...Trrruuuueeee yeah and it'd make the parasite motif work better honestly. They're all stealing scraps of life from each other in an effort to keep their heads above the metaphorical/literal waters. Everything takes but nothing makes. Plus there's the constant suggestion of the entire complex sinking down while the blood wells up. And the general sense of filth and decay. Malfeas isn't exactly clean but-

Oh wait no yeah that shits super clean probably there's Stomach Bottle Bugs every fucking where. But it's more Sauron-Esque smoke and ash than sloppy grudge gunk anyway-

-but yeah that mixed in with "bad news you can't have kids but the good news is you can have fucked up plasmic-ghost babies and that's arguably better!" Alongside decking yourself out tastelessly and trashily in the acoutraments of the once-living. Right right that's actually really helpful thank you. >>

(And I can still keep sickboy mosquito vampire dragonblooded which is arguably the most important thing :V)
I actually would say it's a Metagoian demesne. They feed endlessly, they have motifs based more on fetid jungle nastiness than inevitable degeneration/degraded memories/struggling to hold onto the past, their only understanding of fashion is the bald display of what you have eaten, what you have destroyed and made part of yourself. I legit thought this was a case of the All-Hunger Blossom getting its hooks into someone through The Idea That Must Be Sold or one of her subordinate souls - the Elloge reveal prompted a double take to make sure I was reading it correctly.

The insectile beast with a thousand young festering in a hellish swamp is way more Metagaos than Elloge, even if the blood motif you go with for her is definitely there. I'd honestly have guessed that your version of "Elloge at her worst" would be taking her themes of maladaption and delusions to its extremes, so you get a place that seems like a Wyld Zone as imagined by SWLIHN, where the demesne's internal logic reacts viscerally to being challenged. Something a bit like the Boogeyman's realm in Hogfather, where it all runs on a child's understanding of reality and gets twitchy if you start doing "naughty" things or move too far out the bounds of what a child would know - a constructed, false reality held up against Creation like a shield, bursting into blood and sharp bone when somebody starts probing beneath the facade.
 
Unrelated to anchor discussion, but I felt like sharing. This is Maji, Inks's Familiar, based on the Unfamiliar Familiar Rules and now adapting the revlid mutations because I found them recently. This is largely a for-fun thought experiment, and is not indicative of the actual statblock we're using in inksgame. I started with the Great Cat statblock in 2e core, for good or ill. Maji is a 3-dot familiar, and as a Heroic example of a Tiger, he has 4 attribute excellencies, Essence 3, and 3 thematically appropriate spirit charms. After all negative mutations, he cannot have more than [Familiar x3] points of positive mutations.

@Aleph is in most ways responsible for Maji existing conceptually, I'm just the one who wanted him to be big.

Name: Maji
Grandson of a tiger wargod. Gifted to Inks as an impromptu wedding present.
Essence 3; 30/30m; Dicecap: [Essence]
Attribute Excellencies: 1st Dexterity, Strength, Awe, Wits, Charisma
Charms:
  • Smuggle - Maji can spend up to [Familiar] hours per day in Inks's tattoo. The intent of this power was to let Inks carry Maji into secret meetings or past guards. We haven't used it yet because GIANT TIGER is to much fun.
  • Loom-Stride - 4m Reflexive; roll [Wits+Conviction] to appear anywhere within [Essence + Conviction] yards. The spirit cannot move or dash again until their DV refreshes.
  • Subtle Whisper - 5m Supplemental Scenelong; make social attacks with no apparent source; 1wp to resist. Detecting the source is a [Per+Occult] roll at Maji's Temperance.
Negative Mutations: (11 total)
  • No Opposable Thumbs: -6ts. Logically Maji is a Giant Tiger and cannot hold things in his hands.
  • Large Appetite: -3pts. Aleph can weigh in on how much she thinks Maji eats, but I know that he eats more than a regular tiger does, and we figured that tigers eat 10-25lbs of prey per day. At the 3pt level, this means he eats 30-75 pounds per day. I'm actually really okay with this, because it essentially provided the motivation for the opening plot of 'oh god I have to feed this tiger.'
  • Restricted Diet: -2pts. As an obligate carnivore, this is quite logical for a tiger.
Positive Mutations: (25 total)
  • (Fire)Camouflage: 2pts. As a tiger, the stripes make him blend in with his environment. I'm using [Direction] here instead of anything more specific, because the original draft of Maji's mutations used exclusively 2e entries.
  • (Fire) Native: 2pts
  • Natural Weapon: 4pts. As much as I want the full 6pts, I must content myself with only +4 Damage...
  • Expanded Weapon: 2pts ... to teeth claws and clinch statlines...
  • Lethal Attack: 3pts
  • Piercing Attack (Bite): 2pts
  • Night Vision: 2pts
  • Large: 3pts. I'm actually not sure if this is supposed to be 1-3-6 or 1-2-3-4-5-6; Interpreting it as the former, I prefer the 3pt level for the benefits to damage and movement rates. Big Tiger is Big.
  • Superior Soak: 3pts. I'm not sure if this is a typo, so I'm going to assume Revlid meant 3-6 instead of 2-5;
  • Bladeproof: 1pt
  • Natural Armor: 1pt - in the original statblock, I refluffed the 2e Stonebody mutation for Maji's bronze nature. Here, Bladeproof + Natural Armor covers it.
As you can see, I am vastly overbudget, but I was picking mutations with an eye towards representing Maji as a Giant Bronze Tiger, emphasize on Giant, Bronze and Tiger. Perhaps the 'tiger' chunk of mutations should be separated out into their own budget? I'm not sure how to implement that. If i were going even further, I'd play up the sensory adaptations that most predatory animals have over humans. It's worth noting as well that Exalted 2e/Solar Awareness roughly equates Keen [Sense] technique with that of a dog's nose or hawk's eyes, which in a mutation-based system are modeled slightly differently. The point I'm trying to make is that superhuman is common in the natural world, but it's highly specialized.
 
I'd honestly have guessed that your version of "Elloge at her worst" would be taking her themes of maladaption and delusions to its extremes, so you get a place that seems like a Wyld Zone as imagined by SWLIHN, where the demesne's internal logic reacts viscerally to being challenged. Something a bit like the Boogeyman's realm in Hogfather, where it all runs on a child's understanding of reality and gets twitchy if you start doing "naughty" things or move too far out the bounds of what a child would know - a constructed, false reality held up against Creation like a shield, bursting into blood and sharp bone when somebody starts probing beneath the facade.
To expand on this, it's the sort of thing where you have a lonely Dynast, rich in Breeding yet poor in political acumen, tormented from childhood by memories of a bygone era, of being a noble hero who served the Sun himself, and his mind begins to crumble under the stress of the life ordained for him by the Dragons. His dreams of gilded courts and unimaginable splendor consume him, so he discards the ugliness of the world that is for the rose-tinted memories of that past life, creating a complex web of theories and stories to try and connect that past kingdom with the one he lives in - because it's coming back, it's all coming back, it has to come back. He can't be alone, there must be other reborn knights waiting to gather and rekindle the old days of glory, he just has to find them and show them the way.

Other Dragonbloods of the Realm happily buy into his madness, either so they can bilk him for all he's worth or because they're desperate enough to believe - cowards who wish themselves brave, mortal offshoots of the Houses who convince themselves they must have been Dragonblooded squires or barons in the Dynast's fables, marching across Creation at the bidding of the Unconquered Sun. The Dynast himself lives swathed in a grand illusion of his own making, drawing blueprints for estates to beggar the Scarlet Manse and heraldry for his imagined fellows to bear when the Second Coming arrives. He leaves his chambers only to hold court with his followers, trying to help them figure out where their past selves fit in the myth he's crafted, refusing to acknowledge anything that doesn't line up with his inner world of splendid courts and knightly honor.

It all goes foul, of course - so much focus on a story of Princes of the Earth serving a mythical sun-king draws Immaculates like flies to shit, and his coffers can't possibly sustain the sort of deranged grandiosity that the Dynast lavishes upon his holdings and his "boon companions". So he sinks further into the fantasy, until by the time a Demon Prince of Elloge comes before him and offers him aid, he doesn't even know he's casting himself into damnation - the offer of akumadom twisted by his fevered brain into some sacred vision that the time has come to act.

The crumbling court is brought to order, the rats who thought to flee this sinking ship brought before him and "reminded" of their "glorious pasts". Taxmen come to claim his remaining wealth, and he "reminds" them, too. The stones of his family's manse twist and warp without any notice from its inhabitants, fading into a Rococo edifice compiled from its master's imaginings, and shining levies march forth to seize the manses of his neighbors and fashion them into castles for his fellow knights, to make them into an extension of this fairy kingdom made life. Meanwhile, the blood and tears shed in the name of his vision only serve to consecrate the land further as Elloge's dominion, and the pain and fears of the Swan Knight (Dynast no more) bubble and fester behind the bright eggshell canopy he's drawn about himself; when the Wyld Hunt gives the lie to his "invincible army", his beauteous armor bursts apart in a shower of ink and blood, and what's left of the man beneath falls upon them in hideous fury, screaming in agony at the sick, sad world they've dared remind him of.
 
@EarthScorpion , I like the idea of anchors, but I'm still not clear on a few things. You've referred to anchors and spells as being similar to Alchemical charms and charm slots, but you and @Shyft have both referred to anchoring multiple spells to the same (artifact weapon) anchor. Is the number of spells you can anchor on a background related to its rating?

My largest concern is with Lineage. If you can anchor multiple spells to it, its only purpose is to anchor spells, and it can't be taken away, a sorcerer could say anchor a lot of their instantaneous combat spells to Lineage and not worry about others messing with their ability to cast spells. This seems against the intent of forcing sorcerers to to engage with the world, as it becomes optimal to engage with the part that gives untouchable backgrounds. It also seems contrary to giving younger PCs a way to weaken Elders.
 
@EarthScorpion , I like the idea of anchors, but I'm still not clear on a few things. You've referred to anchors and spells as being similar to Alchemical charms and charm slots, but you and @Shyft have both referred to anchoring multiple spells to the same (artifact weapon) anchor. Is the number of spells you can anchor on a background related to its rating?

At a basic level, you shouldn't be able to enjoy the benefits of the background while it's committed, unless there's a really strong thematic reason, and you can never anchor two spells in a single background (except for Whispers). The image of a sorcerer getting to hunt alongside their familiar should be enabled and it's strong enough to be an exception, but it's also a bad precedent if overgeneralised.
 
You've referred to anchors and spells as being similar to Alchemical charms and charm slots, but you and @Shyft have both referred to anchoring multiple spells to the same (artifact weapon) anchor. Is the number of spells you can anchor on a background related to its rating?
What you're missing is that you can only use a single anchor to cast a single spell at a time, and the multiple spells on the weapon is the spells designed to work using that specific artifact as an Anchor, rather than those on it simultaneously.

To put it another way, the anchor is a charm slot dedicated to four or five spells, only one of which can be used at a time, but which can be swapped reflexively once the previous one ends.
 
@EarthScorpion , I like the idea of anchors, but I'm still not clear on a few things. You've referred to anchors and spells as being similar to Alchemical charms and charm slots, but you and @Shyft have both referred to anchoring multiple spells to the same (artifact weapon) anchor. Is the number of spells you can anchor on a background related to its rating?

My largest concern is with Lineage. If you can anchor multiple spells to it, its only purpose is to anchor spells, and it can't be taken away, a sorcerer could say anchor a lot of their instantaneous combat spells to Lineage and not worry about others messing with their ability to cast spells. This seems against the intent of forcing sorcerers to to engage with the world, as it becomes optimal to engage with the part that gives untouchable backgrounds. It also seems contrary to giving younger PCs a way to weaken Elders.

Damage dealing sorcery isn't good in anti-Exalt roles. It's an artillery barrage in a war action movie, which is to say, it kills the mooks around the main characters, but only gives them minor grazes and hardens their resolve to take you down. It's got suboptimal dice pools, can't be used with excellencies, and the damage isn't great - and on top of that, it takes you out of combat and leaves you vulnerable. It's great at scything through foot soldiers, but Exalts can no-sell it for less than it costs to cast the spell in the first place.

The good anti-Exalt sorcery things are things like Wood Dragon's Claw and Invulnerable Skin of Brass, and those are sustained effects that boost your native talents. And that means, yes, you can declare that one of these effects is something you can always cast - but you can only have one active at a time.

On the other hand, the large-scale strategic effects that an elder would want - the force field around his capital city, the fuck-off huge dragon statue he's animated that's as dangerous as a Second Circle but 100% loyal to him and is exactly what he wanted to be, the spell that tells him when anyone in his lands speaks his name with ill intent... those are things he can't all tie to Lineage. At most, he can tie one of them to it - and then he can't have any spells that he can always cast.

After all, an enemy sorcerer pushed to the limits is still meant to be a dangerous opponent. Just because you've broken his manses doesn't make him not a very dangerous opponent. But those big effects, the ones he's put years into, the things that PCs can't do in normal play timescales in most games - one of the purpose of Anchors is to say "there has to be something about this you can break to make it stop working". And that makes a story from things.
 
Seems like, if you want someone to be super-dangerous even when he's lost all of his allies and is Sauron fighting the armies of middle earth single-handedly, you'd get, you know, Charms. Not Sorcery.
 
On the other hand, the large-scale strategic effects that an elder would want - the force field around his capital city, the fuck-off huge dragon statue he's animated that's as dangerous as a Second Circle but 100% loyal to him and is exactly what he wanted to be, the spell that tells him when anyone in his lands speaks his name with ill intent... those are things he can't all tie to Lineage. At most, he can tie one of them to it - and then he can't have any spells that he can always cast.
...Why would these be Sorcery? These seem like Manse and hearthstone powers to me.
 
Seems like, if you want someone to be super-dangerous even when he's lost all of his allies and is Sauron fighting the armies of middle earth single-handedly, you'd get, you know, Charms. Not Sorcery.

And where, exactly, did I say that I wanted them to be super-dangerous?

But a sorcerer should still be able to turn into a giant snake, when pushed into a corner. So your players can fight a sorcerer who's turned themselves into a giant snake.

...Why would these be Sorcery? These seem like Manse and hearthstone powers to me.

Why would "I make a 2CD-level golem combatant shaped like a giant dragon" or "If anyone speaks my name in my kingdom wit ill intent I'll know about it" be a manse or hearthstone power? And while a manse might have a forcefield, are you going to argue that mighty sorcerers shouldn't have a way to put a forcefield around their citadel walls so the rocks and boulders of the Second Age can't scratch them and so the heroes need to find a way to bring down the magic so they can launch an attack?
 
And where, exactly, did I say that I wanted them to be super-dangerous?

But a sorcerer should still be able to turn into a giant snake, when pushed into a corner. So your players can fight a sorcerer who's turned themselves into a giant snake.



Why would "I make a 2CD-level golem combatant shaped like a giant dragon" or "If anyone speaks my name in my kingdom wit ill intent I'll know about it" be a manse or hearthstone power? And while a manse might have a forcefield, are you going to argue that mighty sorcerers shouldn't have a way to put a forcefield around their citadel walls so the rocks and boulders of the Second Age can't scratch them and so the heroes need to find a way to bring down the magic so they can launch an attack?

First, I wasn't even talking to you? By which I mean I wasn't addressing your post specifically. I was talking about, "Anchor all the instant combat spells to Lineage" and how that just ate Charms' space, anyways.[1]

Second, sure? Not really disagreeing, though I think it can go too far if it turns into Sorcery Game. Though that's partially just how much focus they've had in trying to make them work.

[1] And thus wasn't a good idea, as you yourself agreed with, considering you make it so that only one can be anchored to Lineage.
 
Last edited:
Or Sorcerous Workings anchored to a Manse or an Heartstone?
Sure, but Sorcery isn't necessary to accomplish those effects.

Why would "I make a 2CD-level golem combatant shaped like a giant dragon" or "If anyone speaks my name in my kingdom wit ill intent I'll know about it" be a manse or hearthstone power? And while a manse might have a forcefield, are you going to argue that mighty sorcerers shouldn't have a way to put a forcefield around their citadel walls so the rocks and boulders of the Second Age can't scratch them and so the heroes need to find a way to bring down the magic so they can launch an attack?
Got nothing on the latter -- it could be done, but I imagine it would be less efficient than a Spell that does the same thing -- but the former already is a Manse power, specifically he Guardian power which gives you a "2CD or creatures of equivalent power."

As for the forcefield, no, I won't argue that a powerful sorcerer can't create such a thing -- but I will argue that they wouldn't be able to make it fire and forget, immune to being Countermagic'd, somehow also blocks all the other ways an army could assault a citadel besides rock-and-boulder artillery, and making it last as long as a siege could potentially last. Unless this hypothetical force-field spell can do all that -- and I'd say making a forcefield spell that could do one of them independent of a massive power supply would be a major feat, let alone all of them at once -- then there are number of ways the heroes could assault the sorcerer's citadel that do not require attacking the spell's anchor. Even if it does do all that, it remains potentially vulnerable to the tried-and-true method of getting an army, parking it outside the fortification, and waiting for those inside to starve to death.

Anchors as a strategic weakness with which to attack an elder's infrastructure is a perfectly valid means of creating and furthering stories, but it is entirely possible to create and further similar stories without involving Sorcery.
 
Got nothing on the latter -- it could be done, but I imagine it would be less efficient than a Spell that does the same thing -- but the former already is a Manse power, specifically he Guardian power which gives you a "2CD or creatures of equivalent power."

The one which, I note, explicitly says:

Article:
GUARDIAN
Craft (Magitech) 5, Craft (Genesis) 5, or other ability to bind a Guardian

As Bound Servitor (Power 2), save that a Guardian is considerably more powerful. Guardians are Second Circle demons or creatures of equivalent power.


And that's the thing. As far as I see it, there should be literally no mechanical difference between a sorcerer making a great dragon golem animated by the faith of his cult, and an artisan who makes a great dragon automaton with clockwork muscles and a hearthstone for a heart. It should take them just as much time, and the "upkeep" is resolved in terms of backgrounds that can be targeted either way (a Cult for the first one, a Manse for the second).

Just to make things clear, I'm not saying such things should be exclusive - but I am saying that the mechanisms should be standardised. Crafters make a giant 2CD-level war machine one way, sorcerers make it another - but at heart, they should be using the same mechanics and take about as much time and they both should have to fuel it with committed resources, even if one calls it an "Anchor" and another "Fuel".
 
Narrative Twists and Backgrounds:
I'm not terribly fond of things that are "Per Story", simply because how long a story is varies immensely, thus making it really hard to balance around. I much prefer "Per Session" or "Per In-Game Time". Or just giving everything a way to recharge twists.
Not every game is going to run on 'strategic' play, hollywood action movie pacing is fine as a game style, just so long as it's not the only style the entire game supports.
Part of that is because Exalted RAW doesn't really get beyond "Kung-Fu action movie". There's supposed to be a progression from hitting peer actors with swords, to hitting peer actors with magic*, to hitting peer actors with armies and trade wars, but there wasn't really support for the last bit, as you have often gone on about.

Now, GURPS and some other games I've played (MES LARP) have an established downtime system, but it's all "You have X block of time, which gives you Y actions." And all the actions get resolved without any zooming in, but there was also the expectation that downtime is something handled between sessions rather than during it. Which doesn't really work for Exalted. I should go reread Ars Magica, because Ars certainly has the expectation that your characters will spend months on a project where they can't really do much else. (Of course, Ars also has each player running multiple characters so that if A and B are doing strategic things, C is available for session-level play)

*Note that Dr.Murderblender or Professora Sneakypants going full out is firmly in this category. Using magic to be impossibly good at hitting things with swords or arrows is still hitting things with magic
 
Just to make things clear, I'm not saying such things should be exclusive - but I am saying that the mechanisms should be standardised. Crafters make a giant 2CD-level war machine one way, sorcerers make it another - but at heart, they should be using the same mechanics and take about as much time and they both should have to fuel it with committed resources, even if one calls it an "Anchor" and another "Fuel".
Aaah, that makes more sense. Still not really keen on the system, but I'm no longer confused, which helps.
 
I'm not terribly fond of things that are "Per Story", simply because how long a story is varies immensely, thus making it really hard to balance around. I much prefer "Per Session" or "Per In-Game Time". Or just giving everything a way to recharge twists.

This was actually one of the biggest problems I ran into when thinking about that. Most of mine were between four and seven chapters, but I've also heard of games that don't have good stopping points between them. Given the scale of many, particularly with potency, it didn't feel right to give many per session uses.

However, each that didn't have a per session use did have an ability to recharge them/generate more.

If it was to be per units of in game time, I'd have each that had a per story use be per month or per season, but haven't decided on which would be more appropriate. Per month would place them on the same scale as Resources, but also would likely wind up with usability either being far too often or too rarely. Per season would make too rarely slightly more likely, but should make the strategic timescale make a little more sense.

A lot of the basis for this was a combination of how GRUPS Serendipity worked and the Twists in Sufficiently Advanced, but the later is a primary character mechanic and the former would just cover mortal and maybe enlightened level.

How long are story's normally for your games?
 
This was actually one of the biggest problems I ran into when thinking about that. Most of mine were between four and seven chapters, but I've also heard of games that don't have good stopping points between them. Given the scale of many, particularly with potency, it didn't feel right to give many per session uses.

However, each that didn't have a per session use did have an ability to recharge them/generate more.

If it was to be per units of in game time, I'd have each that had a per story use be per month or per season, but haven't decided on which would be more appropriate. Per month would place them on the same scale as Resources, but also would likely wind up with usability either being far too often or too rarely. Per season would make too rarely slightly more likely, but should make the strategic timescale make a little more sense.

A lot of the basis for this was a combination of how GRUPS Serendipity worked and the Twists in Sufficiently Advanced, but the later is a primary character mechanic and the former would just cover mortal and maybe enlightened level.

How long are story's normally for your games?

Generally when I ran games, and I've only run IRC games, stories are concurrent/multi-track. I can have 2-3 running at the same time and they're resolved as players pay attention to them. Exalted as the corebook presents them I think puts them down more like X scenes...

Article:
TIME
The world inside a story does not follow the same clock as the real world. Some events might take an hour to play, yet only encompass a few minutes within the game.
Conversely,an uneventful journey of several months can pass by with only the briefest description. Owing to the narrative structure of the
game, time is broken down into the following units:

Series: This refers to the ongoing game as a whole, a succession of stories revolving around the players' characters and their heroic exploits. For particularly long-running series, the cast can change, with only the Storyteller and the established chronology of the world holding constant.

Story: A complete narrative arc, usually with a primary goal and the possible inclusion of subplots. Most stories are broken into episodes, largely because they are too long to play in a single session or link a set of plot developments.

Episode: An independent section of a story, either containing its own subplot or categorized as the part of the story covered in a single session of play. Each episode strings together a sequence of scenes, possibly linked by downtime.

Scene: A segment of narrative action and events played out as the protagonists interact with the setting and supporting characters of the game. Theatrically, this is the action that happens "onstage." A scene encompasses the time necessary to play it, which can be a three-minute fight or 10 hours spent mingling at a party.

Downtime: The abstract passage of "unimportant" events between scenes or episodes, which isn't actually played. Instead, downtime uses simple narration to explain what happened.

Characters use downtime to recuperate or train, or for players to get through "boring" matters so they can get to something more exciting. Theatrically, this is what happens "offstage" or in a voiceover sequence.
Source: Exalted 2nd Edition Core


Taking those as an example, 'Session' is actually 'Episode' for most people. So what Exalted 2e tried (and failed/implied to do) was convey that in-game stories and narrative is... smaller, in more bite-sized pieces. Like, having established beginning and end points instead of open-ended meandering plots.
 
Generally when I ran games, and I've only run IRC games, stories are concurrent/multi-track. I can have 2-3 running at the same time and they're resolved as players pay attention to them. Exalted as the corebook presents them I think puts them down more like X scenes...

I tend towards main plot and subplot(that often spans multiple main plots) for mine, with players spinning off their own new adventures in the middle when something grabs their attention. My last Mage game had two entire arcs dedicated to exploring what was initially supposed to be a curiosity because one of the players really, really liked the idea of it and everyone else was willing to go along for the ride.

Ever since... high school I think, I've normally given out additional rewards at the end of major and minor arcs, both planned and player spawned, so thinking of games in session -> story arcs made sense since the end of a story normally means the end of an antagonist's presence or a significant timeskip.

Taking those as an example, 'Session' is actually 'Episode' for most people. So what Exalted 2e tried (and failed/implied to do) was convey that in-game stories and narrative is... smaller, in more bite-sized pieces. Like, having established beginning and end points instead of open-ended meandering plots.

I got that implication, but by the time I started running Exalted, I'd already shifted my own GMing style over to having a more strongly planned narrative so it seemed natural to me.

Though, with multiple interweaving stories or open ones, the mechanics would need to be more well defined in other timescales.

Hmm, leaving the lower power, and much more directly in player control, twists as month based and the greater ones would be season could make them align to the Resources and Artifact crafting scales. That would leave Solars in particular worse off regarding their access, but that may work given their nature as focal points of major events and change.
 
Damage dealing sorcery isn't good in anti-Exalt roles. It's an artillery barrage in a war action movie, which is to say, it kills the mooks around the main characters, but only gives them minor grazes and hardens their resolve to take you down. It's got suboptimal dice pools, can't be used with excellencies, and the damage isn't great - and on top of that, it takes you out of combat and leaves you vulnerable. It's great at scything through foot soldiers, but Exalts can no-sell it for less than it costs to cast the spell in the first place.

The good anti-Exalt sorcery things are things like Wood Dragon's Claw and Invulnerable Skin of Brass, and those are sustained effects that boost your native talents. And that means, yes, you can declare that one of these effects is something you can always cast - but you can only have one active at a time.

On the other hand, the large-scale strategic effects that an elder would want - the force field around his capital city, the fuck-off huge dragon statue he's animated that's as dangerous as a Second Circle but 100% loyal to him and is exactly what he wanted to be, the spell that tells him when anyone in his lands speaks his name with ill intent... those are things he can't all tie to Lineage. At most, he can tie one of them to it - and then he can't have any spells that he can always cast.

After all, an enemy sorcerer pushed to the limits is still meant to be a dangerous opponent. Just because you've broken his manses doesn't make him not a very dangerous opponent. But those big effects, the ones he's put years into, the things that PCs can't do in normal play timescales in most games - one of the purpose of Anchors is to say "there has to be something about this you can break to make it stop working". And that makes a story from things.

I think I miscommunicated. I chose combat spells in my example because they're often instantaneous, immediately freeing the Lineage background for another spell, and because you had given an example earlier about a circle's Night stealing the staff of a sorcerer before a battle to deprive him of his spells. My question works for non-combat Instantaneous spells such as Food from the Aerial Table or Sacrifice of the Crystallized Heart.

Given that Lineage does not have other backgrounds' weakness of being steal-able/destroy-able, and that as soon an you finish casting an instantaneous spell it stops occupying an anchor and allows you to cast the new spell with that anchor, how do you incentivize players away from putting all of their instantaneous spells under Lineage?
 
If one of us fails an action- and this is my direct callout to @EarthScorpion here - does the 'timing' of the failed action impact the other actions yet to be resolved? Like if Inks fails a strategic action in Month 1 of 6, does that break the downtime block, denying the other players five months worth of strategic actions?

If two or more players fail a strategic action at the same time, how is that resolved?

If two or more players fail a strategic action at different times during the downtime turn, how is that resolved?

If any dramatic failures happen, does the sudden zoom-in focus and obligatory screentime tax detract from ongoing campaign plots or player plots? This is actually one of the most important issues to address, I feel.

If the whole group is invested in defeating a deathlord, but one of their side projects forces a tangent that takes sessions to resolve, there is a medium to high chance someone is going to be upset. If player A's project is disrupted by player B's failure, player A is going to be upset. (See 2e Crafting).

Okay, so, the first thing to note is that's the reason that the timescale for Strategic Actions I gave is not "months" - it's seasons. One season is one 'turn', where you can take one Major and one Minor, or three Minor. This "chunking" serves to provide natural locations to slide in "consequences" scenes.

We'll go with your example. They haven't been given 6 months of downtime; they've been given two seasons. So everyone declares their actions for the first season, and rolls. The GM then weaves together the events and considers the consequences of any failures.
  • Sometimes a failure is just a failure. Inks failed a roll to reform the bureaucracy of Gem, say, and that just means she isn't making any progress. The action has failed and she's going to need to take another identical action next season to try to progress. The GM says that things are slow going, and tells the group about any particular hold-outs who Inks finds are getting in her way - perhaps one of the Houses has far too many vested interests in the corruption she's trying to root out. She's going to have to repeat the action to try to push things through. The other players succeeded, though, and so their personal projects progress - unless it's a team thing and she's the blocking point. That's the perfect time to zoom back in to allow them to take a scene to try to make a deal with the obstructing house or assassinate a corrupt official or something, which lets them convert Inks' failure into a success and allows the group's actions to proceed.
  • If multiple people fail, the GM considers whether they can tie things together. Say if one person's canal-building roll failed, and another person's trading-to-build-up-Resources failed. Well, the GM thinks, clearly this means there's a famine. The peasants are starving and can't work on the canals, and the markets have nothing to trade in. The PCs now have a choice whether to continue on with their actions for the next season, or to switch over to trying to deal with the famine. If they deal with the famine well, they'll earn respect in the area and the loyalty of the peasants; if they ignore it or fail their rolls to deal with it, they may take penalties to their actions and make enemies - and might even get a peasant revolt.
  • The "Season" thing and the deliberate lack of nickle-and-diming out time (no, you can't take twice as many actions by not sleeping) helps mitigate issues caused by failing actions at different times in the season. It's assumed that the actions you take are smeared out over the time period, so the resolution of the consequences caused by failures is done after the GM has all the results in, barring "blocking" failures (say, if someone planned a Minor to "acquire the resources to begin construction" and a Major to "build a mansion"). But even then, the principle of dynamic failure means that they might have thought they had all the resources they needed, but they found mid-way through construction that a corrupt merchant had sold them rotten timbers and now they've got a problem - that they might be able to resolve by chasing down the bastard who sold them the rotten timbers and beating them until they make good.
  • Likewise, dynamic failures indicates that you can do well to tie the reasons for failures into ongoing plots. In the specific case of the "side project failing when the party is focussed on defeating a Deathlord", the main suggestion I'd give is that the side project fails because of the machinations of the Deathlord. It's not that the characters are distracted from taking down the Deathlord because one of the players failed a roll to build their manse; it's that the Deathlord sent a small force of war ghosts lead by a nemissary and they're carrying out geomantic sabotage. The game then zooms in to a scene or two of the players as a party going after the saboteurs - and interrogating the nemissary, to discover something of the plans of the Deathlord. That's what I mean by dynamic failure - yes, the action to harmonise the geomancy failed and the PC will need more downtime to try the action again, but the failure kicked off a plot of the fact that the Deathlord is poisoning the geomancy and they got some information about his plans that they can use against him.
 
(no, you can't take twice as many actions by not sleeping)
How would you represent the utility of charms which reduce sleep need*, then? Why not give them +1 or +2 Minor Actions per season?

*because unless you're pulling an all-nighter in a dungeon (unlikely in the type of "large scale social reform" game you're suggesting) they just aren't too useful then
 
Last edited:
Alright, I finally got the first post ready for the Sidereal Debate RP I want to run. Figured I would post it up here to see if there is anything I missed, make sure it sounds "Exalted" enough, and see if there is any interest in participating.

The Bureau of Destiny was deserted, every god assigned to it attending the Calibration celebrations that filled Yu-Shan. Destiny held little sway over the oddities of Calibration, and attempting to control them was an exercise in futility. Better to leave it to its own devices, and enjoy the end of another year.

The threads hummed with tension as the facets they represented marched on, an ever changing tapestry of the now shifting in a glorious pattern even the most potent of Exalts could not hope to fully grasp. The constant, low level sound of inevitable fate was disrupted by the faint sound of footsteps.

Slowly, the keepers of the Loom of Fate began to filter into the room, having made their excuses to their colleagues to escape the gatherings and festivals that filled Creation. One by one, they filtered in, until all one hundred of the Sidereal Exalted stood by the Loom of Fate.

They said nothing. Every one of them knew the reason they were here. There was a darkness growing in the lords of Creation, a sickness that spread among the Solars, twisting their glorious purpose to something far darker. Year after year, their preferences became stranger, their tempers shorted, and their goals more horrific. The Lunar may have seen it, but shackled as they were, they said nothing. Their Dragon Blooded attendants lacked the power to curb the inclinations of their God Kings, and could not see the rot spreading among the entirety of the Solar host. Only the Sidereals stood apart enough to see the rot settling in the Deliberative. Only they had the strength of will to stand against the will of the God Kings of Creation, and the power to do something about it.

The insidious darkness needed to be stopped, ripped out of the heart of Creation and burned. That much was obvious, none of the Five Score Fellowship believed they should let it fallow, but things were rarely so black and white. If only the corruption was omnipresent. It would make things so much easier.

But it was not absolute. Some Solars resisted the temptations of their peers, others only acquiesced when social mores required it. Some even condemned the twisted experiments of the Deliberative, though their voice was often drowned out by others who were concerned with more pressing matters than an individual's choice in entertainment. They were a scant few among the three hundred rulers of Creation, but it showed that there was still some seed of goodness that lived within them, if only they could nurture it to its full potential.

Asking the Maidens had yielded no answers, each of them remaining silent no matter how ardently they begged for advice. The Viziers had no choice but to take matters into their own hands. Last Calibration, they had gathered to see the fate of Creation if the Lawgivers were left unchecked. They had been given three potential paths, three possibilities that showed the possible fates of Creation.

The Vision of Bronze, when they incited the Dragon Blooded to rise up against their masters, casting them down from their thrones in a bloodbath unmatched since the Primordial War. The war would rock the foundations of creation, spitting in the Mandate of Heaven decreed by the Unconquered Sun himself, but it would save Creation. The Dragon Blooded would be ill suited to managing the empire the Solars had forged, and numerous wonders would be lost or decay in their less capable hands, but the world would continue. It was a vision of practicality. The world would be lesser for it, but it would be safe. The awesome power of the Solars would be sealed away forever, leaving a world safe from their dark desires.

The Vision of Gold, a twisted amalgam of possibilities that took weeks to sort out. It was possible to turn the Solars from their dark path. Their excesses could be curbed or eliminated, and corruption properly policed before it could set in once more. If it could be accomplished, then Creation would reach heights undreamed of before, ushering in a glorious golden era that would put the Age of Glory to shame. But the Vision of Gold was in no way certain. A single misstep, the slightest miscalculation, and the Sidereal's effort would count for nothing. They would be executed for treason, or even spark off the very end they sought to avert. It was a vision of hope, but one not so easily realized.

The Vision of Darkness, where they stood aside and did nothing. Death would be a mercy, compared to the nightmarish vision of the Solars embracing their madness. Creation would be transformed into something so horrific that even the denizen of Malfeas would choose their life of pained servitude over the hell that had been forged from the ashes of Creation. It was a vision of hesitation, a vision of cowardice. If they failed to make a choice, then this vision would come to pass, and there would be no one to blame but the Seers themselves.

Each of these visions echoed in the minds of the assembly. Each of the Sidereals had some path they thought must come to pass, and it was here they would make their cases to their fellows.

They had spent the year following the Great Prophecy studying the Solars, watching them carefully. Every last detail noted and recorded, checked and cross checked against their peers. That information would be the final piece of the puzzle the Viziers had been worrying about for the past year. Each of them had gathered and collated as much information as they could to make the most complete arguments possible. No factor, no matter how minor or inconsequential could be ignored. Creation couldn't afford it.

The Five Score Fellowship exchanged uneasy looks. A year had gone by, and no progress had been made. They could spend all of eternity dithering over the possibilities and dangers that could occur, but all the while Darkness would draw closer, and that was something that could not be accepted. An unspoken agreement was reached as they exchanged solemn gazes.

By Calibration's end, they would have a decision.
Thoughts?
 
I think I miscommunicated. I chose combat spells in my example because they're often instantaneous, immediately freeing the Lineage background for another spell, and because you had given an example earlier about a circle's Night stealing the staff of a sorcerer before a battle to deprive him of his spells. My question works for non-combat Instantaneous spells such as Food from the Aerial Table or Sacrifice of the Crystallized Heart.

Given that Lineage does not have other backgrounds' weakness of being steal-able/destroy-able, and that as soon an you finish casting an instantaneous spell it stops occupying an anchor and allows you to cast the new spell with that anchor, how do you incentivize players away from putting all of their instantaneous spells under Lineage?

Hmm. Yes. Good point. Thank you for raising that.

I'll need to think about that. Maybe an escalating surcharge to the cost of the spell for each spell cast through Lineage within a single scene. Maybe Lineage can only be used for one type of spell a scene.

How would you represent the utility of charms which reduce sleep need*, then? Why not give them +1 or +2 Minor Actions per season?

*because unless you're pulling an all-nighter in a dungeon (unlikely in the type of "large scale social reform" game you're suggesting) they just aren't too useful then

It's a stunt. You're using a character trait to eke a little better performance out of things. Very good, have +2 dice, just like Green Weed over there, who's got super-high and used that to get inspiration for a new Artefact.

I don't want Exalts to be incentivised to be inhuman workaholics who never sleep. Therefore, no, "I don't sleep" doesn't get an effect as powerful as being able to cram entire extra weeks of work into a single Season. You're not even linearly scaling up productivity because your assistants still need to sleep, you're pushing yourself without taking rest time off to build inspiration, and generally - no. Just no.

You get "I don't need to sleep" Charms so you can operate at 100% when being up for 5 days in the middle of a war commanding your forces, or if you're a sorcerer who has a ritual which takes four days to do and you can't pause, or suchlike. The only way I'm offering extra Strategic Actions will be through carefully balanced and very limited Charms - like, say, a Solar Bureaucracy one which says "you're such a fucking amazing ruler, you can treat Minor actions as Major when doing Bureaucracy". They won't be general utility things.
 
I don't want Exalts to be incentivised to be inhuman workaholics who never sleep.

But what about Alchemicals? :V

There's a place to incentivize Exalts to be inhuman workaholic who never sleep. I agree it's not something which should be a common Solar thing given the whole larger-than-life Solar-ness of Solars, and not particularly a Lunar or a Sid thing, but I think Abyssals (the relentless obsession of the dead), Dragonbloods (the patient endurance of the element of earth) and Alchemicals have some room for 'you should be an inhuman, relentless thing which obsessively works towards your objective.'
 
Back
Top