- Location
- Denmark
- Pronouns
- She/Her
You die.
(and become a ghost, but that's irrelevant. )
If you're an X-blooded, raising your essence to four involves fully becoming whatever that x is. So going from Essence 3 to 4 for a ghost blooded involves dying.
Thank you very much.
If you're an X-blooded, raising your essence to four involves fully becoming whatever that x is. So going from Essence 3 to 4 for a ghost blooded involves dying.
The 1984 cartoon is generally the best source! TRUKK NOT MUNKEY
Auto...The 1984 cartoon is generally the best source! TRUKK NOT MUNKEY
Deft Official's Way
Cost: 5m; Simple (One scene)
Prereqs: Bureaucracy 1
The Lawgiver can sense who to talk to in order to produce results, who expects or is amenable to bribes, which functionaries are actually useful or friendly and which are officious tyrants. Whenever she encounters a rule, law or regulation, she immediately understands both the full text and the spirit in which it is actually enforced (or not). She adds (Bureaucracy) bonus dice to all Read Intentions actions related to understanding bureaucratic obstacles or untangling them. In addition, the Solar reduces the Resistance and Secrecy of the organization by (Essence) for her as long as the charm is active.
Measuring Glance
Cost: 5m; Simple (Instant)
Prereqs: Bureaucracy 2, Deft Official's Way
The Solar makes ([Social or Mental Attribute] + Bureaucracy) Read Intentions actions, spread among any number of individuals, without need for interaction, regarding their most relevant intimacies towards a given organization. If any of these succeed, the Solar also gets the organization's traits, excepting any that are kept secret from the members profiled.
Speed the Wheels
Cost: 8m; Simple (One task)
Prereqs: Bureaucracy 5, Deft Official's Way
By speaking with the right individuals and in just the right way, the Solar sets a bureaucracy's wheels in motion at record speed. While this charm doesn't affect material labor (such as building a road or receiving a shipment), the organization, planning, approval, etc of a single task all occur significantly faster. Reduce the time required by two increments.
Bureau-Rectifying Method
Cost: 10m, 1wp; Supplemental (One investigation)
Prereqs: Bureaucracy 5, Speed the Wheels
This charm supplements the Solar's investigation of an organization. While attending or leading inquiries, reviewing records and interviewing involved parties, the Lawgiver adds (Bureaucracy) automatic successes to Investigation, Socialize, and Bureaucracy rolls. In addition, all members of the organization are treated as having a Minor Tie (trusting respect) towards her.
Enlightened Ministerial Halo
Cost: 4m; Simple (One Week)
Prereqs: Bureaucracy 4, Essence 2, Enigmatic Bureau Understanding The Solar spends a day organizing, researching and otherwise participating in the workings of an organization she does not control. She rolls (Mental Attribute + Bureaucracy), difficulty 4. For the remainder of the week, the organization's leader gains (threshold successes) bonus dice on all Bureaucracy, Investigation, Larceny and War rolls related to running the organization.
Indolent Official Charm
Cost: 5m; Simple (Indefinite)
Prereqs: Bureaucracy 5, Essence 2, Speed the Wheels
This charm is the reverse of Speed the Wheels - with a sidelong glance and a word in the right ears, a single bureaucratic task grinds to halt. While this charm doesn't affect material labor (such as building a road or receiving a shipment), the organization, planning, approval, etc. of a single task all takes one increment longer. This charm may be active multiple times on a single organization for different projects, but doesn't stack for any given request. It may be used in advance of a request, or speculatively - for example, she could stymie "any police investigation into my business". As long as the motes are committed, such an investigation would take much longer to complete.
Lawgiver's Smile
Cost: 4m; Simple (One Day)
Prereqs: Bureaucracy 4, Essence 3, Enlightened Ministerial Halo
The Solar spends 15 minutes walking among her subordinates or comrades. Other members of the organization she belongs to or controls who are present in the scene gain a Minor Principle related to joy, optimism or some similar positive emotion related to a particular aspect of the organization, which fades when the charm ends. Employees are unnaturally enthusiastic about their jobs, and any battle groups they form the majority of have +2 dice on rout checks. This increases Morale by 2 so long as the charm is constantly applied.
Soul-Snaring Pitch
Cost: 5m, 1wp ; Simple (Indefinite) - Mute, Psyche
Prereqs: Bureaucracy 5, Essence 3, Irresistible Salesman Spirit
The Exalt makes a Persuade action to convince a character that a particular thing is his heart's desire. She rolls (Manipulation + Bureaucracy) with (Essence) automatic successes against the target's Resolve. If successful, a character must spend (Solar's Essence) willpower, or develop a Defining Tie (I must have it) towards an object of the Solar's choice as long as the charm remains active. Resisting Soul-Snaring Pitch makes a character immune to the Charm for one week.
Foul Air of Argument Technique
Cost: 8m, 1wp; Simple (Indefinite)
Prereqs: Bureaucracy 5, Essence 3, Indolent Official Charm
Pronouncing words of doom about in front of a large number of organizational members, the Lawgiver makes a ([Charisma or Manipulation] + Bureaucracy) roll against the Resolve of each character leading the project she's doomsaying. For each success threshold success the Solar attains against a particular leader, one of their failures on a roll related to the project will become a Botch.
Taboo-Inflicting Diatribe
Cost: 6m, 1wp ; Simple (Indefinite) - Stackable, Psyche
Prereqs: Bureaucracy 5, Essence 4, Foul Air of Argument Technique
The Solar repeatedly inveighs against a certain action relating to an organization she controls or has major influence within. Members of her organization gain a Major principle against the action unless they spend 1wp. The behaviors must be specific, and related to the organization - she could not inflict "Stealing is wrong," or but she could give members a Principle of "The company coffers are inviolate" or "Embezzlement from clients is a sin." This charm may be applied any number of times to a single organization (but only once for a specific intimacy). The intimacy fades if this charm ends.
With an Essence 5 repurchase, at the end of every month in which a person - member or not - interacts with the organization regularly they roll (Willpower). On a failure, they must spend 1wp or gain the intimacy at Minor strength permanently (it doesn't go away when the charm ends, and is in all ways a normal intimacy). As a rule of thumb for the Storyteller, after a season with this charm active half the populace will have the intimacy, and after a few years virtually all of them will. A particularly accepting or hostile population might speed or slow down the spread.
Order-Conferring Action
Cost: 6m, 1wp; Simple (One Season)
Prereqs: Bureaucracy 5, Essence 5, Taboo-Inflicting Diatribe, Subject-Hailing Ideology
By spending a day advising an organization (including by proxy), the Solar turns it into a bulwark of Creation. The Wyld cannot penetrate further into territories it controls or operates in (though Fair Folk themselves still might), diseases struggle to cross its borders, and Shadowlands encroach upon it more slowly.
IDW comics are a good alternative!The 1984 cartoon is generally the best source! TRUKK NOT MUNKEY
Essence 4 is one of the greats, as ghosts only go up to 5.Honestly though, it isn't a completely bad deal. Sure, you die, but at least you start your underworld life with a fair measure of power.
See, I assumed it was because your average high-roller Celestial god can rock the shit of your average Dynast, considering one of them was previously able to make a good run at exterminating all scholars with precision tornadoes... but also know that if they DO then they're looking down the barrel of multiple Dragonbloods (and possibly Sidereals) coming to exact retribution. From there, the disdain is mostly just "I could totally take you, stupid fucking Collab Exalts not letting me have any fun, grumblefrumblemumble, PASSIVE AGGRESSION EVERYWHERE".the Celestial Gods look down on them because the Solars were simply so amazing that even a mortal matters more than the Dragon-Blooded because hey, they could become a Solar one day!
It was.If the "mortals could be Solars, therefore better than Terrestrials" was actually written, then yeah that's pretty fucking awful and you should be mad.
If the "mortals could be Solars, therefore better than Terrestrials" was actually written, then yeah that's pretty fucking awful and you should be mad.
Has anyone tried to run Exalted in godbound? It seems like it'll do a pretty good job of it
Has anyone tried to run Exalted in godbound? It seems like it'll do a pretty good job of it
What do you mean by different priorities, and what is Dominions?I mean, he basically released a bunch of Exalts with the serial numbers filed off in the full product, so yeah it's meant to be an OSR Exalted. In practice though, the systems have pretty different priorities. I remember someone in /tg/ comparing it to Dominions?
What do you mean by different priorities, and what is Dominions?
Totally false, the reasons for him compiling his soul-hierarchy are not given, but it is more something to do with consolidating himself into a world-shape and maintaining tighter controls over his spiritual hierarchy.tv tropes said he lobotomized himself to better understand humans. Source?
Me too.I would actually really love to see this, mainly to see whether your frustrations are in line with my own.
I would actually really love to see this, mainly to see whether your frustrations are in line with my own.
I'm not sure how entirely comprehensive I'll be on this, but since you asked, I'll try to round up my thoughts a bit.