Working my way through the dragonblood charms and I have a question. Would it break the game to remove the "this charm fails if used against a creature with higher essense" stuff?
 
Is there a in setting reason why being dead as a ghost you can much more powerful through effort then if you were a living human?
 
If you come back as a ghost, the shackles of mortality that hold mortals back are gone. Mortals can't access any power stored in the Po anyway, it's like a garbage bag full of emotional crap.
 
Okay, among other criticisms, the whole premise itself is stupid. It assumes that the working makes things "Three times more efficient" or whatever, rather than, "This much more efficient, which is three times more so than how it started." The assumption that you could stack something like that to get 10,000 times more efficient crops isn't really borne out when you don't think of the world as a series of numbers games.

It also assumes your average sorcerer would appreciate being told to spend all his time and mystic energies on crops, when he could be learning new spells, plotting to steal his rivals grimorie, or working on his newest attempt to hypnotize the sultan and marry the princess.

That's what they have peasants for.
 
This tells me that you are entirely unqualified to speak on behalf of the Dragon-Blooded mechanics; you have throughout this thread repeatedly asked questions such as "how powerful would a dragon-blooded be in Worm?", if you are incapable of answering such questions yourself, or indeed performing a basic function of literacy, such as reading a book, you are almost certainly most incapable of speaking with regards to their mechanics and the intricate (and atrociously balanced) meta of Second Edition, both thematically and systematically.
 
If you come back as a ghost, the shackles of mortality that hold mortals back are gone. Mortals can't access any power stored in the Po anyway, it's like a garbage bag full of emotional crap.
Doesn't that kind of validate the various deathlords are correct then if being a ghost really does make you more then you could be as a mortal, thus it is actually a preferred state of existence? It gets kind of ridlouses IMO if you go with the greater dead thing being around 2cd, meaning your average ghost could theroicially be more powerful through more effort then freaking Dragonblooded.
 
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Most people who haven't bought into the ancestor cult thing see death as an insurmountable barrier because they don't want to die.
 
Doesn't that kind of validate the various deathlords are correct then if being a ghost really does make you more then you could be as a mortal, thus it is actually a preferred state of existence? It gets kind of ridlouses IMO if you go with the greater dead thing being around 2cd, meaning your average ghost could theroicially be more powerful through more effort then freaking Dragonblooded.

Not really.

Because being a ghost involves dying, going insane and being subject to a massive massive massive suite of disadvantages.

For one thing theres the whole 'being enslaved to every tom dick and harry necromancer'.
 
That's kind of dumb though, so if you lose half of your soul you get a power up?
Doesn't that kind of validate the various deathlords are correct then if being a ghost really does make you more then you could be as a mortal, thus it is actually a preferred state of existence?
"Power up" in the sense that "you," the ghost, are not actually that former-person, but an inhuman skin of plasmic memory aping the conscious thoughts and passions of that prior being, and that the powers being wielded are actually part of the unnatural environment created by the broken cycle of rebirth that the majority of ghosts are formed by. Thinking the ghost of a person somehow IS that person is a well-meaning fiction in Creation fronted only by ancestor cults, because human beings are social animals and generally like to regard the existing thing in front of them which looks, acts, talks and remembers little details the way Grandma would actually could BE Grandma in some aspect, and appreciate gradual forms of closure so that we don't have to say goodbye so suddenly. This ideology is what the Deathlords want to promote, the idea that You are inseparable from a thing created by you, even if it is missing a few fundamentally important pieces.

A ghost is a particularly tragic form of byproduct creature resulting from soul-division, a tree planted on a grave gathering corpse-mulch, seeping up the magical echo of someone not any particularly different than if you cloned her brain and installed it into a golem powered by death-essence, just more ethereal. Unheroic ghosts are even "born" fixed at the Essence rating the 'donor' died with, as if to emphasize the part where they are simply the static Result of someone's life-efforts, and not some secret Unlocking of Hidden Potential. Any "power growths" attainable by the creature coming out of that usually require tapping into the fundamentally human-hostile aspects of that condition, like being able to twist a corpus like wax into exotic battle-forms without regard for living anatomy, or exposing oneself to horrifying death-wakes of the Neverborn to learn unclean truths about the underpinnings of the void without literally melting the flesh from your body in the attempt, because they simply don't have any.

Sometimes these ghosts are pretty mentally sophisticated or delusional enough that they can genuinely be a convincing present-thinking continuation of the person they believe themselves to be, what with the previous being reduced to metaphysical spare parts and the ghost retaining the only "conscious/aware" pieces left. But the fact the vast majority of ghosts need to regularly remind themselves of that former identity to successfully remain people, or else discorporate back into Lethe or metastasize into something monstrous like a Nephwrack, gives lie to the part of the Deathlord spiel where mortals are "upgrading" by dying, and not simply casting their personalities and goals forwards into a different metaphysical agent which might be better-equipped to capitalize on those goals, assuming the lingering personality doesn't become warped or crazed by either the transition or Underworld environment.

But much like how most domesticated animals have adapted to life around people by becoming more docile and tame, but are still animals at their core, simply because the ghost is the result of a human being's life and soul, carries the motivation, passions, goals and beliefs of that person, doesn't mean there is not something potentially dreadful and dark at the center of a ghost just waiting to lash out. Because its not a mortal person, and never really was.
 
Doesn't that kind of validate the various deathlords are correct then if being a ghost really does make you more then you could be as a mortal, thus it is actually a preferred state of existence? It gets kind of ridlouses IMO if you go with the greater dead thing being around 2cd, meaning your average ghost could theroicially be more powerful through more effort then freaking Dragonblooded.

Assuming you're referring to ES' Greater Dead / Lord of Death stuff, that's not really a concern. Becoming one of the Greater Dead requires you to grab onto some power source that transforms you - and mortals can do the same thing, becoming spirits, wyld-things, and stranger behemoths. Heck, I suspect an exalt could do something similar; the Elder DB merging their Hun and Po into an elemental that bursts out of their mortal form, for instance. The Exalted just generally don't do that, because the narrow power of a spirit isn't worth sacrificing the breadth and depth of the Exaltation - and also, while the thing you become maintains continuity of consciousness with your human self, it is not truly the same person you were.
 
Here are the Moves for Exalted World. I feel like I'm doing something wrong, like there are too many or something. Thoughts?

Impose Will: Roll +Dawn to attempt to beat someone up.

Command: Roll +Dawn to command soldiers or warriors.

Teach: Roll +Dawn to teach martial abilities. Roll +Twilight to teach other subjects.



Awe: Roll +Zenith to awe people.

Seduce: Roll +Zenith to seduce others to your way of thinking, or your bed.

Survive: Roll +Zenith to survive in the wilderness, or to train an animal.



Salvage: Roll +Twilight to make something new out of something old.

Heal the Sick: Roll +Twilight to heal the sick and injured.

Perform Magic: Roll +Twilight to do little bits of magic.

Investigate Hidden Knowledge: Roll +Twilight to investigate hidden knowledge.

Introduce Fact: Roll +Twilight to introduce a new fact to the game.



Sneak: Roll +Night to sneak around and steal.

Notice: Roll +Night to notice hidden things.

Move: To get around in the short-term, roll +Night.



Travel the World: To travel from place to place, roll +Eclipse.

Read Person: To read a person, roll +Eclipse.

Navigate Organization: When you want to navigate a bureaucracy, labyrinthine or otherwise, roll +Eclipse.

Control Organization: To command an organization, roll +Eclipse.
 
Yeah, it would risk making the Dragonblooded more then mooks!

Well, no. The DBs are not mooks. Look, a 2E DB has a dice cap 2 under a Solar and a step 5 PD filter defense. That's threatening enough to be considered a lethal deadly enemy, but the fact that they burn 4 motes per attack or defense and their perfect costs a willpower means that they're a lot less efficient and it takes a few of them to kill a Celestial through attrition.

The "lol this doesn't work against Celestials" effects are mostly just pointless wastes of space. Remove them, because that is what you do to pointless wastes of space.
 
The "lol this doesn't work against Celestials" effects are mostly just pointless wastes of space.

Apart from the hilarious side effect of Revelation of Associates Hunch, which lets you perfectly find out who's a Celestial even if they're using something like Perfect Mirror because the Charm auto-fails against them.

moar like revelation of anathema hunch, amiright?

(but seriously, get rid of those awful riders. Celestials will just have to suck it the fuck up and rely on their own skills and powers rather than getting their opponents nerfed.)
 
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You know the 'don't work against celestials' style effects could potentially be used for a thematic statement... just not on the dragonblooded.

We know that black market/bootleg exalted will apparantly be a thing in 3e (or at least was a plan, they might remove it). Have a group of Sidereals work together on a DB mk2 style design, their own cutrate exalt type that they could openly rule over rather then having to lurk in the shadows and guide. Something Terrestial enough it could build up numbers to potentially overthrow the DB, yet suck when fighting against Sidereals and other Celestial.

Only something something something evolving super weapon and the Bootleg DBs discover that weakness goes away at a certain level of power, and 'overthrow' their greaters.
 
You know the 'don't work against celestials' style effects could potentially be used for a thematic statement... just not on the dragonblooded.

We know that black market/bootleg exalted will apparantly be a thing in 3e (or at least was a plan, they might remove it). Have a group of Sidereals work together on a DB mk2 style design, their own cutrate exalt type that they could openly rule over rather then having to lurk in the shadows and guide. Something Terrestial enough it could build up numbers to potentially overthrow the DB, yet suck when fighting against Sidereals and other Celestial.

Only something something something evolving super weapon and the Bootleg DBs discover that weakness goes away at a certain level of power, and 'overthrow' their greaters.

Doesn't really work though. First, it relies on Sidereals being able to mass produce peers to Dragonblooded, which is already incredibly shaky ground. Second, it's kind of next level terrible for 50% of what Sidereals use the Dragonblooded for i.e. making sure Solars and Lunars get fucked. Third, I'm not even sure if Sidereals would want to rule openly. There's not much benefit for them and they aren't very suited to it.
 
Quintus, the Butcher Prince
Demon of the Second Circle
Reflective Soul of the Street of Golden Lanterns


Boar-faced Quintus cares not for the cries of men nor women nor demons, for his pointed ears cannot hear screams. The air around him smells of offal and blood, flies die in his presence, and boars and sows speak in the tongue of demons. When he first awoke in the gutters of the Street of Golden Lanterns, he looked at the domain of his greater self and saw only meat. Ipythmia's pretenses otherwise disgusted him, and he went out to build a more honest place.

The sight of his abattoir-domain fills the nightmares of those savants who have seen it. The mad green sun beats down upon a place where men and demons alike are herd animals to the talking pigs who staff the killing fields. The rivers run with blood, and the basalt streets are caked in rust. The Demon Sea is even fouler than the norm for all the waste of this place of butchery is thrown into her.

From such slaughter comes the choicest cuts in all the Demon City. Quintus' enterprise provides the greatest markets of Malfeas with their meat. The Butcher Prince knows secret arts of preserving and preparing flesh long-lost to Creation, and though he may seem a brute he is well versed in the mystic properties of demon flesh and the uses to which it may be put. He can prepare meals that will transform men into demons, cure deadly diseases, or impart a neomah with the strength and rage of a blood-ape. Indeed, the sow-faced neomah within his domain have become other than they once were, marching at the head of his armies to gather up the flesh of the slain to cook up new life in great brass pots.

In form, the Butcher Prince is a towering brute. He is twice the height of a man, and so rotund that thin stone protests when he lays foot on it. His crown is stained with rust and he dresses like a common butcher. His features are those of a four-eyed boar, and his tusks are solid gold. Despite his size he is alarmingly quick on his feet, and he handles his man-sized butcher's cleaver of Malfean iron with terrifying skill. In his belt he has an array of tools; meat hooks, saws, filleting knives and other such tools of his trade. His breath reeks to an extent that it can knock men out. Despite all that, he is surprisingly soft-spoken for his bulk and often his servants must strain to hear him over the noise.

Quintus is a demon of gluttony and bloodshed, and so that is what demonologists invoke him for. His bulk and strength is such that he can lift an iron portcullis on his own before butchering everyone inside a castle. Those more interested in occult wisdom summon the Butcher Prince to learn the secrets of demonflesh and the uses it might be put to. Quintus cannot stand the rumbling of his own belly, and takes a level of Limit for each hour that he experiences a penalty from hunger. He can escape from Hell when a butcher is slain and left to hang from his own hook, the corpse swelling into immensity as he possesses it.
 
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