you leave the call up to the player, the ST, or use some other decider like the essence level of the charm?
(Correct but useless answer that's funny) Take the Szoreny Charm that lets you choose to make your blood not poisonous and a healing agent instead.
 
So I had a question about learning contradictory charms: How do you resolve them? For example, Revlid's Isidoros has a charm that lets you feed your blood to people to mutate them. Meanwhile, Kimbery has a charm to turn your blood to poison.

After learning both, what would you say happens when you feed someone your blood? Do they die from the poison or does the mutagen heal them up?

Would you leave the call up to the player, the ST, or use some other decider like the essence level of the charm?
Well, those are Homebrew Charms, and as such can be expected to not be well balanced or work well with each other.

Otherwise, whichever you got first is what you are stuck with, and would logicaly prevent you from learning the latter. At best, you'll forfeit the previous Charm for the benefits of the new one.

In this case, they are not entirely opposites, and as such both effects can apply, but in general you don't want to add too many unrelated effects that result in weird things.
 
So I had a question about learning contradictory charms: How do you resolve them? For example, Revlid's Isidoros has a charm that lets you feed your blood to people to mutate them. Meanwhile, Kimbery has a charm to turn your blood to poison.

After learning both, what would you say happens when you feed someone your blood? Do they die from the poison or does the mutagen heal them up?

Would you leave the call up to the player, the ST, or use some other decider like the essence level of the charm?
Those Charms aren't contradictory at all. Both add things to the result of "someone ingests your blood", neither of which excludes the other.

Being mutated doesn't normally heal you, being poisoned doesn't normally remove mutations.

If for some inexplicable reason you wanted lethal mutagen blood, that isn't an inherently self-contradictory thing.
 
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Well, that's a bad Charm.

Szoreny is quicksilver. Mercury is poisonous. I don't see how healing-blood is in-theme for the reflective, copying mercury forest.

I could see it if the Charm slowly replaced bits of you with a mirror-reflection made out of Szoreny until all that was left was a reflection of you.

Like "Commit X motes per damaged health level. This Charm permanently removes any damaged health levels as a Crippling effect and replaces them with temporary Bruised Health Levels that start undamaged but operate in all ways like normal health levels, but the moment the committed motes are withdrawn all the temporary HLs vanish (taking any damage in them with them). Lost regular health levels do not return. If you have no health levels left when this Charm is uncommitted you die as your body shatters into reflective motes that drift away in the wind."

Or maybe that's more Elloge?
 
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Szoreny is quicksilver. Mercury is poisonous. I don't see how healing-blood is in-theme for the reflective, copying mercury forest.
My understanding was that he's also the Yozi of social mores, cultural conformity and the community-as-organism (as opposed to Cecelyne's things with judgment and debt). Giving his elect the ability to repair damaged subjects seems fairly reasonable.
 
My understanding was that he's also the Yozi of social mores, cultural conformity and the community-as-organism (as opposed to Cecelyne's things with judgment and debt). Giving his elect the ability to repair damaged subjects seems fairly reasonable.

... no, that's completely unsupported by canon descriptions of him. Just another reason to consider the fan Szoreny charmset to be pretty poor, if they're injecting such themes into the mirror-tree Yozi.
 
Well, that's a bad Charm.

Szoreny is quicksilver. Mercury is poisonous. I don't see how healing-blood is in-theme for the reflective, copying mercury forest.
It is also the prerequisite for his Training Charm, which lets you adjust any one of the targets nonmagical traits (everything other than Essence and Charms) to one closer to your own over the course of a week, until they're a carbon copy of you. It heals by temporarily giving the target a copy of his passive self healing charm.
 
Well, that's a bad Charm.

Szoreny is quicksilver. Mercury is poisonous. I don't see how healing-blood is in-theme for the reflective, copying mercury forest.

Off the top of my head, wasn't quicksilver a component in healing and/or immortality potions in Chinese alchemy?

I mean, obviously it doesn't work as advertised IRL, but maybe when a Yozi does it things go better.

My next guess would be it heals, but gradually converts the recipient into a being of living quicksilver. But that seems more Metagaos than anything.
 
Mercury does have antibiotic properties and its used sparingly in some topical preparations. But it's still toxic in small doses.

The name of the charm is Suckled at Gore's Teat and it was part of an expansion that Revlid wrote for his Isidoros writeup. The expansion wasn't saved as far as I know and is lost. All I have is the Anathema entry, which isn't a complete description.
"The Infernal feeds his blood to another organism, granting it up to five points of permanent positive mutations which are exaggerated versions of its normal form, including size. Negative mutations may also be removed. Plants and animals may be effected. If the Infernal is pregnant, the child may be freely "fed" up to once a month. "
 
Mercury does have antibiotic properties and its used sparingly in some topical preparations. But it's still toxic in small doses.


The name of the charm is Suckled at Gore's Teat and it was part of an expansion that Revlid wrote for his Isidoros writeup. The expansion wasn't saved as far as I know and is lost. All I have is the Anathema entry, which isn't a complete description.
"The Infernal feeds his blood to another organism, granting it up to five points of permanent positive mutations which are exaggerated versions of its normal form, including size. Negative mutations may also be removed. Plants and animals may be effected. If the Infernal is pregnant, the child may be freely "fed" up to once a month. "

The White Wolf Archive has it.

Isidoros, the Black Boar That Twists the Sky - Exalted - White Wolf - White Wolf Publishing
 
So I'll likely be joining an Exalted First Edition game next Saturday, and the most experience I have playing Exalted is a brief 2.5 PbP game here on SV that sputtered out. Is anyone willing to tell me what I should expect, and perhaps the differences between the two editions?
For one combat is vastly different as it uses the WoD one instead of the more Scion inspired one from first edition.
Social stuff is much more handwaving as there is a lack of a system for it. Generally without houserules exelencies are more rare so getting the dice adders is more important and they now act as gateway charms. Combat Monsters can now combine Meele and dodge as a solar to basically make sure that they are never hit , while the other splats are easier to kill as they lack double persistant defences.
In regards to perfects there is a difference to consider for Solars, HGD is aplication trumping, meaning you can parry if you are forbidden from parying, while the dodge one is not allowing you to ignore that. That is why HGD costs willpower, while dodge costs only motes.
Anything in terms of splats or others where I can help?
 
For one combat is vastly different as it uses the WoD one instead of the more Scion inspired one from first edition.
Social stuff is much more handwaving as there is a lack of a system for it. Generally without houserules exelencies are more rare so getting the dice adders is more important and they now act as gateway charms. Combat Monsters can now combine Meele and dodge as a solar to basically make sure that they are never hit , while the other splats are easier to kill as they lack double persistant defences.
In regards to perfects there is a difference to consider for Solars, HGD is aplication trumping, meaning you can parry if you are forbidden from parying, while the dodge one is not allowing you to ignore that. That is why HGD costs willpower, while dodge costs only motes.
Anything in terms of splats or others where I can help?

Thanks for your reply! I'm assuming it's going to be a Solar game because they're kind of the baseline, but we've not met up for chargen yet so I've no idea if other options are available. I do know the GM has said on the Facebook group that their game has been modified to be "more narratively driven and less gear monkey," but it's anyone's guess what that means before I sit down at the table and get an in depth explanation.
 
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