- Location
- Denmark
- Pronouns
- She/Her
And definitely yours too.
You've probably done more than me tbh.
Eyes-Like-Saucers Atemi
Sisterly Greeting Kiai
Crowned By Bright Colours Technique
Waifish Shrill Ululation
Free-From-Sanguine-Ties Defence
Grapes-or-Melons Evaluation
Sorry noob here, question : is their a limit on how many charms can a exalted can learn/create please explain in Game Mechanics and Lore wise
Speaking as someone who gave the Neverborn distinct names, identities and world-bodies in his old Underworld write-up, I'm of the view that so much as naming the fuckers was a mistake which led down the slow slide of treating them as "Primordials, but even more METAL". They should be formless, shapeless echoes, disembodied memories that still groan with enough power to crack the salt soil of the Underworld as it erupts with the horrid extrusions of the Labyrinth.
Nope. You can keep buying as long as you keep getting more xp.
Care to explain your thinking on this a bit more?
I'm not really seeing a chain of cause and effect going from naming the Neverborn to making them lame. And formless, shapeless echoes don't sound particularly interesting to me. But to be honest I haven't given much thought to the topic, and maybe I'm just missing the reasons for that approach.
No upper-limit, which causes exactly the kind of problems you would have expect it would have when character-math and combat options are bounded only by XP-count. The in-setting justifications is that because Charms are learned techniques and skills, a talented Exalt with enough time to train is a well of unlimited potential power. In execution, this means that any NPC can have conceivably any relevant ability which fits their attitude, abilities and Exalt-type thematics, as broadly-powerful as their Essence can allow for.Sorry noob here, question : is their a limit on how many charms can a exalted can learn/create please explain in Game Mechanics and Lore wise
Nope. You can keep buying as long as you keep getting more xp.
Thanks for the info, also is it possible for an Exalt to go beyond Essence 10 lore wise?No upper-limit, which causes exactly the kind of problems you would have expect it would have when character-math and combat options are bounded only by XP-count. The in-setting justifications is that because Charms are learned techniques and skills, a talented Exalt with enough time to train is a well of unlimited potential power. In execution, this means that any NPC can have conceivably any relevant ability which fits their attitude, abilities and Exalt-type thematics, as broadly-powerful as their Essence can allow for.
Assuming an extremely permissive ST, or someone with all the time in the world to homebrew, its entirely possible to have an Exalt with no canon-Charms from the books whatsoever, for the entirety of the campaign they are part of.
Thanks for the info, also is it possible for an Exalt to go beyond Essence 10 lore wise?
Shame, game mechanic and lore wise is it possible to increase personal and peripheral essence pool without limit?No
Essence 10 is already disgustingly high power of the kind that barely any Exalts ever reach.
It takes thousands of years to reach that high
Shame, game mechanic and lore wise is it possible to increase personal and peripheral essence pool without limit?
So it's possible with custom charm and what's an ST? thanks anywayThe short answer is 'no'.
The longer answer is that in 2e there were charms you could take that gave you some extra peripheral motes, but you were capped by your Essence score. Given that you can create your own custom charms, you technically could create a version without that limit (or gets around it some other way), but if any ST actually lets you get away with that, they're asleep at the wheel.
In Ex3, no charms like that have been published, and it's probably territory better left unexplored for custom charms.
So it's possible with custom charm and what's an ST? thanks anyway
ST = Storyteller; The guy who runs the game at your table (given that 'table' can include chat rooms and forum threads and such these days.).
Hehehe sorry total noob since I only learn about the exalted in fanfics and wiki, is there a book of thisST stands for 'Storyteller', or the person who is running your game. Generally speaking, there is a difference between 'fandom Exalted' and 'At your Table' Exalted. Your Storyteller is going to be a big part of that.
Hehehe sorry total noob since I only learn about the exalted in fanfics and wiki, is there a book of this
A manse is a building or similar structure built atop a magical stretch of land to harness and cultivate its power into tangible things, the most obvious being the Hearthstone, which lies at the center of its innermost chamber. The potency of the manse on the 1-5 dot scale is rated by how much the manse can draw out of the land and local geomancy, in addition to how strong the latent magical effects of the manse and resulting hearthstone become.Sorry if i'm asking too much question but what is this Manse?, what is the effect/benefit of a 5 dot Manse over a 1 dot Manse?, does having a higher Dot Manse affect the creation of this hearthstone?, and what is this hearthstone do?
Ah, right.
Nah, doesn't quite work for what I'm going for with this Quest, I think, but thanks anyways.
How's this been treating you so far, by the way? You've probably made more use of it than me at this point what with my "computer dies, spends two months without updating Quests" issues.The Emperor Protects uses @Omicron's Skill and Aspect system, for example, and bolts charms on as narrative effects on top of that. This gives the character a broad range of basic competency, an easily defined list of sub-areas that he is particularly experienced and good in, and a range of easily understandable supernatural powers to boot.
Oh I see thanksA manse is a building or similar structure built atop a magical stretch of land to harness and cultivate its power into tangible things, the most obvious being the Hearthstone, which lies at the center of its innermost chamber. The potency of the manse on the 1-5 dot scale is rated by how much the manse can draw out of the land and local geomancy, in addition to how strong the latent magical effects of the manse and resulting hearthstone become.
By themselves, hearthstones are magical chunks of crystal or rock, which act as both a connection to the land via the manse as a medium (essentially "plugging" the wielder into the natural geomancy) increasing the regeneration of motes, and can also provide unique abilities and benefits themselves as strong as a low-end Charm while slotted into an artifact with room to store it. Other artifacts take the geomancy connection in place of the user, and instead feeding off it as "fuel" to support one or more of its functions.
How's this been treating you so far, by the way? You've probably made more use of it than me at this point what with my "computer dies, spends two months without updating Quests" issues.
I'm referring to the stuff you're saying in this post and your previous ones. Like, I mention stuff just being linked by a skin, and your response is "Where did I say that? All I'm saying is that the only thing linking them would be a broad, generic thing like death".
Or you focus down on an overly specific example, like the idea that apparently "having melee charms" is a character concept in your mind, and one that your were worried wouldn't be supported for unspecified reasons.
The fact that you want each abyssal to be largely unique in thematics...it's going to be a cluttered mess that's largely unapproachable, or leave quite a lot to the individual tables to homebrew. Not to mention the issues with having multiple players all wanting to play different versions of abyssal. They don't have to be the same, but at the moment your argument seems less about Abyssals as a type of exalted and more for Abyssals to be a generic name for a group of different types of exalted, like using celestials or creation exalted.
Running as an Alchemical is inefficent.
Pretty well! The main issue I've run into is deciding when to make a roll and when to handle things narratively.
Like, dueling a heretical Guardsman and dueling Abaddon the Despoiler seem like they should be distinguished by more than just 'what difficulty are you rolling against'. Currently the latter would involve several rolls, each resolving a 'stage' of the fight, whereas the former might require one successful roll for the PC to emerge victorious.