By the way, @Dif, with your Alchemical Clarity rewrite, how would you represent that mechanically?

(Unless I missed the mechanics of it somehow)
 
Speaking of, what do people think about giving ghosts a limit-alike track of their own, similar to demons? Something called Lucidity or something, that determines how, well, lucid and aware of their status they are.

A high score means they're relatively well-adjusted with their death, and can act rationally. Medium scores mean that they're somewhat stuck in their former life, perhaps occasionally confusing others with people they knew in their past and forgetting that they're dead now, and a low score means they're continually repeating their former daily routine or the moment of their death without actually knowing that all that is over now. A score of zero makes them fade into one of a hungry ghost, a shade, or a haunt as appropriate.

Being subject to circumstances similar to their life and death forces them to roll to avoid losing Lucidity, and possibly passing into Lethe requires, or is at least made easier by, a high score.
 
Swapping it out for Steel Devil, the worst martial art both mechanically and in flavor, was a mistake.
I'm not fond of Steel Devil, but at least it fills a niche people actually use. Wasting corebook space on what is effectively a joke martial art would be just... well, hardly the worst mistake they made in Ex3, but pretty absurd.
 
Speaking of, what do people think about giving ghosts a limit-alike track of their own, similar to demons? Something called Lucidity or something, that determines how, well, lucid and aware of their status they are.

A high score means they're relatively well-adjusted with their death, and can act rationally. Medium scores mean that they're somewhat stuck in their former life, perhaps occasionally confusing others with people they knew in their past and forgetting that they're dead now, and a low score means they're continually repeating their former daily routine or the moment of their death without actually knowing that all that is over now. A score of zero makes them fade into one of a hungry ghost, a shade, or a haunt as appropriate.

Being subject to circumstances similar to their life and death forces them to roll to avoid losing Lucidity, and possibly passing into Lethe requires, or is at least made easier by, a high score.

Well done for reverse-engineering Humanity, activating those ancestral genes of the Exalted system so it expresses a WoDism. :p
 
Well done for reverse-engineering Humanity, activating those ancestral genes of the Exalted system so it expresses a WoDism. :p

Would you believe me if I told you that I didn't even think of Dark Souls with that? The Undead, among a heap of other things are getting recycled for another write-up I have on the draft board.
Honestly though, what do you think?
 
Would you believe me if I told you that I didn't even think of Dark Souls with that? The Undead, among a heap of other things are getting recycled for another write-up I have on the draft board.
Honestly though, what do you think?
No. The Morality system Vampires use in World of Darkness is called Humanity. What you described is almost exac how it works.
 
Need some charm design help. the Brawl equivalent to Corona of Radiance or edge of morning sunlight.

I know the name and the general inspiration and scope. admittedly draws from my take on Brawl which has scenelength effects, and other events.

Inspirations: Three. Hunter the Reckoning's iconic power which is loved by special effects on tvbudger for implying power and damage, Cleave. Touch something and empower it to the point it hurts everything, even ghosts, burns, and can blow up (though being a solar not as much a feature) the item it overcharges. and From Jojo's Bizarre Adventure Hamon, sunlight, heat and energy, saturates the flesh of the Solar enabling them to flood an opponent they attack delivering sunlight into the body but not as direct or immediate burns. But set up for devastating results, especially for spirits and creatures of darkness. Its superlative and beneficial but surprisingly straightforward just... tricky about. Taiyoken from DBZ aka the Solar Flare, using light for flashbang attacks seems something surprisingly NOT in the social arsenal.
Essence Requirement: 3; being more directly supernatural this is when you aren't training to be Superman or Hercules, fighting with awesome might and strength, but branching out to be more mystical or living supernatural
Duration: Scenelength, this is meant to make Solar boxer's dangerous, particularly enhancing grapple, strike, disarms, or A
Cost: Variable, gambling effects, as I like to call them, need to be more a hallmark of brawl. You can do things but its never as 'safe" or 'reliable' as melee. There's a twist, either a need for a combo, or some indirect thing that's critical.

Name: Glowing Sunstroke Pankration

Okay the idea I'm going with is the solar fire doesn't just warm or illuminates. It radiates, it changes and enters an object, especially as an intense weapon to be wielded by a chosen. But it doesn't directly or immediately burn even as it can't be easily ignored or blocked. Mortals would get sunstroke. Recently turned food in weakened belly puking, getting delirious or blinded,and getting weaker as they are overheated and dehydrated with dry skin, swelling organs and not enough water.

This condition needs to be set up overtime. You can always choose to flashform, where you can range attack everyone that can see your anima, adding their awareness to your accuracy but this is just flashbang, something to dizzy you, you'll be over it. Except for the prep attacks have made it WORSE.

The problem is I'm not sure the full range of effects I want to toss onto this thing.
I know how I want to justify it working, you're putting motes into a person to fill them with energy that might not hurt them immediate, even has benefits (like making a mortal with it heal as an Exalted for the duration they hold it" but poison more adventagous. I know I want it to enable you to punch and hold shadows and shadowy things so dematerialized enemies are valid. And I want the abilitiy to "Flash form" this is when you sacrifice the committmed motes to cause and long bright flash to attack all who can see you but only in the 'eyes' or awareness. If you are holding/touchig its a different story. Likely causing you to immediately suffer physically.
I'm tempted to model it by having the motes committed sink into the flesh of the target's open mote pool (so if spent but not committed) This matters for solid things when it exceeds the stamina and for spirits and so on when it excdeeds their mote score. And again something really good happens if you can touch someone for the number of turns you have motes committed.

Got any ideas how to best model and design this.
 
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By the way, @Dif, with your Alchemical Clarity rewrite, how would you represent that mechanically?


(Unless I missed the mechanics of it somehow)
Nah, never thought to add mechanics yet, but if I had to outline Something off the top of my head, it'd probably be an aspect of Alchemical Charm-structure as well.

Alchemicals wouldn't start with a Clarity track, but a Detachment -> Integration scale, representing how much she feels like a Pilot controlling her Machine rather than a Component along for the ride. The Machine itself gains abilities from the Exemplar-keyworded Charms she has installed, a level of "skill" separate from hers (this would probably be expressed as a stacking set of "Clarity" dice usable in place of her own pool for any Charm with the Exemplar tag, noting how they are an autonomous set of programmed traits). So as kind of a "press your luck" situation, she can freely delegate tasks to the Machine to manage using those Charms as a "freebie" action, like maintaining her balance during a fight through Personal Gravity Manipulation Apparatus, automatically reloading her Repeating Pneumatic Bow, or monitoring her surroundings for an ambush with Interpolative Situational Analysis Processor etc, while she focuses on much more important things.

But, utilizing the Machine this way is treated like handing off the Charm-use/action to a particularly inexpressive, no-frills "make sure this happens" NPC to take care of things, because effectively that's what it is. The player, themselves, is still arranging those actions, but simply playing two characters: the Alchemical, and also a dry and single-one expression of her intentions. Any social or ethical damage control needed from the Machine's actions is the Alchemical's responsibility to handle here, because everyone saw 'her' performing those actions, saying those things, and giving those orders, so it falls to her to find the particular times and situations where the Machine can be optimally beneficial without giving her more work in the end.

However, each use has a cost, pushing her one more step towards Integration. The applications for these Clarity dice/skill become broader as Integration increases, closing off her own traits (like Intimacies) for actions she does personally, eventually capping out at 10 where she can only apply her Specialties, Virtues and non-Exemplar Charms onto the Machine when it acts. This combined with the stacking and "god-stat" potential in Clarity is deliberate design, as eventually she will be tasking the Machine with greater and greater responsibilities with its superior traits anyway, turning her own into essentially a "bonus" onto them, to the point where she may even step aside entirely and defer the Machine to handle its own social fallout, determine its own courses of action, while she observes in the background choosing which battles demand her personal care.

By that time though, the player has ceded most of her "character spotlight" to playing as this secondary element, the Machine autopiloting through everything and controlling the narrative, and any time the Alchemical emerges must now face dealing with its history and reputation with her people than one she has tried actively cultivating herself. The greater the difference between her actions and the status quo the Machine has established as "who this Alchemical is," the more difficult she will find it. The player-as-the-Alchemical chooses how much of herself she wants to invest into the idea of Being a heroic and inspiring figure of her own will, compared to briefly stepping into the role of managing a superpowered automaton working just fine being a bipedal problem-solving tool, if not better and more effective, than she could ever be at fulfilling her goals. Characterization and Personality vs Overwhelming Weight of Getting Shit Accomplished.

At this point there'd be rules for tapping into Eioldon, having a little flashback to core ideals of her soul-history and walking back Integration steps by connecting with them, gradually bringing more of her character sheet back under her Own control, however subject to her not-quite-as-good skills and personal judgements. But this is all pretty squirrelly and rambly and Definitely needs some steamlining and playtesting, so I think you probably get the overall idea of what I'm going for here.
 
I'm not fond of Steel Devil, but at least it fills a niche people actually use. Wasting corebook space on what is effectively a joke martial art would be just... well, hardly the worst mistake they made in Ex3, but pretty absurd.
Yes, we can't be having that sort of silliness in Exalted MAs. Better to stick with sensible, serious styles like the one where you sing people to death or the one about being stoned out of your mind.
 
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Sorry guys another question is a Daiklaves an Artifact Weapon?, does it have different types too like 1 dot Daiklaves or 5 dot Daiklaves?, what is the maximum dot of an Artifact?, what are the effects of a higher dot Artifact? and lastly can you upgrade or combine 1 dot Artifact to become a 2 dot Artifact?
 
Sorry guys another question is a Daiklaves an Artifact Weapon?, does it have different types too like 1 dot Daiklaves or 5 dot Daiklaves?, what is the maximum dot of an Artifact?, what are the effects of a higher dot Artifact? and lastly can you upgrade or combine 1 dot Artifact to become a 2 dot Artifact?

And I thought I was green when I joined this thread...

Yes, Daiklaves are artifact (read: anime-style oversized) swords. The 'dots' are broad assessment ratings of their general power, and generally go from 1-5, with 'N/A' being a seperate category for crazy plot-device level stuff that doesn't fit neatly into the normal scale. As for the upgrades/combinations, the general answer for that sort of thing is 'if you and your ST think it's cool'.
 
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And I thought I was green when I joined this thread...

Yes, Daiklaves are artifact (read: anime-style oversized) swords. The 'dots' are broad assessment ratings of their general power, and generally go from 1-5, with 'N/A' being a seperate category for crazy plot-device level stuff that doesn't fit neatly into the normal scale. As for the upgrades/combinations, the general answer for that sort of thing is 'if you and your ST think it's cool'.
What I wan't is Lore Wise not Game Mechanics, though the answer is still fine
 
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Have you read any of the Exalted core books, Kinunatzs? From the sound of things, you haven't; while we're all perfectly happy to answer questions about the gameline to the best of our ability it behooves you to do a little legwork of your own first. I would advise you do so, or if you have, maybe give 'em a reread.
 
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Have you read any of the Exalted core books, Kinunatzs? From the sound of things, you haven't; while we're all perfectly happy to answer questions about the gameline to the best of our ability it behooves you to do a little legwork of your own first. I would advise you do so, or if you have, maybe give 'em a reread.
Where can I find this Core Books? since All I found are Charm Books
 
That basically describes everything outside of pure rollplay in Exalted. And a sizable chunk of the rollplay, as well.

And every other existing game in the entire world I assume?

Because, being able to modify your game has like been a thing since forever.

Where can I find this Core Books? since All I found are Charm Books

Read this for lore about spirits, gods and demons.

Read this for a good view of the setting.
 
Where can I find this Core Books? since All I found are Charm Books
Heres the Second Edition Corebook: Exalted Second Edition - White Wolf | Exalted Second Edition | DriveThruRPG.com
Use this Edition if you want to use the majority of Exalt types and spirits. However, it has serious problems with game balance, and while parts of the setting are good, there's a lot of bad in it.

Heres the Third Edition Corebook: Exalted 3rd Edition - Onyx Path Publishing | Exalted 3rd Edition | DriveThruRPG.com
Use this edition if you want the most balanced official version of the game. However, it's only one book so far, and the devs have made a lot of controversial decisions that annoy a lot of Exalted fans.
 

Attempting to describe as much of the local consensus and random bits of potentially useful info as I can think of here:

Every edition's rules are broken in their own ways. For 2e, it's paranoia combat. Godbound is viable as an alternative system, but I wouldn't be surprised if there are landmines somewhere there too. Simpler though.

General consensus is that 1e Lunars are just stupid and 2e lunars are incoherent here. So qualitywise it's Terrifying Argent Witches(A rewrite of 2e Lunars), to canon 2e Lunars, to 1e Lunars being the worst. 2e Abyssals is ok. 2e Dragonblooded is terrible but 1e is great. Manual of Exalted Power: Infernals's first two chapters are generally considered noncanon though people think the rest is great. If you're curious about why 2e Infernals is behind Drivethru RPG's adult content filter, the answer is probably those two chapters. 2e Alchemicals are great but kind of walled off from the rest of creation. Sidereal charms were not written with the idea of them being used against PCs in mind.

Kingdom of Halta is a marysuetopia. Lookshy tries to be magitech amerisparta while ignoring the questionable parts of spartan society.

Return of the Scarlet Empress was terrible.

A good chunk of 2e is expanded and repackaged stuff from 1e. Scroll of the Monk is terrible. Oadenol's codex is great if you're looking for magitech sci-fi style exalted.

The miasma from Compass: Malfeas is stupid but the rest is decent. Same with Compass: Autochthon. The design decisions for Compass: Underworld are in poor taste. You don't really need the 2e compass of Terrestrial Directions books if you have Scavenger Sons, they reprint a lot of material.


The canon representation of the Guild is considered implausible.

The four 1e books the developers considered most compatible with 3rd edition are Games of Divinity, Savage Seas, Scavenger Sons, and Creatures of the Wyld.

The books on the fair folk are really weird and hard to work with.
 
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You don't really need the 2e compass of Terrestrial Directions books if you have Scavenger Sons, they reprint a lot of material.

As an aside, I personally found Compass: South valuable because I had a game go through the Lap recently, and on a cursory skimming I didn't see any information on it in Scavenger Sons. Though, I might depower the Last Supplicant a bit if that part became directly relevant to my game (my PC's only engaged with that plot thread indirectly). Large Scale geomantic manipulation functionality is pretty cool, it also having experimental destructive capabilities on par with the Realm Defense Grid is probably overkill (yes, I know what game line this is :V ).
 
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