The thing to remember about Creation's languages is that they're not Just verbal communication and writing forms, but also a number of universal concepts, practices and attitudes for each Direction backed by various spirits and gods, which either do not change or have not changed in thousands of years because Heaven maintains absolute control of those things. So while one Forest-tongue speaker might have a different regional accent and slang than another, the main differences largely come down to dialect, but generally conveying common concepts ("Sun as overwhelming source of heat" in the South, vs "Sun as snowblinding lantern" in the North) even if the nuances (Sun as Purifying (Chiaroscuro) vs Sun as Sacrificial (Gem)) don't make it, rather than complete shifts in approach to understanding the same subjects.

Where that Does happen, its generally already covered under "barbarian tongues" which players can pretty easily stock up on quicker than they can most "lingua franca" languages like Riverspeak.
 
A question for this thread would it be possible in Exalted to play a character like Doctor Strange or Doctor Fate who's New 52 Version looks very much like a solar Exalted or does that not work with how the game is set up?
 
Like, by the end of @Kylar's 2.5e mixed-splat game? @Fenrir555's Chosen of Endings was so batshit, our enemies thought "we are going to split up and send someone to assault his fortified super-mansion guarded by bound spirits to dig up and destroy his buried prayer strip" actually had better chances of success than attacking him head-on. His character had the soak of heavy artifact armor while unarmored, could stack actual armor on top, and healed from literally any wound within at most a minute.

And that was one of his Charm trees.
And Hajime (@Omicron's multiple SMA using magical boy/only sane man) could still beat him without to much trouble. And Omicron wrote most of his own MAs, so they weren't horrific monstrosities of OP.

High XP Exalted is nuts.

But players getting annoyed and going all into combat was a thing that seriously will happen: they get frustrated at their lacking combat performance and difficulty 'approaching things the Sidereal way' and just load up on MA and combat charms and power through. And it will mostly work, because TN adjusting is fucking bullshit in Exalted, and a combat loaded Sidereal is still scary as hell compared to most of the setting.
I have one who really wants alchemical one who really wants infernal and the rest are undecided. I trust them all to be mature with their picks
I would strongly advise against running multiple splats. Declare what you'll be running, and give them a choice to settle it out between them - but don't go multi-Exalt-type.
Going to echo ES here. I did this, except it was with Celestial level Exalts, because I was very much aware of the power disparity between splats, particularly the Solariods vs everyone else. I have no regrets for running the campaign, save for not being able to keep up with it by the end, but I'm not sure I'd do the multi-splat thing again. Its a lot of GM and player side work, and mixing Solaroids and non-Solariods just isn't a great idea for balance reasons.

If you don't mind me asking (I might have missed it in this thread) what kind of game do you want to run? As a base premise? As an example, The game I ran that Omicron is talking about above was an Ultimates combined with Agents of Shield type deal, through the later wasn't airing yet when I started the game, set in Exalted Modern. Mixed splat play made sense there, and actually played to the games thematics decently- in retrospect, I could have done better there. But what kind of game do you want to run?
 
I have some ideas for an original Yozi...
I actually really like this set-up: you're definitely farther along than I am, and the general aesthetic seems to hold together. I'd actually be tempted to say that you could run this as a version of Qaf that suffered fetich death, or that had his entire soul hierarchy mangled almost beyond recognition when the Exalted Host bent him into a circle. You could use that to help link more strongly with the ideas of perfectionism and a search for self-improvement, keeping the outcome from feeling too much like Szoreny (especially if you dial in on those ideas of self-loathing and chasing after an idealized past self).

Interested in hearing more about my homebrew Yozi?
 
I actually really like this set-up: you're definitely farther along than I am, and the general aesthetic seems to hold together. I'd actually be tempted to say that you could run this as a version of Qaf that suffered fetich death, or that had his entire soul hierarchy mangled almost beyond recognition when the Exalted Host bent him into a circle.

Interested in hearing more about my homebrew Yozi?

It helped that I could draw on aspects of my own personality as inspiration when I came up with him. Using him as a fetich-dead Qaf, maybe. It's an interesting idea, but I'm not sure if I want to replace world-building here when I could add to it instead.

And sure, why not; Do tell.
 
It helped that I could draw on aspects of my own personality as inspiration when I came up with him. Using him as a fetich-dead Qaf, maybe. It's an interesting idea, but I'm not sure if I want to replace world-building here when I could add to it instead.

And sure, why not; Do tell.
My version of The Darkness That Swallows Cities grew out of an idea I had for modeling Yozis' psychology - think of human psychology as being the sum of all Primordials' worldviews, with each individual Primordial only really comprehending their specific segment of the emotional spectrum. Theion provided arrogance and noblesse oblige, Kimbery provided love (and vengefulness), etc.

TDTSC gave us all the idea of "all give, no take" relationships, tribalism and blind fear. He was an empty thing that burrowed into the substrata of Gaea's world-body to "protect" her (convinced that she reciprocated his obsessive dependency), and populated his hollow innards with all manner of strange things that kept almost entirely to themselves - too instilled with their creator's lessons of fear and xenophobia to ever bother Creation's surface. He himself was not so quiescent: the name by which mortals knew him was born of his tendency to "punish" those who "defiled" his beloved Gaea by mining her world-body too carelessly by extending his own emptiness beneath them, leaving all they knew to tumble helplessly into him and be destroyed (and in the process, leaving a far more worrisome blemish on her surface than any mine ever could). In some ways, his mannerisms made him seem a pathetic echo of Theion, and the Primordials' ruler held him with particular contempt, seeing TDTSC as a coward content to hide behind Gaea's skirts and proclaim himself her equal.

When the gods began plotting to subvert their masters' rule, TDTSC would have scarcely cared - if Gaea, long having tired of her world-body's bothersome and nigh-parasitic tenant, had not conveniently excluded him from any terms of amnesty with the Incarnae. He was one of the first to cry for mercy in the Primordial War, the trapped-rat viciousness that passed for his courage crumbling the moment one of his Third Circle souls was burnt from existence by the Solars' radiance.

In other words, he's a clingy "nice guy" to those who he considers equals worthy of respect (currently nobody, considering he's only in the Reclamation in order to avenge himself on Gaea and the dirty, filthy, fucking snake whore that stole her from him I think you get the idea), a paranoid and unrelentingly interventionist overseer to things he considers inferior, but safe (in other words, the various weird things that he made and were brought into exile with him - given his own cowardliness and their generally defensive combat methods, TDTSC actually has a lot of his pre-War mortal creations still with him, since few had any interest in trying to fight a foe that made their creator cry uncle), a twitchy fruitbat moments from either running or pulling a gun when dealing with things he thinks might be dangerous (90% of everything), and a Gollum-like groveler to things that he considers real and present dangers to him (Malfeas, First Age Solars).

A big part of his charmset is built around trying to push you into being either a moody, unstable paranoiac or a xenophobic strongman (feet of clay optional) who rules through a mixture of fear of his own power and promoting the fear of all that is not Of The Tribe. Namely, having several Charms built around being extra-good at dealing with things you fear, in various ways.

Combat Charms? You're either a frenzied spree killer trying to wipe out the things you fear before they can get you, or a bunkered-up wolverine waiting for something to stick its head in your burrow), at the low low cost of heavily encouraging you to flood out your Intimacies with FEAR FEAR FEAR ALWAYS FEAR NOTHING BUT FEAR DROWN IN YOUR FEAR. Likewise, there's a small chain built around managing and building up a 'tribe' of semi-loyal servants - mainly being able to rip off Tiger Warrior Training Technique, at the price of also having to foment xenophobic, fear-mongering Intimacies that will drive your "tribesmen" to either violently lash out or desperately try to fortify themselves against their new object of terror.

Any comments so far?
 
This is caused by a deeper problem I think.

Which is to say, the complete obsession with thematics that some people seem to possess, causing them to write Charms with mechanics based on "this seems right", instead of balancing and comparing them to similar effects. And so, actually functional mechanics are sacrificed on the altar of thematics, instead of leashing the effects to not be absurdly crazy.

"I like Sidereals. Sidereals are cool. I think these fate-twisting powers to dictate destinies are really awesome. I'm going to write lots."
"Mate, you realize you can fire these from orbit and arbitrarily fuck over everyone you don't like? What if this is used by an NPC?"
"THAT WILL NEVER HAPPEN THE GM WILL JUST NOT USE THEM THAT WAY MY CHARMS ARE PERFECTLY BALANCED."

- Every Sidereal homebrew argument. No exceptions.
 
It is kind of weird how Sids keep getting effects that would be broken if they were tactical-range because they have no countermeasures and would be questionable even if they were badtouches and hence perfectable with no range limit, no LOS limit, no targeting restrictions other than knowing the target exists period, isn't it? It's like people actually think unblockable, uncounterable killsat effects are good design space.
 
It is kind of weird how Sids keep getting effects that would be broken if they were tactical-range because they have no countermeasures and would be questionable even if they were badtouches and hence perfectable with no range limit, no LOS limit, no targeting restrictions other than knowing the target exists period, isn't it? It's like people actually think unblockable, uncounterable killsat effects are good design space.

Curse of Sidereal Charms. A person who would never make a Solar Presence charm that arbitrarily fucks with people's minds with no possible defense or counter will happily write a Sidereal Charm that does it from orbit undetectably with no possible defense or counter and not even notice what they just did. This is not a hypothetical, I've sat there and watched people do it.

I blame the original Sidereal Charmset and the intersection of "cast from orbit" with "this entire edition has no resistance mechanisms for anything that isn't physical combat".
 
My version of The Darkness That Swallows Cities grew out of an idea I had for modeling Yozis' psychology - think of human psychology as being the sum of all Primordials' worldviews, with each individual Primordial only really comprehending their specific segment of the emotional spectrum. Theion provided arrogance and noblesse oblige, Kimbery provided love (and vengefulness), etc.

TDTSC gave us all the idea of "all give, no take" relationships, tribalism and blind fear. He was an empty thing that burrowed into the substrata of Gaea's world-body to "protect" her (convinced that she reciprocated his obsessive dependency), and populated his hollow innards with all manner of strange things that kept almost entirely to themselves - too instilled with their creator's lessons of fear and xenophobia to ever bother Creation's surface. He himself was not so quiescent: the name by which mortals knew him was born of his tendency to "punish" those who "defiled" his beloved Gaea by mining her world-body too carelessly by extending his own emptiness beneath them, leaving all they knew to tumble helplessly into him and be destroyed (and in the process, leaving a far more worrisome blemish on her surface than any mine ever could). In some ways, his mannerisms made him seem a pathetic echo of Theion, and the Primordials' ruler held him with particular contempt, seeing TDTSC as a coward content to hide behind Gaea's skirts and proclaim himself her equal.

When the gods began plotting to subvert their masters' rule, TDTSC would have scarcely cared - if Gaea, long having tired of her world-body's bothersome and nigh-parasitic tenant, had not conveniently excluded him from any terms of amnesty with the Incarnae. He was one of the first to cry for mercy in the Primordial War, the trapped-rat viciousness that passed for his courage crumbling the moment one of his Third Circle souls was burnt from existence by the Solars' radiance.

In other words, he's a clingy "nice guy" to those who he considers equals worthy of respect (currently nobody, considering he's only in the Reclamation in order to avenge himself on Gaea and the dirty, filthy, fucking snake whore that stole her from him I think you get the idea), a paranoid and unrelentingly interventionist overseer to things he considers inferior, but safe (in other words, the various weird things that he made and were brought into exile with him - given his own cowardliness and their generally defensive combat methods, TDTSC actually has a lot of his pre-War mortal creations still with him, since few had any interest in trying to fight a foe that made their creator cry uncle), a twitchy fruitbat moments from either running or pulling a gun when dealing with things he thinks might be dangerous (90% of everything), and a Gollum-like groveler to things that he considers real and present dangers to him (Malfeas, First Age Solars).

A big part of his charmset is built around trying to push you into being either a moody, unstable paranoiac or a xenophobic strongman (feet of clay optional) who rules through a mixture of fear of his own power and promoting the fear of all that is not Of The Tribe. Namely, having several Charms built around being extra-good at dealing with things you fear, in various ways.

Combat Charms? You're either a frenzied spree killer trying to wipe out the things you fear before they can get you, or a bunkered-up wolverine waiting for something to stick its head in your burrow), at the low low cost of heavily encouraging you to flood out your Intimacies with FEAR FEAR FEAR ALWAYS FEAR NOTHING BUT FEAR DROWN IN YOUR FEAR. Likewise, there's a small chain built around managing and building up a 'tribe' of semi-loyal servants - mainly being able to rip off Tiger Warrior Training Technique, at the price of also having to foment xenophobic, fear-mongering Intimacies that will drive your "tribesmen" to either violently lash out or desperately try to fortify themselves against their new object of terror.

Any comments so far?
So, Right Wing nuts: Yozi Edition?
 
You are? That's new. What's your argument? Because nothing you've said so far seems even tangentially related to that.

Formulated myself badly there.

You instantly leap to "it'll fail against mundane social influence", which I question, because there is nothing in the Charm text that supports this in any way.

Have you actually read the charm in question? Beyond creating a Gambit to take someone out, they do very different things and have very different costs.

Then let's compare them!

Cost: 3a, 1wp
Mins: Brawl 5, Essence 5
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Ascendant Battle Visage
Fist swirling with molten fury, the Lawgiver punches her enemy in the heart, rips it out of his chest, and offers it up as a prayer to the divine force that flows through her. This Charm is a decisive gambit with a difculty of the target's remaining health levels. If successful, it does exactly enough damage to kill that opponent. The Solar rips her victim's heart out, then she lifts it to the sky. The last thing they see is their heart going up in a gout of flames as the Solar's fst closes around it. When the Solar kills a trivial opponent with this Charm, she gains a point of Willpower and automatically terrifes all other trivial opponents. When she kills a non-trivial opponent with Heart-Eating Fist, she gains no Willpower, but is suffused with a sudden surge of storming transformative anima. As the power of the Unconquered Sun flows through her, she automatically heals (half Essence rounded up) health levels and may reflexively trigger Ascendant Battle Visage or Burning Sky Apocalypse Strike at no cost

Cost: 7m, 7i; Mins: Essence 4
Type: Simple
Keywords: Decisive-only
Duration:
Prerequisite Charms: None
The world is what the pattern spiders make of it; with this technique, the martial artist joins them in this privilege. Once per scene, the martial artist may activate Pattern Spider Touch to make a martial arts gambit against an opponent at close range, with difficulty (target's Essence +2). Pattern Spider Touch can strike dematerialized beings. If successful, she may reshape her victim in almost any fashion. The target may be killed, rendered unconscious, or permanently wiped from existence; they may have any number of natural intimacies (those not protected by some active effect, such as the loyalty of a summoned demon) added or removed at any strength, and she may even transform her victim, adding or stripping away any number of supernatural and innate merits, as well as shuffling attribute and ability dots.
If the victim survives, his permanent Essence rating, Willpower, and any story merits he has will be unaffected. The experience cost of any Charms he has lost access to, due to changes of attribute or ability dots, are refunded. Victims of Pattern Spider Touch who are Exalted cannot be stripped of their Exaltation by means of this charm short of death, either by direct reshaping or by attempting to turn him into something so inhuman his Exaltation departs.
The effect of Pattern Spider Touch are typically permanent, although certain potent magics, such as Destiny-Manifesting Method (Exalted p. 304) may allow the victim a means to restore themselves to their former state.

So, to summarize:

In order to use Heart-Eating Fist, you must already be at the third level of your Anima, while in order to use Pattern Spider Touch, you can easily open the fight with a use of it, without even activating your Anima.

Pattern Spider Touch requires less Essence and less prerequisite Charms.

They are both Simple and Decisive-Only.

I would compare Duration, but Pattern Spider Touch doesn't have one, so I'll assume they're both Instant.

So currently, Pattern Spider Touch is easier to get and easier to use in every way. Let's look at their effects!

Heart-Eating Fist allows you to make a Gambit with a difficulty of (remaining Health Levels), and on a success restore a point of Willpower and terrify all trivial opponents (if done against a trivial opponent), or heal some of your health levels and instantly go super saiyan or be a dick and inflict falling damage on a bunch of nearby enemies. But only if you possess these Charms. Meanwhile, Pattern Spider Touch let's you make a gambit at difficulty (target's Essence + 2) in order to inflict any effect you feel like, including but not limited to: death, unconsciousness, deletion from existence, complete mind-wipe or transformation with very few limits. You are limited by not being able to reshape an Exalt so much that they lose their Exaltation, but you can still kill them.

Okay.

Difficulty 3 instant kill against Difficulty (arbitrary number of Ox-Body health levels) instant kill.

Such a complicated choice.
 
It's a good thing that Miracles has come out in the time between that charm being written and now, because it gives a decent model on how to possibly cost it.

i don't know what else I'd add to balance out the transformative stuff. Maybe there's a limit of (Essenxe) or 3 effect changes it can make?
 
Exalted 3E, page 35

Solar Exaltation is unpredictable, though a few generalizations
can be made. Solars are often men and women
who have already accomplished great things and displayed
excellence in some discipline or other. This isn't universal—
sometimes a Solar is simply a person of enormous
potential who has never had the opportunity to exercise
it, or who is possessed of greatness of spirit. Although it's
rare for cruel blackguards to gain the Unconquered Sun's
blessing, there's little consistency in the morality of those
that are Chosen. Many consider themselves righteous, but
their definitions of righteous behavior vary widely enough
to have brought the Solar Exalted to war in the past—and
will again.


Solar Exaltation usually arrives in a moment of great stress,
danger, pressure, or turmoil. The Solar feels a great rush
of energy suffusing her, and begins to instinctively draw
on her Essence for the first time. Her Caste Mark erupts
on her brow, and her anima banner quickly builds to the
fullness of its radiant splendor—a state in which it will
remain for several hours. Often the Solar finds herself
facing a difficult or insurmountable trial of some sort, and
Exaltation grants her the power necessary to survive or
triumph. Solar Exaltation could bless anyone of sufficient
mettle at any time and station of life—it has uplifted princes
and paupers, children and great-grandfathers, savants and
sell-swords, saints and assassins.
 
Uh...

the reason why I asked was because there was a worm fic where Taylor bought a cauldron vial.

It had a solar exaltation inside.
 
Heck, Heart-Eating fist is basically just a fancy way to say "have enough damage to kill an enemy with double 10s". Because if you can roll successes equal to their health levels - then you would kill them without that charm. Rolling 10 successes to kill someone with 10 remaining HLs takes at least 20 Initiative, which (with double 10s) would give you a decisive attack with 10 damage anyway.
So what you're paying for here is the effective double-10s (which you can gain in other ways), a bypass of emergency damage reduction charms and hardness (you're not technically killed by damage, so charms that reduce decisive damage won't take effect) and mostly the effect from consuming the enemies heart.

And remember, even killing a mortal with this is a difficulty 7 gambit for which you should have 14+ Initiative.
With that 14 Initiative, Pattern-Spider Touch can easily execute a starting Solar (pay 7i, then better than even odds of success with the remaining 7i). Which also bypasses damage reducers, but also Ox-Bodies. And can turn anyone who doesn't have certain Integrity-charms into an ally, can be used without killing anyone (a huge advantage! you don't always want to kill) and generally has more applications.


Again, what I would do with Pattern-Spider Touch would be something like this:
Pattern-Spider Touch
Cost: ???
Type: Simple
Keywords: Decisive-only
Duration: Instant
The Martial Artist may strike at their enemies very fate, poisoning it like one of the Pattern-Spiders that weave the world of the fate might. This is a unarmed decisive attack that deals bashing, lethal or aggravated damage, at her choice. She may also choose not to deal any damage, in this case the effect of this charm is calculated but the enemy does not actually lose any health levels.
A strike at her opponents very being such as this is opposed by their vitality. The effects of this charm vary depending on how many health levels the enemy loses from this attack, and the wound penalty of these health levels:
- If the enemy loses a -0 health level, the martial artist can change their connection to others. For every health level lost by the opponent, she makes one reflexive Instill action that automatically overcomes their resolve. The enemy can spend willpower as normal to resist this, and this can not effect an enemy with no willpower left. She can make reflexive Read Intentions action in place of a Instill action, but this does not bypass the enemies guile.
- If the enemy loses a -1 health level, the martial artist can alter their standing in the world. For every health level lost by the enemy, she can make the enemy lose a dot from a story merit (Allies, Backing, Command, Contacts, Cult, Followers, Influence, Mentor, Retainer, Resources, but not Artifact, Demense, Familiar or Manse). The enemy can spend willpower for each dot they would lose instead. Alternatively, the martial artist can grant background dots to the enemy, but such connections erode at a rate of 1 dot per week (down to their original rating) and the martial artist can not use this effect on herself.
- If the enemy loses a -2 health level, the martial artist can warp their very being. She can inflict the enemy with any disease of her choosing, or with a poison. This poison deals damage equal to her Essence (the damage can be bashing or lethal), can have any interval between minutes and weeks as she chooses, has a penalty of -3 and lasts for as many health levels as her enemy has lost. Alternatively, she can warp her opponents mind or body. This works like a crippling injury (of any severity she chooses), but can also inflict a derangement.
- If the enemy loses a -4 health level, the martial artist can strike at their soul. The enemy loses one willpower per lost health level, which occurs before this charms other effects. If the enemy would lose more willpower than they have, the martial artist can deny them access to one of their charms for each excess point. Each day, the enemy can spend one willpower to regain access to one charm, until they have recovered all their charms. If the enemy runs out of willpower from this effect, the martial artist can still make up to ten instill-actions on the enemy.
- If the enemy loses their incapacitated health level, the martial artist can erase them from existence. The target dies and leaves no body behind, while their belongings are scattered to a nearby location where they may belong (clothe might appear folded in some closet, artifacts will be buried in appropriate tomb etc.). This shattering of fate also ripples through the memories of anyone nearby - the martial artist rolls (Charisma + Presence) with a target number of 4 and (targets Essence) automatic successes. Anyone within extreme range whose Resolve (modified by any Intimacies towards the target) is overcome loses all memories of the target and can not notice any inconsistency this creates in their memories. Anyone who has lost their memory can regain it by spending one willpower per week for (martial artists Essence) weeks.
All of the effects, other than the damage, are treated as curse-effects for the purpose of charms that defend against them.
(Some sort of rule for using this outside of combat, not sure how to do it yet).

Wording needs work, and some of those effects may or may not be too powerful.
One possible change would be to make each effect "for each -0 (-1/-2/-4) health level lost", instead of "for each health level lost. This would weaken each effect quite a bit, possibly too much in some cases.
The charm might also get a limit on uses, maybe just once per scene or something like that. And of course I haven't decided on cost yet.

If you hit with 20 Initiative, you'd be able to inflict 10 automatic instill-actions on the enemy. That's very powerful, enough to make or destroy three defining Intimacies. However, the target can spend Willpower to prevent this as normal. To be safe against complete re-writing, I put a cap on the amount of damage you can do on this effect.
Against a lot of enemies, you'll quickly come into the -1 territory. At that point, you can do more permanent damage, though Exalts will be able to defend against this with curse-resisting charms, and Willpower is still in play.
To get at -2 health levels, you have to do four damage on mortal, and against a Solar with two Ox-Bodies it'd be six damage (Iron Skin Concentration quickly raises this to nine). At that point, you're inflicting a -3 poison penalty or doubling their wound penalties, both of which can be resisted.
To get at -4 health levels, you'd need six damage on a mortal, ten against our Solar (or easily more). This level basically guarantees that previous effects will happen, and of course draining that much willpower is pretty strong on it's own too.
The -incap effect allows a Sidereal to kill someone, even in a dramatic duel, without anyone noticing. Well, anyone but the strongest Exalts that is. It's appropriately scary, but doesn't actually make it easier to kill an enemy.
 
And more importantly, keep in mind that experience gain is tuned so that the game is fun to play.
For a story, experience gain should be tuned so that it makes the story good to read.
In-universe, experience gain isn't anywhere near as rapid as it is for player characters - and given that even Dragonbloods live hundreds of years while some campaigns will barely span a few years, this is very much necessary to keep NPCs from having everything maxed.
 
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