Wrt the 'do mutations breed true' discussion I'd argue that a hardcap of 0 for long-term viability isn't as interesting as a soft-cap.

If your mutations are 0 or fewer points net, barring external forces murdering you because you suck, you're a viable species.

At like, 1-3 points or something, it's going to be like be that you can keep your species viable, but you have to put in some effort. Eugenics and selective breeding, putting babies who don't manifest sufficient traits out to die of exposure, etc. This lets you have superhuman ant-woman Sparta with its horde of myrmidons.

At some greater point total your fertility rate is dangerously low, but you can, with intensive ritual and care, have a stable, if fragile, species. At higher levels that care becomes outright magical in nature-you need Artifacts to actually reproduce and stuff.

And there'd be a cutoff for like, Lobster-Men who have to be one-off engineered supersoldiers who are such incredible paragons of fleshcrafting that they're more like machines made of squishy meat than a new species.
 
The capital of Ayaroi, Draroi, was once a city of the Dragon Kings, though it was abandoned long ago. Some great calamity caused the earth to give way below it, though, and the centre of the city descended into a great pit. However the magical architecture of the ancient lizards meant that the structures survived the collapse intact. It was a city of great domed coliseums and strange lecture halls which were larger than entire villages, and now these sunken hollow places lie scattered through the depths, arranged at strange angles.

>can build buildings that survive falling onto their side into a pit
>still use domes



:p
 
>can build buildings that survive falling onto their side into a pit
>still use domes



:p

look, man

what's a dome like

yeah, the sun

dragon kings be all like 'yo, can i get an unconquered sun body pillow' and the shop is like 'sorry, we only have human versions' and the dragon king is like 'i wish i could be so grossly incandescent' and then goes crazy in rathess and runs around wearing a glowing maggot on their head.

Anyway, the moral of this story is that there's a very good reason the Dragon Kings aren't in charge of Creation any more. And it's all due to a lack of appropriate body pillows. Also, they really like the Sun.
 
Rognthor Homebrew: Adaptive Radiation Bombardment
Attempt at a custom Malfeas Charm. Use's @Revlid 's mutation rules.

Adaptive Radiation Bombardment

Cost
10m, 1wp; Mins: Essense 3; Type: Dramatic

Keywords: Combo-OK, Obvious

Duration: Instant

Prerequisite Charms: Cold Fire Desolation Brand

The Fire of Malfeas burns, but his light changes. Those who bath in his light take on some of his fell essence, and with sufficient saturation begin to take on new forms. The Infernal spends at least 5 hrs during a week savagely assaulting a group who's magnitude is equal to or less than his Essence rating. During these 5 hrs, the Infernal bathe's his targets in Malfean light, causing their wounds to heal with preternatural speed, though at the cost of developing a series of random mutations. By carefully shaping how he wounds his target, as well as more then a little trial and error, the Infernal is able to endow the target with mutations who's total point count does not exceed +8 points as a training effect. Time spent using this Charm always counts as time spent towards building an Intimacy of Terror towards the Infernal, as well as one other as determined by the Story Teller. Suggested second intimacies include hatred if forced upon the target or gratitude if the target asked for this Charm to be used.

Fatalistic Minion Fanatics
Cost: 5-20m, 0-1 wp; Type: Dramatic Action
Duration: Instant
Keywords: Obvious, Shaping
Requirements: Essence 3
Prerequisites: Magnanimous Warning Glyph

The minions of Malfeas work through the pain, because they know it pales in comparison to what their king will do should they fail.

By spending an additional 5 motes when marking someone with Magnanimous Warning Glyph, the infernal may grant them access to By Pain Reforged and Scar Writ Saga Shield. At the end of a scene where the target uses these charms, all damage taken is upgraded by one level, bashing to lethal, lethal to aggravated, the unholy fires of Malfeas poisoning their body from within as it races along their chakras.

If the Infernal knows Fealty-Acknowledging Audience they may choose to spend an additional 1 WP and 20 motes when using that charm to apply the effects of this charm to all who he marks.
 
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@EarthScorpion and @Aleph, I'm trying to hack together a Solar charmset for use with your Kerisgame ability spread and have a couple of questions.
1. Would you recommend keeping some amount of distinction between what used to be Brawl/Martial Arts and Melee in the new Melee, or just building a general use set? Same with Archery and Thrown in the new Ranged?
2. What content in general would you suggest including/excluding when converting over? I know that SotM needs to die in a fire, but what else would be good to cut out in order to keep things reasonable?
 
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If you build a replica of a modern house using ancient materials, it will not be pleasant to live in year-round, unless you're building it in, say, lowland New Zealand or certain parts of California.
I think you just described modern New Zealand housing. (Earthquake survival we're good at ... insulation, being properly waterproof ... not so much)
 
1. Would you recommend keeping some amount of distinction between what used to be Brawl/Martial Arts and Melee in the new Melee, or just building a general use set? Same with Archery and Thrown in the new Ranged?

General use. Speedbumps are bad. The domain of Brawl and Melee is, besides clinches, practically identical, so you can quite happily throw Brawl into a fire, move the clinching charms over into a subtree, buff them to Solar level and be done with it. However, in order to make fighting unarmed at all viable compared to picking up an artifact weapon, I strongly suggest refluffing Glorious Solar Sabre to allow you to pull the Li Mu Bai thing of using a twig as a sword and allowing an alternate prerequisite entry into it which doesn't require Call the Blade. This would allow you to use your bare hands as artifact smashfists/razor claws/etc, solving the stat gap problem.

A more interesting approach would be to just make a generic "Dawn" charm cloud which eliminates the speedbump issue between Melee and Ranged on top, with certain charm effects changing depending on whether you use them with Melee or Ranged, but this requires more work.

2. What content in general would you suggest including/excluding when converting over? I know that SotM needs to die in a fire, but what else would be good to cut out in order to keep things reasonable?

In no particular order:
- E2 Dragon-Blooded RAW is terrible, you'll need Thousand Correct Actions.
- E2 Sidereals RAW is even worse, good luck, don't use Sidereal PCs if at all possible.
- E2 Lunars RAW is not terrible in the sense that it's not a 1E copy paste (fucking Alan Alexander, see the two above dumpster fires), but has all of one and a half functional combat builds.
- E2 Alchemicals RAW is broken if you allow them to use Celestial Martial Arts, strongly suggest removing Celestial Martial Arts from the game or deleting the Perfected Lotus Matrix if you have any.
- Some charms in E2 Abyssals outright force paranoia combat (Owl Seizes Mouse, Ebon Lightning Prana, Soul Cleaving Wound). Nerf these, or give out the paranoia combo components for free.
- Think hard about whether you're going to use 2.5, because it has severe effects on Infernals. If Infernals won't be in your party, it's less troublesome.
- The artifacts chapters in Infernals and Alchemicals have broken stuff.
- Oadenol's Codex is extremely breakable, be aware.
- Graceful Wicked Masques lets you spawn a quintillion fairies off your starting character. Remember this if you ever want to use it. The errata "only" lets you double your horde every year.
 
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'For use with Kerisgame ability spread' implies this is already the case.

Not necessarily, you can theoretically have CMA charm trees keyed off the new "Melee (all close combat)" ability, while disallowing non-Reflexive combos between native and CMA charms. This functionally ends up in the same place that RAW 2E is in if you really desperately want them around. Obviously, I'm going to point out that it's better for everyone if they were all dropped into the Maw of the Void, but he might actually like them.
 
And there'd be a cutoff for like, Lobster-Men who have to be one-off engineered supersoldiers who are such incredible paragons of fleshcrafting that they're more like machines made of squishy meat than a new species.
This makes me think of the leechmen from Penumbra's D&D line - they were originally designed by mages to facilitate the collection of blood for various purposes, draining vital fluid from beggars, peasants, and other lowlies through the lamprey maws in their palms and returning to their master to have the harvested blood pumped out of their bodies and into various containers.

As a result, their anatomy is minimal and rather baffling. No nose, no vocal chords, no mouth aside from the lamprey maws - not much of a digestive system at all, really. The stomachs are just a series of baglike reservoirs for containing the blood they harvest for their owners, and the "mouths" just funnel the blood into the "stomachs". They're practically ageless, but can't reproduce at all outside of being grown in flesh vats with the aid of magic. Very much a "meat machine", complete with programmed desires to serve and a lack of independent initiative.

Alternatively, the thal, which are basically squat, rubbery-skinned manservants that also lack mouths - because they're created to have enough energy to sustain them for five years precisely, and when that time runs out, they just stop, shudder for a moment, and then their skin unzips and they collapse into a pile of organs. Likewise, they can't speak, even to members of their own species, which means as long as they're kept illiterate their masters can trust them not to divulge secrets, even under duress.
 
Right, so, I've been trying to come up with a setting for what I want to do, and I figure I should actually try to get help. @ManusDomine, I figure you'd be somewhat interested in this, but I'm putting it up in general because other people might want to contribute.

On the Monday after next, my roleplaying group's DM is going to be out of town for that week's session. Our campaign has been more social focused, and the characters have been getting along surprisingly well for how our group normally plays, so several of us are interested in a single session of PVP. I want to use this as an opportunity to introduce them to Exalted, and since the entire point is combat without much story behind it, I actually feel fairly confident in my ability to do it as my first time as a Storyteller. Since they don't care really care about the game yet, and know how complicated chargen can be, I offered to set up a situation where there are five chargen (plus Essence 3 without using bonus points) Dragonblooded Immaculate Martial Artists in a free-for-all, who are mechanically identical other than their aspect and style, so they can basically pick directly on which element sounds cooler to them, and the only difference will be the actual supernatural powers derived from that. I'm here to ask for help in refining exactly how things are going to be set up, both with the setting and the characters.

My basic idea is that they are part of an experiment in refining the Sworn Brotherhoods, and that by taking a perfect circle of one of each of the five Aspects and training them to both have the additional Elemental enlightenment the Immaculate styles provide, and to be perfect equals everywhere but their elements, it is possible to make their essences align better, and turn the dice on the spell into autosuccesses if it is cast while they are all fighting each other, as they connect through battle. This is something I will point out to them is explicitly a conceit to make it sensible five relatively young and weak monks will be fighting each other at full lethality, and that both the part where they can't actually kill each other during it and the boost that results from it are not something that genuinely work in the setting.

The general setup would be three fight scenes, if we have time for that much in the five to six hours our session lasts. In the first, they are all in a sparing ring, unarmed and unarmored but with the artifact equipment they still have motes committed to around the edges of it, being supervised by their teachers and the sorcerer who will be binding them. They are told to each activate their form charms and anima power simultaneously to help the coordination, and then let loose on each other as hard as they can in those conditions. Then, once all but one of them has been knocked out (including being 'killed', since the conceit is they can't actually kill each other during this), the last one meditates on the combined power surrounding them all, and they enter a shared dreamscape. Here, they play representations of their lingering mistrust for each other, who are genuinely trying to destroy each other. The dreamscape will be a very simplified 'Creation in miniature', with a hill in the center, sloping down to a lake to the west, a desert to the south, a forest to the east, and a tundra to the north. Each of them will appear where their respective elemental poles would be represented, and the place should be large enough to allow the range of the bow to be an influence, but not large enough that it takes far too long to get to each other. I was thinking a half mile radius, but I keep doubting and wondering if maybe that's too large. There is enough cover everywhere that Stealth can be employed, but also enough clear space that the center, at least, should have a clear line of sight to every other starting point. Also, in order to ensure they can find each other eventually, they can do the Essence roll to locate each other, even though they don't have a Loyalty score yet. After only one of them is left, which can be seen from the outside in their animas, the daiklaive that belonged to Sakuya from Exalted Becoming will be put in the ring, she will manifest in the dreamscape as she was at her moment of Exaltation (played by me), easily kill the last of their distrust, and then the five of them, who are actually them instead of just a part, will turn up in perfect health, as the Loyalty 21 Sworn Brotherhood this was meant to make, and probably win, but with difficulty and maybe some losses. Then they'll wake up, get an explanation of how the introduction of a common adversary helped align their goals even more than just removing their differences, how they have the daiklaive to use, and the session will end.

This will hopefully result in an appreciation of both the Dragonblooded as impressive in their own right, and of how strong the Solars, who they're actually meant to play, are. I'm using Sakuya because I don't trust myself not to build to counter them, and she's a relatively unoptimized build from another source that is used as an example of how powerful starting Solars should be.

As for the base character under the aspect, I am deliberately not giving out free excellencies, so the only way the favored and aspect abilities matter is that they mean I can select MA and Integrity as favored, and put four freebie points into raising them both to five, because the Immaculate Order focuses on Martial Arts both as themselves and as meditation practices, so those should be high. They have a +3 MA specialty in their respective style (which I'm not sure if that's restricted enough, but this is an introduction), and the fourth one is to Immaculate Philosophy in Lore. I set physical Attributes to 4/5/4, using up eight more freebie points, then set Willpower to 10 and spent the last of the eighteen points on raising Temperance to 4. Mental is 3/3/3 and Social 2/3/2, and the rest of the virtues are at two. I put Breeding and Artifact both and 3, and set the artifacts to Signature weapon, Armor, and Hearthstone bracers for those who had rating 2 artifacts for their weapons.

The reason I listed that out is because that's basically fixed, unless someone can convince me otherwise. What I need is help with the details. How should I distribute the rest of their ability and background dots? I was thinking Awareness, Athletics, Connections, Dodge, Mentor, and Stealth all at three, but I'm not sure there, and that still leaves several ability dots anyway. Is the arena a decent size? Do they get any kind of bonus for distance when they attempt to hide, or a bonus to finding one of the others hiding for knowing generally where they are thanks to the oath? I reread Shyft's essay on vision and the one on Stealth, because google did not help at all, but I still don't have any idea if either of those conditions matter. Which houserules should I use? Is there anything obvious that I'm missing? How much did I underestimate the burden of being the Storyteller if I'm having so much trouble with something this simplified? Help?
 
actually try to get help

No comment on the rest, but, something you should note: don't give the Earth guy his signature grand goremaul. If everyone else uses their form weapons, you've got a bow, a pair of short swords, a set of razor claws and some chakrams, mostly on people who don't have any soak because their form charms need to be on. The grand goremaul will turn them to chunky salsa.
 
No comment on the rest, but, something you should note: don't give the Earth guy his signature grand goremaul. If everyone else uses their form weapons, you've got a bow, a pair of short swords, a set of razor claws and some chakrams, mostly on people who don't have any soak because their form charms need to be on. The grand goremaul will turn them to chunky salsa.
Ok, so, I just deliberately went back and looked things up, and the Form Charms, and the Form Keyword, say nothing about not being able to be used in armor. So they do have soak. Even the Air and Fire Aspects have 12 soak, and they're the only ones who have no means of boosting soak in their style. Meanwhile, everyone but the Earth and Wood Aspects have things boosting their DVs to at least 10, and the Grand Goremaul has an Accuracy of +0, meaning it rolls 13 dice, and I'm not giving them Excellencies. Earth's thing is that they can survive the others mainly with their Hardness 15, and somewhat with their soak of 26, letting them try multiple times to hit. They'll need it, and the damage means that that first hit will be a decisive factor if they can get it. Wood has worse DVs, but has a massive range advantage, the only healing ability in the group, and still a soak of 19, so the hit will probably still be at minimum damage if Earth even gets to them.
 
Ok, so, I just deliberately went back and looked things up, and the Form Charms, and the Form Keyword, say nothing about not being able to be used in armor.

Check the introduction text for each style when it mentions what form weapons they can use. If the style can be practised in armour, it will explicitly be mentioned, usually in the same paragraph.

Edit: Upon checking, I seem to have got this wrong (lol 1Eisms), and Air/Fire can be used in armour. This is good. Give them armour. Make sure they're well padded. Ideally you want Body of [Element] Defense as well, but you're probably not getting that with starting character pregens.

Still, I don't recommend giving your Earth Immaculate the grand goremaul, even with armour.

not giving them Excellencies

You probably shouldn't do this if this is meant to be an introduction to Exalted. Excellencies are critical components of how the game actually plays when run without weird restrictions, so if you're trying to make this a combat tutorial / introduction fight, you should probably give your players the basic building block power that they're likely going to be using every single action in combat with actual characters in actual play.

For example, the scenelong accuracy boost from Water Dragon Form or the DV boost from Fire Dragon Form behave very differently in a world without Excellencies compared to a world where everyone can add 8 dice to any roll for 4 motes. If you remove Excellencies, you need to keep in mind that the game was not designed (however poorly it was designed) around having no dice-adders.
 
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Check the introduction text for each style when it mentions what form weapons they can use. If the style can be practised in armour, it will explicitly be mentioned, usually in the same paragraph.
Yes, and every Elemental style says that they can be used in armor. I thought that was a given, as it's one of their main advantages. I thought you meant there was something in the Charm descriptions or in the Form-type keyword that stops it above and beyond the regular Martial Arts description, like how Perfection of Earth Body explicitly cannot be used in armor even though the rest of the style can.

You probably shouldn't do this if this is meant to be an introduction to Exalted. Excellencies are critical components of how the game actually plays when run without weird restrictions, so if you're trying to make this a combat tutorial / introduction fight, you should probably give your players the basic building block power that they're likely going to be using every single action in combat with actual characters in actual play.
Ok. Which abilities? All of them? That seems too much. Aspect and Favored? When I brought up the idea, the other's specifically liked my idea that they're all the same before the elemental changes, which works with Aspect, but not with Favored, because Aspect will overwrite that. Free with other Charm purchases? ...Maybe. That would only be MA, though, which is rough on the two who depend on dodging.

Also, the entire reason I'm using Sakuya as my example Solar opponent is because she's a fairly good build that still isn't too optimized, and by freeing up the two Charms she put into Excellencies, I have to decide which ones to give her that don't put too much into countering the players, but I also can't fill in the weaknesses that she has wide open but can't be exploited by the abilities the players have, because I was planning on using those as how she was taken down, as a lesson on why full Paranoia combat is actually necessary. So what should I do there if I give out free Excellencies? I'm not going to give a general houserule buff to the players but not their opponent, as she's supposed to be better than any of them individually.
 
Yes, and every Elemental style says that they can be used in armor. I thought that was a given, as it's one of their main advantages. I thought you meant there was something in the Charm descriptions or in the Form-type keyword that stops it above and beyond the regular Martial Arts description, like how Perfection of Earth Body explicitly cannot be used in armor even though the rest of the style can.

Yeah, I was thinking of 1E. You're right.

Ok. Which abilities? All of them? That seems too much. Aspect and Favored? When I brought up the idea, the other's specifically liked my idea that they're all the same before the elemental changes, which works with Aspect, but not with Favored, because Aspect will overwrite that. Free with other Charm purchases? ...Maybe. That would only be MA, though, which is rough on the two who depend on dodging.

Martial Arts, Dodge. The rest don't particularly matter. That is where most of their Essence is going to get spent on as Dragon-Blooded, because of how efficient Dragon-Blooded Excellencies are and the sheer impact that having 8 more dice has on your hit probabilities. Look up an Exalted dice probability table if you haven't already, as the GM you need to know it.

Also, the entire reason I'm using Sakuya as my example Solar opponent is because she's a fairly good build that still isn't too optimized, and by freeing up the two Charms she put into Excellencies, I have to decide which ones to give her that don't put too much into countering the players, but I also can't fill in the weaknesses that she has wide open but can't be exploited by the abilities the players have, because I was planning on using those as how she was taken down, as a lesson on why full Paranoia combat is actually necessary. So what should I do there if I give out free Excellencies? I'm not going to give a general houserule buff to the players but not their opponent, as she's supposed to be better than any of them individually.

First: why in the world are you trying to force paranoia combat?

Second: Solar Excellencies cost 1 mote per die added as opposed to 1 mote per 2 dice added for DBs. A Solar isn't going to be using that because it's suicidal, he'll be using Infinite Ability Mastery or he won't be using anything. DB Excellencies are worth using without a scenelong discount (and they must be, because DBs don't have a scenelong discount), Solar Excellencies aren't.

Third: If you want to force paranoia combat, give one of your DBs a Stealth Excellency, have them Re-Establish Surprise and then hit your Solar from stealth with an Excellency-boosted attack with a big weapon. If the Solar doesn't have a surprise negator and a perfect defense in a combo, they'll promptly get fucked.
 
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First: why in the world are you trying to force paranoia combat?
Force? I'm not, I'm acknowledging that I have nowhere near the homebrew skills neccessary to get rid of it, and so going to point out, in something that won't affect the one session I'm planning on, that it is a thing, by having the endboss be a simulation of someone who was chumped for not having it.
(and they must be, because DBs don't have a scenelong discount)
...The Second Excellency does.

...No wait, it's actually permanent and free.
 
Force? I'm not, I'm acknowledging that I have nowhere near the homebrew skills neccessary to get rid of it, and so going to point out, in something that won't affect the one session I'm planning on, that it is a thing, by having the endboss be a simulation of someone who was chumped for not having it.

Or you just tell your players upfront that the game is prone to instant splatter if you don't have specific combat effects and give it out to them for free instead of trying to do it in this roundabout way.

...The Second Excellency does.

...No wait, it's actually permanent and free.

What? No it isn't. It lets you spend motes to buy successes instead of dice.
 
What? No it isn't. It lets you spend motes to buy successes instead of dice.
Yes, that's what the Second Excellency itself does. The Dragonblooded Permanent Discount Charm only applies to the Second Excellency. It reduces the cost to use it by a number of motes equal to the Specialty bonus you're getting on the action, just like how relevant specialties add to the dice cap.
 
Yes, that's what the Second Excellency itself does. The Dragonblooded Permanent Discount Charm only applies to the Second Excellency. It reduces the cost to use it by a number of motes equal to the Specialty bonus you're getting on the action, just like how relevant specialties add to the dice cap.

You do realize the DB Second Excellency is half as efficient as the First (2 motes per success, vs 1 mote for 2 dice, where 2 dice average 1 success), right?
 
...No, I did not. I somehow missed that, and just assumed it had the same efficiency boost as the first. That does still mean one success for free, and a second for one mote, which sounds good at first, but probably isn't worth the two charm purchases.
 
...No, I did not. I somehow missed that, and just assumed it had the same efficiency boost as the first. That does still mean one success for free, and a second for one mote, which sounds good at first, but probably isn't worth the two charm purchases.

Comparatively, the Solar ones are evenly balanced, and the Solar Infinite Ability Mastery charm allows them to commit 20 motes to receive a -10 discount on all Excellency usage for the remainder of the scene. What used to be stupid (eg, spending 10 motes to get 10 dice to parry when you could spend less to perfect parry is idiotic - you can still be hit and you spend more resources) becomes, with this, guaranteed: you have +10 dice on every relevant roll or +5 to your DVs.

This leads into the 2/7 filter, the advanced paranoia combo: against stuff that you're certain can't kill you with a touch or inflict grappled state or whatever, in step 2 try to use your auto-maxed DV to defend for free first, and in step 7 you pop your damage negation effects / perfect soak / etc if you fail to defend for free. DBs can do something like this with Body of [Element] Defense, which fires in step 5 instead of 2, but this is a) more expensive to use than a Solar perfect defense and b) the step 2 defense stage is usually more expensive than the Solar's 0 motes.

Note how this places an incredible pressure on the Solar player to get to Essence 4 so their combat-relevant dice pools jump by a persistent +7.
 
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General use. Speedbumps are bad. The domain of Brawl and Melee is, besides clinches, practically identical, so you can quite happily throw Brawl into a fire, move the clinching charms over into a subtree, buff them to Solar level and be done with it. However, in order to make fighting unarmed at all viable compared to picking up an artifact weapon, I strongly suggest refluffing Glorious Solar Sabre to allow you to pull the Li Mu Bai thing of using a twig as a sword and allowing an alternate prerequisite entry into it which doesn't require Call the Blade. This would allow you to use your bare hands as artifact smashfists/razor claws/etc, solving the stat gap problem.

A more interesting approach would be to just make a generic "Dawn" charm cloud which eliminates the speedbump issue between Melee and Ranged on top, with certain charm effects changing depending on whether you use them with Melee or Ranged, but this requires more work.



In no particular order:
- E2 Dragon-Blooded RAW is terrible, you'll need Thousand Correct Actions.
- E2 Sidereals RAW is even worse, good luck, don't use Sidereal PCs if at all possible.
- E2 Lunars RAW is not terrible in the sense that it's not a 1E copy paste (fucking Alan Alexander, see the two above dumpster fires), but has all of one and a half functional combat builds.
- E2 Alchemicals RAW is broken if you allow them to use Celestial Martial Arts, strongly suggest removing Celestial Martial Arts from the game or deleting the Perfected Lotus Matrix if you have any.
- Some charms in E2 Abyssals outright force paranoia combat (Owl Seizes Mouse, Ebon Lightning Prana, Soul Cleaving Wound). Nerf these, or give out the paranoia combo components for free.
- Think hard about whether you're going to use 2.5, because it has severe effects on Infernals. If Infernals won't be in your party, it's less troublesome.
- The artifacts chapters in Infernals and Alchemicals have broken stuff.
- Oadenol's Codex is extremely breakable, be aware.
- Graceful Wicked Masques lets you spawn a quintillion fairies off your starting character. Remember this if you ever want to use it. The errata "only" lets you double your horde every year.
Thanks for the advice Jon! However, I was looking more Solar-specific things. Like, is the stuff from Glories: UCS or DotFA categorically awful, or just some specific charms? That kind of thing. Also, what about the Ink Monkeys charms?
 
Note how this places an incredible pressure on the Solar player to get to Essence 4 so their combat-relevant dice pools jump by a persistent +7.
Yes, it does. One of my biggest reasons for sticking to a premade character for the Solar antagonist was that I wanted to avoid that specific Charm, because I want her to lose to the finished Brotherhood, but I had serious trouble deciding what I would do when avoiding even that level of optimization.
 
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