Well, they can invent their own supernatural Martial Arts Style and learn its Charms, at least.Now, can they create new Charms? Because that's an entirely different question.
Well, they can invent their own supernatural Martial Arts Style and learn its Charms, at least.Now, can they create new Charms? Because that's an entirely different question.
How does it manifest in-universe? No improvement?
Yes, but it seems like any sapient group with the possibility of enlightening their essence is capable of that.Well, they can invent their own supernatural Martial Arts Style and learn its Charms, at least.
I don't think the mountain folk can.Yes, but it seems like any sapient group with the possibility of enlightening their essence is capable of that.
XP debt is an abstraction/balance point for PCs so they don't drown themselves in 'free' training effects. It's a pressure valve, not a simulationist trait.
I'm a bit fuzzy, but from what I remember it pretty much means that any XP Tiger Warriors earn post-enhancement gets automatically put toward paying off all those dots' worth of Abilities, Attributes, and Charms the Solar uploaded into their souls; until the XP debt is paid in full, they can't spend XP for anything else.
The Mountain Folk are decidedly odd, being what are effectively naturalized Raksha...
I wonder if it's plausible for, say, the great maker to recreate the people of adamant by taking raksha souls and then calcifying them again? And this time, creating an army of alchemical exalts to kick the ass of whatever solars are around.The Mountain Folk are decidedly odd, being what are effectively naturalized Raksha...
As far as I'm concerned, there's an upgrade to TWT that allows you to enlighten your Tiger Warriors as effectively "Ability"-blooded, around a single Ability. And that does the rest of the job. So, for example, if you enlighten an archer around Archery, he gets to be upgraded to an E2-3 demon-tier enlightened mortal who can learn Spirit Charms themed around Archery. Therefore he gets things like "my bow isn't affected by adverse environmental conditions" and "watch me use Principle of Motion to make Archery attacks", etc etc. There's something similar in HAM.
Basically, Infernals make their own demon hierarchies - Solars merely take their mortal followers and upgrade them until they can go toe-to-toe with 1CDs as equals.
(Meanwhile, Dragonblooded Training Charms are Style-based rather than Ability based, so they're notably narrower, and it takes them much more effort to train a mortal into being a face-beating Immaculate monk who's a peer to a demon.)
Giving broad swaths of people access to solar charms permanently at no committed cost is terrible. Spirit charms works, Solar charms do not.
I have a hard time imagining a problem an Essence 6 Solar would fail at that an Essence 1 Solar that just exalted could accomplish, so the entire idea of the Charm seems pretty pointless.
As far as I'm concerned, there's an upgrade to TWT that allows you to enlighten your Tiger Warriors as effectively "Ability"-blooded, around a single Ability. And that does the rest of the job. So, for example, if you enlighten an archer around Archery, he gets to be upgraded to an E2-3 demon-tier enlightened mortal who can learn Spirit Charms themed around Archery. Therefore he gets things like "my bow isn't affected by adverse environmental conditions" and "watch me use Principle of Motion to make Archery attacks", etc etc. There's something similar in HAM.
Basically, Infernals make their own demon hierarchies - Solars merely take their mortal followers and upgrade them until they can go toe-to-toe with 1CDs as equals.
(Meanwhile, Dragonblooded Training Charms are Style-based rather than Ability based, so they're notably narrower, and it takes them much more effort to train a mortal into being a face-beating Immaculate monk who's a peer to a demon.)
Isn't that how 3E does it?Note, this is presuming my Martial Arts hack where Martial Arts are a Background like Artifact rather than a series of Charms
Nope. They're accessed by taking the Martial Artist merit, but each style still has its own associated set of Charms.
It is an extremely small number of people being granted access to a very few Solar Charms.
FMP / LSC let you train students beyond your own rank in an ability. So your scholar's retainers could be duelists or artists or politicians and better than you at it.
Small or not, it's a design precedent which can be taken a bad way. Sure you can't control what players do/abuse outside of your table, but a hallmark of good design is attempting to prevent such abuses clearly and quickly. Basically you want to design with a slippery slope in mind.
One person a season isn't small, it's just slow.It is an extremely small number of people being granted access to a very few Solar Charms.
You have to be really bad at the areas and the situayion incredibly dire for death and a newbie solar to look like a good idea. It's onlu use is really if you have the broken charm that lets you make mini solars, and even then it doesn't seem that useful.FMP / LSC let you train students beyond your own rank in an ability. So your scholar's retainers could be duelists or artists or politicians and better than you at it.
It's not universal, but the spells that have this kind of aesthetic seem to line up well with the "Sorcery should encourage decadent god-king behavior" idea you had, ES, and it's definitely something which could benefit from further analysis by someone with a better knowledge of the system.
They most certainly can, however it is couched behind a degree of investment that doesn't generally work for their circumstances or the things they have directed their broken society around, which means it entails someone exceptional to transgress the boundaries of their "orderly" nature (IE, a player-character).
So they're separated into 'effect' and 'method' then. I've got to admit, I find the analogy of 'journey and destination' there interesting.Mmm. I'm actually kind of turning against that for sorcery, and that's one of the thing that I'm trying to hammer into the Anchor system - the idea that your story comes from the Background you're using, not the raw mechanics.
Because the problem we've seen from "writing quirky spells to tell a story" is that you end up with superfluous mechanics and all that redundancy between sorcery and necromancy. The Labyrinth Circle Necromancy Spell Dead Man's Voice is exactly one of the big things I'm thinking of here, because I want that to just be a Whispers-Anchored or necrotic-essence-fuelled casting of Infallible Messenger. Infernal Sorcery had the right idea, by letting you stunt your spell to your themes. There's no need to write Death of Brass Wasps when you can just make that casting Death of Obsidian Butterflies through the Malfean initiation (or as I see it, casting it using Malfean essence or through your Ally, the Brazen Prince of Wasps, where you call on his hellish children to swam forth). And then you go and cast Death of Ravenous Centipedes through Whispers and you're clearly a very different archetype of spell-caster to the effete clinical user of Death of Obsidian Butterflies, but - crucially - the mechanical work and balance effort to create these differences is minimal.
So, really, I'd prefer to populate sorcery with useful effects, and then force people to overlay a mechanic that's been rigorously tested to be useful to players and serves a specific role with a theme which helps them self-define as a certain kind of sorcerer.
@Shyft, @EarthScorpion - there's something I've noticed about 2E Sorcery and Necromancy that seems like it might be a key design idea, and I'd like your input on it.
Essentially, Exalted seems to be at the top of its game when it builds spells with the question "how can this create an evocative narrative moment?" at the forefront of things.
Take the Labyrinth Circle Necromancy Spell Dead Man's Voice. From a utilitarian standpoint, it's a slightly warped version of Infallible Messenger that lets you turn somebody into a temporary mouthpiece for up to an hour at the cost of probably killing them. From a narrative standpoint, this is what you give the villain so they can intrude upon a war council the PCs have attended, as a lowly courtier suddenly convulses and begins to speak words not his own, eyes bleeding black as the Lord of Dol Guldur's foul Essence withers his soul to dust. Bone Puppet Dance is how you recreate that scene in Stardust where the fell witch sends the fallen prince's corpse against the hero, twisting its limp frame about on strings of necrotic Essence*.
Sorcery has things like Dance of the Smoke Cobras (a.k.a. "Thulsa Doom conjures horrors of the deep earth to keep Conan briefly at bay, that he may flee deeper into the temple to complete the rite of summoning"), or Burning Eyes of the Offender, which is literally there to model the moment where Gandalf shifts aside the veil of his mortality and blazes with the light of the Maiar, sending the orcs that have surrounded him reeling back as the unearthly radiance overwhelms their sense of sight. Flight of Separation is there for when you have the wuxia sorceress erupt into a storm of black-feathered hummingbirds and vanish over the horizon, leaving naught but her mocking laughter.
It's not universal, but the spells that have this kind of aesthetic seem to line up well with the "Sorcery should encourage decadent god-king behavior" idea you had, ES, and it's definitely something which could benefit from further analysis by someone with a better knowledge of the system.
* Except in the Exalted version, he's still alive & either sobbing desperately for help as his bones shift and move against his will or nearly sacrificing himself in a heroic display of willpower, gritting his teeth in defiance even as the force of resisting the spell threatens to flay him alive.