That basic workshop thing was always a terrible idea, though. Retconning in penalties is rarely popular and often ignored.

And I know I've said this before, but the answer to most of Craft's problems is to stop thinking of it primarily as a source of gear.

Some kind of iteration-based mechanic could be cool, but it'd also be easy to screw up. Written poorly, it'd just be extra complexity and a bit of extra in-game time.
 
The Crawling Thing in the Rivers
Lord of Death
Creature of the Well of Oblivion


There is a worm that squirms through the rivers of Death and which speaks with a terrible rotted voice. Its flesh is a bloated coalescence of everything that gets carried down in the currents, swirling with mercury. Half-digested ghosts protrude from its tarry bulk. It has a hundred limbs, each one from someone new, and sometimes it gnaws off one of its limbs and grows a new one, when its sees fit. The Crawling Thing is a creature of impurity at a spiritual and physical level, and its very presence is one of rot and degradation. And it was once human, though such a memory all but forgotten.

Perhaps its story starts with a peasant farmer, back when the Realm was young. He cut himself out in the fields, the wound got infected, and then his arm turned black and he died slowly and painfully. Or perhaps its story starts with the ninth Shogun. Fifty years of deals, countless betrayals and a few well timed deaths, and then she was killed in the bath before a week was up. Ten of them pinned her down and they strangled her and threw her naked corpse into the sewers, denying her even an honest burial. Maybe its story dates back to one of the glorious golden lords of the First Age, and how the woman who loved him turned on him in Hollow and the sickness of the city found a vessel in his ghost.

It doesn't really matter, though. There is very little of the human it once was in there. Carried away in the currents of the lands of the Dead, it spiralled down into the depths and there, just above the ultimate descent, it found the will to survive. It ate the ghosts that were carried in the currents and it ate the prayers from the livings that were carried away. It ate and ate and ate and bloated on the filth and the twisted memories and in time it found the remnants of a dead titan and it feasted on them too, a maggot in the carcass of a world-maker.

This did not sate its hunger. Nothing could fill the bottomless belly of the Thing in the Rivers. But now the rotten mud and tainted mercury of its body contains the trappings of a dead deva of the Third Circle - some say more than one - and it knows well how to use the stinking remnants. A tarnished onyx crown inlaid with emeralds sits upon the Crawling Thing's brow and six mismatched arms wave stone implements of authority. It commands certain nightmares within the Labyrinth still sworn to the dead deva it devoured, and when it beaches itself on a domain they come pouring out of its bottomless gullet. It haunts the rivers of the seeping Well and of the South, pouring its filth into dead domains.

But that is not the sole measure of its threat. Where it goes, ashen trees blossom in the rivers around it and pale flowers grow on the banks. Flies and other plasmic insects buzz around such fetid tumescence. All these things are infused with its nature and its tainted mercury. This accumulates in mad yidak and driven ghosts alike. First they hear its voice. Then they dance and spasm. Then they act to further its will. Finally, the Crawling Thing devours them from the inside out and they become it. Ghosts pray to it for fear it will crawl up the rivers, and it spares them if they offer sacrifices to it. Other ghosts willingly pledge themselves to Lords of Death or Greater Dead if they will protect them from the Crawling Thing and its creeping hunger

The thing in the rivers hears the echoing whispers of the Neverborn. It does not care, but it has heard of the Dead Princes. Many things are washed down in the currents of the Rivers and in its hunger the Crawling Thing consumes memories and rumours. In a secret cove, following the whispers in its dreams, it has constructed a Monstrance from scrap and dead things and decay, half-sunk in a lake of stinking quicksilver. Some whisper that it wishes to devour a Dead Prince. Others say it has already eaten one - and one of the other Deathlords has lost one of their servants. Pity the poor soul who serves the Crawling Thing if that is true.

For it has a plan. It would crawl up to Creation and from there sup on the fruits of life while it shed its flesh into the rivers of death. All those rivers touch would consume it and so it would become them. Veins of mercury would fill the maddened ghosts and they would twitch and dance in the streets before it consumed them utterly. The Thing in the Rivers cares not for Creation - why would it? All things will die in time. And if it had its way, all who enter the Underworld will find only rot and decay and endless rivers of mercury.

There is a shadowland in the southern Inner Sea, a sunken island where sealed pits of plague-dead still await a fool who would unleash them. There, it sends its mind-slaved ghosts to gather power from life for it. These ghosts are poisoned by its presence, and so they are bloated drowned things, laden with silver veins. Other Deathlords know of its plans. Those with Abyssal Exalted servants might send them to take the Thing in the Rivers down - while others might have to reach out to the living to slay such a puissant monster.

Only a few necromancers have called upon the Crawling Thing, for one would have to be insane to take such a risk. Still, with offerings and supplication and a thousand ghosts to feast on it will feign obedience, at least, and then it is a weapon that might sweep away a domain. If called into Creation during Calibration or welcomed through a shadowland on the night of a new moon, it could feast upon a demesne and drain it quite dry, or blight a land with mercury for years to come.
 
Functionally, the point of CNNT is to allow you to to take Craft actions when you normally couldn't, not obviate infrastructure. You're supposed to use it to make infrastructure. It has the speed buff for two reasons- one is to allow you to attempt 'mundane' craft actions in a reasonable timescale, and then to keep it useful later on. In addition, always allowed to use better tools in conjunction with CNNT.

Unfortunately, the text of the 2e charm is too broad, allowing for abusive behaviors. This is why Oadenol's Codex specified that CNNT counted as a basic workshop. (-2 penalty to all magical crafts). Again, on paper, you're supposed to be much more strict about interpreting what can/cannot be CNNT'd freely.
I see it as a great way for a Twilight in an Exalted Modern to start building up their stockpile of explosives/guns/drugs/etc without ending up on a government watchlist.

junji ito i see you there you motherfucker
????
 
Building on my previous posts re: Narrative aggro, a fun thought occurs:

A lot of people decry, not unreasonably, the idea of Tony Stark/Box of Scraps being something Twilights can do. I agree to a point. But, what's more meaningful, and relevant to 'Narrative Aggro', is why Tony had to build his armor in a cave- with a box of scraps.

The why was 'terrorists wanted Jericho Missiles'* . They clearly coveted Stark's apparent genius or ability to design weapons- his craft-ness was why they wanted his expertise.

Take the age of Rocketry here, with Von Braun joining the American space program- or Oppenheimer and Einstein with their various projects. Any sort of 'Attract the skilled or unique person to our side' is in essence a 'Narrative Aggro' concept.

*Background-Betrayal plot aside.

The point I'm trying to make, is that the game of Exalted is based on actions and reactions- and what resolution systems we have are suited for one level of abstraction, but not the other. This sounds obvious I know but, people forget!
 
Take the age of Rocketry here, with Von Braun joining the American space program- or Oppenheimer and Einstein with their various projects. Any sort of 'Attract the skilled or unique person to our side' is in essence a 'Narrative Aggro' concept.

I actually did a solo-game for a friend once, where he played a Twilight, and the entire game was basically just WWII as seen through the lens of Antiquity (and of course not, covering the entire world because Creation is fucking huge), and a lot of the conflict in that game came from the different factions trying to get a young and vulnerable (lol) Unclean Anathema to join up with them and use it's evil spooky demon from before the dawn of time powers to build stuff that would help the war.

I'll tell some more when I have had some sleep.
 
A lot of people decry, not unreasonably, the idea of Tony Stark/Box of Scraps being something Twilights can do. I agree to a point. But, what's more meaningful, and relevant to 'Narrative Aggro', is why Tony had to build his armor in a cave- with a box of scraps.

Except, really, the issue is the "memetic" box of scraps.

Because when it comes down to it, "I can build a crude suit of artefact powered armour which is basically articulated plate with some boosts and some bolted on weapons systems, when I have a lot of Shogunate weapons parts and a crude set of Shogunate tools" is totally in Solar-OK territory. CNNT is the problem because it means Solar Tony Stark isn't using a blowtorch and hammering out his plate and carefully measuring out melted rare earths to forge his hearthstone socket and writing his prayer-algorithms on a horribly inadequate laptop.

But Solar Tony Stark should still need his blowtorch, because if he can't make something hot enough he can't weld plate. He might wind up having to use a Glorious Solar Sabre as a cutting tool, but that's okay - the Sun wouldn't have given you a GSS unless he meant you to use it on stuff, right?

Like, I'm totally down with a Second Age Solar making a steam-powered bronze automaton that has to be fed coal and oil to fuel the fire elemental that's bound into its gut, and thus exists in roughly the 1CD-level of threat. Hell, I want Solars to be doing that. They just need to be slapped when they stop being Archimedes building giant mirrors that focus sunlight into a heat ray that burns wooden ships and deploying steam-powered bronze golems, and start trying to build laser cannons and robots.
 
A lot of people decry, not unreasonably, the idea of Tony Stark/Box of Scraps being something Twilights can do.
Honestly, while I agree with them when you take that out of context, in context it's perfectly reasonable. The problem people have with it is that it removes the character from everything else that's happening, so they basically just hide and make shit. And, as ES mentioned, they tend to ignore material requirements.

The actual thing that happened, though, was that the plot grabbed Tony, shoved him in a cave with a bunch of weapon parts, and put a gun to his head. In the theoretical solo game this would be, the plot is still going, Tony is still interacting with the world, and (importantly, as ES mentioned) he actually had the tools and resources. But Obadiah Stane spawned a meme, and that's what people remember.
 
and start trying to build laser cannons and robots.
I could see Making those, you'd need a wealthy nation's resources though, the brain for the robots alone would need you to capture and enslave something to "refine" into it's mind. and the lasers you'd need several dots in resources simply to get the materials that can channel glorious solar essence at enough density to be used as weapon. and that's without all the knowledge you'd have to accumulate

Definitely outside of the purview of what you'd use CNNT for and depending on the group your Gm might need to have some words with you about what everyone wants out of the game.
 
A lot of people decry, not unreasonably, the idea of Tony Stark/Box of Scraps being something Twilights can do.
Build a crude, lumbering kludge that seems almost pitiable when compared to the heights of glory it was inspired by, and will probably break down and/or explode within an hour of being fired up?

That seems totally within a Twilight's abilities & the general themes of Exalted 2E.

Seriously, the suit he built in that cave, with those scraps, was a giant piece of shit that violently fell apart after less than a half-hour of operation and had maybe 5% of the stuff his later suits did. Sure, it might require a bit more work to create something similar than spending a few weeks undisturbed with a pile of Resources 1 garbage, but I'd think it's fairly reasonable for a Twilight to be allowed to have a bulky, clumsy, rattling deathtrap of slapped-together Essencecraft within a session or two of starting the game.

After all, he'll be spending about half his time praying it doesn't fall apart mid-combat, the other half putting it back together, and what moments can be found between looking for either superior substitute components or a place to start rebuilding from the ground up.
 
Honestly, what happened as far as the thing that was created, is irrelevant to my point. You're all focusing on the minutiae of 'This is what a guy did, he built powered armor.'

My point is, that instead of emphasizing obstacles to crafting as a means of pacing the Crafter- and this applies to the conquering warlord, the great politician, demagogue, whatever- Exalted itself is about narrative aggro and the management thereof.

The craft plot shouldn't be 'I need these rare materials'. The craft plot should be "Hey, I made cheap powered armor, what now?"
 
Like the fully functional missiles Tony took apart to make it?

I suspect some of the people in the thread have not actually seen the movie.

To clarify for them, The "Box Of Scraps" was nothing of the sort. Tony was provided with machinist tools, lower tech but still fairly capable starktech weapons to use as components, and even an assistant, and told to build an advanced missile.
 
So, I've been working on an artifact for one of my players, and I've got the evocations mostly done (except for some likely balance adjustments), but I realized I've been procrastinating on writing the backstory and fluff, so to give myself the ass-kick I apparently need, I'm gonna post what I've got here. This is my first artifact, so fuck my shit up!

Veshenzi, The Jade Tempest

Artifact *** Direlance
Tags: Lethal, Melee, Chopping, Reaching, Two-Handed when on foot.

Not actually a Direlance, given the different tags, but it's what I started from and couldn't think of a properly 'exalted-y' name for the artifact version of a glaive. Direglaive? Grimglaive? I guess aping the pattern when you can't think of something better is what naming conventions are for in the first place...

Anyway, this is a glaive consisting of a blue jade head in a shape suggestive of a wing, and an Orichalcum shaft. My player wanted something wind-based, and when we were brainstorming ideas, he mentioned tornadoes, which led me backwards into the secondary theme of the weapon: excessive and overwhelming force.

Small confession time: half the reason I made this artifact's name a proper noun is that I was having trouble not repeating myself for the last evocation name.

Evocations of Veshenzi, the Jade Tempest:

Attunement bonus: A Solar or Dragon-blooded who attunes to Veshenzi may gain one point of Gale the first time time they make a Chopping attack with it that inflicts at least one point of withering or decisive damage each turn, to a maximum of 5 Gale. Other Exalts who attune to Jade Tempest must pay 1m or 1i to gain Gale in this fashion. Gale fades completely at the end of the scene, and the wielder also loses a point of Gale each time he begins his turn in initiative crash.

Buffeting-Wind Blast
Cost: 2m (+1m/die); Mins: Essence 1; Type: Supplemental
Keywords: Withering-only
Duration: Instant
Prerequisites: none
Even on a successful defense, those on the receiving end of Veshenzi's wrathful winds find themselves off balance and reeling. The Exalt may add a number of dice up to his current Gale to the raw damage of a withering attack. If this attack should miss, the Exalt may spend one point of Gale to roll dice equal to the damage added by this charm. Each success causes the target to lose one point of initiative, but this initiative is not gained by the Exalt.

Guardian-Zephyr Deflection
Cost: 1m per point of Parry or 3m per band of cover; Mins: Essence 1; Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisites: Buffeting-Wind Blast
The winds that stir around Veshenzi's wielder while he fights makes nigh impossible the already daunting task of striking him from afar. When parrying an attack from outside Close range, the Exalt may enhance his Parry at a rate of 1m per point, up to a limit of his current Gale, and subject to the usual dice cap. The Exalt may gain a point of Gale the first time each turn he uses this charm to successfully block an attack from a given source.

Alternatively, the Exalt may spend up to three points of Gale to create a wall of wind that serves as cover against ranged attacks originating from the far side. The wall covers one range band for every three motes spent on this power, to a cap of 9m which raises a wall large enough to cover out to medium range. Each point of Gale spent on this Charm increases the level of cover provided: one point provides light cover, two points gives heavy, and three is considered to give full cover. The cover provided by this wall does not block line of sight, nor does it block movement or attacks at Close range to a target. This wall lasts until the end of the next round.

Shredding Cyclone Slash
Cost: 6m, 1wp; Mins: Essence 2; Type: Simple
Keywords: Decisive-only, Perilous
Duration: Instant
Prerequisites: Guardian-Zephyr Deflection
Striking outwards with hundreds of razor-thin gusts of wind, the Exalt rolls a single decisive attack against all opponents within close range using his current Gale as the base damage for the attack. Before making his attack roll, the Exalt may also allocate a portion of his current initiative to each target to increase the base damage of this attack against that target, but may add no more than five to the base damage against any given target in this way. If the Exalt fails to hit any opponents with this attack, he loses initiative for missing a decisive attack for each character he targeted, but if he strikes at least one opponent, he resets to base as normal. At Gale 3+, this attack affects all opponents within short range instead.

Howling Gale Assault
Cost: 3m; Mins: Essence 2; Type: Simple
Keywords: Decisive-only, Perilous
Duration: Instant
Prerequisites: Shredding Cyclone Slash
The Exalt strikes upward accompanied by a hurricane-torrent of air. This charm creates a special gambit attempt on a single target within close range. The decisive attack roll for this gambit is completed as normal, and its difficulty is 3. If this gambit succeeds, the victim is suspended at short range above the ground in a swirling updraft of wind until the end of the next round. A character suspended in this way is prevented from taking most mundane movement actions, as he lacks contact with any solid surfaces to leverage himself against. Characters may still defend themselves at a -1 Defense penalty, and may take any other action the Storyteller deems valid at a -3 penalty. If a character has some means of propelling himself that doesn't rely on pushing off a surface (such as the Solar charm Eagle Wing Style, or the wings mutation) then they make attempt a special disengage action at a difficulty equal to the amount of Gale Veshenzi's wielder had upon this evocation's activation. Additionally, the Storyteller may allow other characters to attempt this disengage action with the aid of grappling hooks, wire-tethered kunai, or other valid stunt.

Alternately, this evocation may be used on a battle group to disrupt their cohesion. The user must have Gale at least equal to the Size of the battlegroup to be targeted. If the gambit succeeds under these conditions, then the affected battlegroup's Drill is reduced to Poor as their membership is sent scattering by the blast. A successful Rally against difficulty 3 restores one level of Drill to the unit, but otherwise this effect persists until the end of the scene.

Veshenzi's Wrath
Cost: 10m, 5i, 1wp; Mins: Essence 3; Type: Simple
Keywords: Perilous
Duration: Instant
Prerequisites: Howling Gale Assault
This evocation may only be activated when the user has accumulated 5 Gale. Activating this evocation summons a great whirlwind of swirling air currents centered on Veshenzi's wielder, and extending out to medium range from him. This tornado is an environmental hazard with a damage of 5i/round, and is resisted with a difficulty 4 Stamina + Athletics roll by all characters in range except for Veshenzi's bearer. Any character driven into initiative crash by this hazard, or who fails the roll while crashed (even if it wasn't the hazard that crashed them) is picked up by the winds and flung out to the edge of the maelstrom where they land prone and take falling damage as if from medium range. Opposing characters yield a break bonus as usual but the user otherwise gains no initiative from this effect. Prone characters ignore the damaging portion of this hazard, and any character may fall prone in place of their reflexive movement action for the round rather than attempt the hazard roll.

The tornado lasts until the end of the second consecutive round in which Veshenzi's wielder does not either incapacitate a nontrivial adversary, or gain a break bonus. While it lasts, most mundane ranged attacks into, or from within the affected area are rendered impossible, but at the Storyteller's discretion, certain magical effects such as the Solar charm There is No Wind can bypass this effect. For the duration of the hazard, Veshenzi's wielder is considered to have the maximum 5 points of Gale, and no longer must spend them to activate the secondary effects of Veshenzi's other evocations. Once the hazard ends, his Gale stacks reset to zero.

So, some thoughts of mine to start off:

-So, trying to pull off something with 'excessive force' as a theme at Artifact *** was harder than I expected at first (though it probably wouldn't have been such a surprise if I weren't kind of a novice homebrewer), and my solution was to let the evocations be very strong if you jump through the hoops. What I don't know yet is whether those hoops were engaging like I hope, or just a pile of dumb, unfun bullshit. Most of the evocations are capped by the wielder's Gale, and they're pretty unimpressive at low amounts, but at the cap they are very good.

-Speaking of Gale, I know some people here really don't like alternate resource minigames in artifacts but I couldn't really think of anything better using the existing ones that also hit the correct combat pacing. That doesn't mean something better doesn't exist though, so if you've got a killer idea I'm all for streamlining!

-One thing I'm kind of tangentially worried about (though I doubt it'll be a big deal in actual games) is that some of the design space I poked around in with these evocations might be kind of dangerous (as in, use with caution, not actual danger). Buffeting-Wind Blast and Veshenzi's Wrath both completely destroy chunks of initiative. Poof, gone. I remember reading something from one of the devs a while back was that part of the reason that you get the extra 1i just for scoring a hit was some concern of theirs that buildup would take too long and that combat could grind down. With these evocations you'll eventually crash them and then you'll get the break bonus as normal so it shouldn't be a problem but it's still probably something to keep in mind.
 
but then how am I supposed to sit in an isolated cave with no-one around and use my charms
to turn rocks into orichalcum
and rocks into first age tools
and rocks into blueprints and training manuals
and build an army of totally loyal automatons who conquer the world before anyone can react?

if I can't do that then it's not really craft at all is it
See, you are playing the wrong splat.

What you should do, is playing Fair Folks: everything you want to do and more will be possible!

...Then a pesky Exalted will come and break all of your things. Well, serves you right for playing Fair Folks.
PS: @Giygas did you ever post those bureaucracy comments?
I actually half forgot/half Procastinated/half thought it was too late and you didn't need my comments anymore.

Still, will read it and comment... after my mouth stop having an aptha, and my gums stop burning because of it. It is not really conductive to concetration having half of your mouth on fire. Nope.
 
Honestly, what happened as far as the thing that was created, is irrelevant to my point. You're all focusing on the minutiae of 'This is what a guy did, he built powered armor.'

My point is, that instead of emphasizing obstacles to crafting as a means of pacing the Crafter- and this applies to the conquering warlord, the great politician, demagogue, whatever- Exalted itself is about narrative aggro and the management thereof.

The craft plot shouldn't be 'I need these rare materials'. The craft plot should be "Hey, I made cheap powered armor, what now?"
I'm not sure I understand what "narrative aggro" means. Can you unpack that a bit?
 
I'm not sure I understand what "narrative aggro" means. Can you unpack that a bit?
Aggro is MMO term, referring to the numerical likelihood of an enemy targeting you. Aggro can be triggered/increased to varying degrees by a variety of combat activities, such as healing your allies, attacking the enemy, using a taunt power, and so on. "Drawing aggro" means deliberately provoking an enemy into attacking you rather your party members, likely because you are a tank.

Narrative aggro, therefore, refers to provoking an antagonistic response, represented in more abstract, story-level terms than someone literally punching you – such as political consequences, resource shortages, assassination attempts and so on.
 
When @EarthScorpion and I talk about problem alchemy; creating challenges for yourself to get a little control over what kind of challenges they'll be, that would be a form of deliberately drawing narrative aggro.
 
When @EarthScorpion and I talk about problem alchemy; creating challenges for yourself to get a little control over what kind of challenges they'll be, that would be a form of deliberately drawing narrative aggro.

No, not exactly. Problem alchemy is turning your problems into new kinds of problems that you hope will be easier to solve.

For example, say you're being attacked by a moon-sized spaceship controlled by an alien god that hates you and wants to kill you. If you drive one of the components of the spaceship insane and it ascends and becomes a rage-fuelled alien god that hates both you and the first alien god, that's problem alchemy. You haven't actually made your problems any smaller, but you hope they're more soluble.
 
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