@Imrix but shouldn't things like making deals with the local courts/ offerings to the local spirits be the default?
No, the default is that local spirits extort worship out of nearly helpless mortals and offer very little in return, because most Gods are lazy, selfish jerks who run protection rackets, not equitable arrangements of give and take. Well, unless the Immaculate Order holds sway, then mortal and divine concerns are kept strictly separate by force of the magical kung fu courtesy of crazy bald mortals and occasional elemental superhumans.

Like, check the 3rd ed writeup for the Brides of Ahlat. These are elite warriors of a major Directional war god, and mostly that means that they're the best fighters, given great training and equipment. Their only supernatural boon is that if they sacrifice an entire cow before battle, and pay a point of Willpower, Ahlat grants them a bonus to their dice rolls that shakes out at about 1 extra success per roll. That's not trivial, an extra success can be the difference between glorious victory and dying in the dirt between mortal fighters, but it's not the kind of thing that totally overturns the nature of warfare.
 
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In that case I know what I must do!

@EarthScorpion

I know that you've done a lot of work changing things around so that Exalted actually makes sense as a living breathing world (The triremes vs Junk argument from a while back comes to mind). So I was wondering what warfare is like in kerisgame/your version of exalted? How does the existence of thaumaturgy, dragonblooded dynasties, demons, artifacts etc effect war in creation? How does the return of the solars/ creation of the Infernals and Abyssals effect the way war is waged? How does war in Malfeas and in the abyss differ from war in creation? Etc Etc.

@Imrix but shouldn't things like making deals with the local courts/ offerings to the local spirits be the default? I understand that not everywhere necessarily has access to martial arts, but some of these things seem like should be omnipresent. According to Games of Divinity, outside the Realm's sphere of influence, the various terrestrial gods are basically running rampant and competing for control of creation. Most gods are demanding tribute and obedience from the humans in the area they rule. So any given village should be under the protection of a god, if only so that they can keep providing prayer. So a battle between two villages is really a battle between two villages under the control of a god or elemental or whatever. The Realm obviously doesn't work like this, but they have access to better than bronze age technology, sorcery and dragonblooded. They really shouldn't be fighting like bronze age warriors either.

Now, I will admit I'm still working my way through the books, so I'm probably getting something wrong/missing something. If so please tell me, because I am trying to learn.
First of all, you're asking ES waaay too many questions at once.

Consider that the sheer number of different sources of supernatural might mean they can and will have vastly different effects on warfare in areas where they have supremacy. A Solar training a nation's troops to be Tiger Warriors will dominate in his field, but an island nation with a bargain with a strong local spirit court will have Water Elementals on their side to give their island sanctuary and a massive edge in the naval arena. An Abyssal raising a force of ghosts, zombies and necrotech monstrocities would alter warfare very differently in his area (needing to rely on Shadowlands to move around etc) than a city that has access to a Factory-Cathedral and large stores of the Magical Materials.

As for most of the Treshold being under the "protection of various spirits": most gods or elementals may very well demand tribute from weak or ignorant villagers, but that does not mean they can, or even particularly care for, defending those same villagers when danger comes knocking on their doorstep.

Consider a river god who demands a virgin from a village every year in tribute. When a raiding party arrives and the villagers call for aid, he might make the river impassible to the raiders, or lay some curse on them, or may even materialize and decide to beat their faces in personally. This all depends on the exact powers and personality of the river god. He could also not care because the villagers already gave him a virgin this year in return for him not flooding his village, and if there is'nt a virgin waiting for him next year, he'll just take it out on the village, but he won't actually defend their village.

Actually getting the active assistance of gods or elementals in any reliable fashion is difficult, especially for mortals (gods and elementals are'nt actually obligated to defend anyone, and their actions depend entirely on the personality of the specific god or elemental in question). Courts of them will rarely even notice if this or that village need their assistance, and could very well be appeased by the enemies of those who thought to be under their protection in various ways (for example, in the above example, the raiding party might offer the river god another virgin in return for not blocking their passage, and thus the village gets no protection, or they make some other arrangement with him).


Remember: gods can easily demand worship without actually being able to do much in battle. A god or elemental can demand a mortal population appease it or their harvests will fail due to a curse, but if he materializes to fight a bandit he'll get his shit kicked in from half a dozen mortals with sledgehamemrs.

Various sources of supernatural might are also not compatible: A village can try and get the protection of the ghosts of their ancestors or of a local god, but hardly both at once (as the god will want the prayer they offer their ancestors, and their ancestors will similary want it for themselves).


In short, the source, nature and (reliable or not so much) availability of supernatural might is what dictates what changes from real-life warfare a society needs to adapt to be competitive, and in some cases said changes are simply not viable if a society does not have access to the needed sources of supernatural might.
 
Talisman of Heavenly Enforcement | ChainsawXIV's Exalted | Obsidian Portal

How does one calculate the rating of artifacts that let you use charms?
Banned/5

Artifacts should have unique powers, which might be Charm-like and should cost Essence to fuel, but straight up granting the use of Charms, and Solar Charms at that?

Bad idea.

Also, 4m to gain a trapped spirit to mind control and 1m to replicate Ghost-Eating Technique is just bad design in general.
 
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Essence in, effect out, but customized for the specific role and strength of the Artifact.
So an artifact for an assasin would have effects that render the user invisble, muffles sound, and lets him open up locks?

And one that, say, boosts crafting enables him/ her to craft better as long as essence is spent?
 
So an artifact for an assasin would have effects that render the user invisble, muffles sound, and lets him open up locks?

And one that, say, boosts crafting enables him/ her to craft better as long as essence is spent?
More like, a cloak of shadows blurs and darkens the wearer's outline and allows them to spend essence to render their footsteps inaudible.

Or a blessed hammer imbues all normal armor made with it with increased Hardness and resistance to wear.
 
More like, a cloak of shadows blurs and darkens the wearer's outline and allows them to spend essence to render their footsteps inaudible.

Or a blessed hammer imbues all normal armor made with it with increased Hardness and resistance to wear.
Or a pair of gloves that make all crafting you carry out faster?

I'm still wondering what a toolbelt like that in percy jackson would be like. You know that one? the one Leo has?
 
Snakebite Ring
Snakebite Ring (Artefact 2)
Cost:
2m/dose
Aspect: Solar; Capacity: 4m; Charge: 1m/scene exposed to sunlight

Consider the snake. He rests in the light of the sun, brewing venoms within his fangs. How like the anathema he is. This ring is a broad band of gold, inscribed with a snake-scale pattern, with amber insets. Within the amber is the preserved eye of a snake.

The wearer may spend 2m from this artefact's mote pool and take a miscellaneous action to secrete coral snake venom from it. This may be used to coat the hand a martial artist wears it on for the remainder of the scene, or to poison a drink (a successful Larceny roll may be required to conceal the poisoner's actions). The wearer is immune to the poison of this ring - something often taken advantage of by people who have poisoned a drink. In addition, snakes recognise the wearer of this ring as kin, and will not willingly attack them.

The mote pool of this artefact regains 1m per scene that it is exposed to direct sunlight. Sometimes it seems to slither and writhe out of the corner of the eye.
 
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Deadwind Cutter
Snakebite Ring (Artefact 2)
Cost:
2m/dose
Aspect: Solar; Capacity: 4m; Charge: 1m/scene exposed to sunlight


Now that, is an interesting way to approach artefacts! So if I were to build off of this; assuming that an artefact sword is "merely" a normal sword that can't break due to being made of Magical Materials, this gives me:

Deadwind Cutter (Artefact 3)
Cost:
2m
Aspect: Abyssal; Capacity: 6m; Charge: 1m/human killed with a ritualized sacrifice; a process taking an average of five minutes

In the ichor of fallen titans, was the cold steel of this blackened and blotted blade cooled. The Deadwind Cutter takes the form of a cutlass, old and rusty; it's wickedly curved blade blotted and blackened with some undetermined substance.

In response to an attack, the wielder of Deadwind Cutter may Reflexively spend 3m during Step 5 to parry ranged attacks without a stunt and destroy any successfully parried weapon, as long as such a weapons is entirely non-magical. In the case of blocking an unarmed strike that is not backed by magic, this inflicts a point of lethal damage upon the attacker.

The mote pool of this artifact regains 1m upon the performance of a five-minute long ritual sacrifice of a human being. The blade may seem to bleed slightly upon the touch of water.

EDIT: Do note that the balance of the power is rather off; I was unsure of what to balance it against, so it's probably bad.
 
Not exactly any good for mechanical balancing, and kinda randomly said, but one/two dots artifacts should have personal impact, three Terrestrial sorcery impact, four Celestial sorcery impact, and five Solar sorcery impact. NA is probably the level of impact of multiple Solar Sorcery effects.

The Snakebite ringlet seem to be whoolly in the Two dots range, whilst the Deadwind Cutter seem to me in a weird two/three dots limbo. The effect is wholly personal, and the recharging is kinda pricey, the parry at distance effect is kinda redundant-given that Stunts are plenty, but it is also a strong effect when triggered.

Maybe sacrifying ritually a person can reload the whole Mote cost(Given that a single health level count as a mote for sorcery), and then a bonus to disarm a magical weapon can be added to the main effect?
 
Do modern tools, along with their own power source, count as exotic?
That will depend on what setting you are using.

In the standard Exalted, yes, modern esque tools are exotic and powerful. A power-drill or an auto saw or the like would reduce the amount of time spent drill or cutting immensely compared to what they'd have in bronze or Iron age. Like seriously, try chop down a tree, not even a big tree, with nothing but an ax, see how long it takes, and then go get a decent chain saw.

In Exalted modern, a power drill can literally be bought damn near anywhere and as such would count as a normal tool.
 
That will depend on what setting you are using.

In the standard Exalted, yes, modern esque tools are exotic and powerful. A power-drill or an auto saw or the like would reduce the amount of time spent drill or cutting immensely compared to what they'd have in bronze or Iron age. Like seriously, try chop down a tree, not even a big tree, with nothing but an ax, see how long it takes, and then go get a decent chain saw.

In Exalted modern, a power drill can literally be bought damn near anywhere and as such would count as a normal tool.
This makes me want to make a crossover with bronze age and modern, showing how crafting changes with the times.

But anyway, how much is a artifact that produces a few grams of magical material?
 
But anyway, how much is a artifact that produces a few grams of magical material?
You don't. Stuff like Jade, Orchalicum and Star-Metal are supposed to be rare and difficult to make or obtain. If you want the stuff, you either dig it outta the ground, use the difficult magical processes to uplift more base materials into their magical counterpart (E.g. Gold into Orchalicum) or go to the Wyld and risk all of the crazy shit that is happening there and use Wyld Shaping to refine raw chaos into what you need.
 
I'm not giving, what, eight different answers.

Basically, there is room for artifacts to make making MMs easier, but your ain't getting MM for free. Or for no effort. So an artifact that keeps the mirrors for smelting orchicalm aligned so you don't have to monitor it constantly is valid, but one that does the entire smelting for you isn't.

And one that generates MM out of nothing is stupid design and should be shot.
 
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