Ah, thank you.

1. What is sign of stilled waters?

2. What if i gave them an artifact or talisman that protects them from shaping effects? Or a ritual or martial art?
 
Ah, thank you.

1. What is sign of stilled waters?

2. What if i gave them an artifact or talisman that protects them from shaping effects? Or a ritual or martial art?
1. 90% sure it's a spirit charm, although I'm on mobile right now.
2. The entire point is that have a shaping defense is one of the four major things that sets Exalts apart from their 'lessers'. Talismans won't cut it, and you generally find that it's a high rating artifact, around 3 or 4 dots, which is impossible for a Thaumaturge, and very difficult for a mortal Sorceror.
 
Ah, thank you.

1. What is sign of stilled waters?

2. What if i gave them an artifact or talisman that protects them from shaping effects? Or a ritual or martial art?
The Sign of Stilled Waters is just a thing I made up off the top of my head to jazz up the idea of "the lake god invokes its authority over lakes to magically flood the lungs of a mortal with silt and kill them as a Shaping effect". It's worth noting that most gods' Charms have limitations, special exceptions, and other restrictions - for example, the lake god in my example might only be able to use this power on people who have drunk from (or bathed in) its lake within the last month[1]​, or they can't use it against someone with prepubescent children as long as those children are present as well[2]​.

A talisman that can protect you against the Shaping effects of a specific creature or race of creature, or an Artifact that grants more general defense against such things, makes perfect sense - although I'd personally have it be that the former has either a limited shelf life (it only lasts X days after being made, so you have to get a fresh one before heading out into areas where you might need it), can only protect you so many times before it breaks down (like a prayer strip that absorbs the "impurity"[3]​ of the Shaping effect, so it becomes increasingly spotted and discolored with each attack it blocks until the strip finally dissolves into rancid mildewy scraps), or has a drawback that requires either frequent maintenance (you have to spend an hour charging it up with prayer before each day's use) or that you follow a specific code of behavior while using it (a talisman that wards against Wyld creatures' fell powers by invoking the Sun's unswerving perfection demands that you kill any Creature of Darkness you encounter while using it, in order to maintain the close resonance with Ignis Divine's nature that lets it work.)

Rituals would probably be bigger, costlier, and less portable - something where you can establish an area as a "safe zone" that protects people inside from being whammied by Shaping effects, presumably with some kind of upkeep or formal behavior that must be offered first to gain its blessing. Also, rituals would be the main way of dealing with nonlethal Shaping effects, so you have things like a five-day ordeal to help a man reclaim his mind from demonic influence or warriors whose sword arms were withered to uselessness by a Wyld-thing's curse seeking out wise women who know the proper combination of meditation, diet, and environment to help their bodies return to their original state.

A TMA or CMA Charm that negates Shaping effects sounds like it could be reasonable, but I'd have to get back to you on it.


[1]​ Which constitutes availing themselves of the spirit's bounty and/or taking a piece of its domain into themselves, and thus falling under the god's purview just like the water of the lake itself or the fish that live in it.

[2]​This kind of weirdness should be infrequent, but it's still perfectly acceptable as something that is true to Exalted. For example, the canonical West has a cabal of storm gods whose powers don't work against women with red hair. It's the kind of thing that helps make the second half of Creation's science-fantasy a bit more pronounced.

[3]​ Or, as a First Age scholar would tell you, it harmonizes with the wearer's motonic signature and acts like a lightning rod for phenomena that would distort it, so the piece of linen gets damaged instead of the person.
 
Yes, but it's not like a majority of the tech is being built for the Solar Exalted themselves. Their consorts, concubines, children, ministers, servants, etc significantly outnumber them. Given that, most First Age tech ought to have been usable by them.

These people are probably going to prefer having something they can carry around and use, and convenience of use, over singular and very large and showy use most of the time.

I'm not saying that it isnt a resource drain- given how much an iPhone takes to charge and so, it should be exorbitantly difficult to get running.

However, the First Age tech should probably tend towards ease of use and a compact aesthetic simply because it may have been designed for people who can't attune and aren't exalts too. There is a difference between a supercomputer sitting in the Pentagon ( an exalt's personal panoply) and the ruins of some mortal' s communication device (which should probably be more common as a discovery given population ratios)


I do agree to this, yeah. But easy to use =! compact and non showy

A flintlock, for example, was far more showy than a handgun

Think we're just talking past each other here.
My idea of what's going on is basically:
-First Age
--Singular masterpieces made by and for individuals. More common tools may be templated or inspired by these masterpieces. More crafts made to see what the hell happens.
--Skilled maintenance requirements are common but not normal. It might simply be the equivalent of requiring petrol to run IRL, the fuel of the given purity takes a refinery to distill from a commonly available material but can be done cheaply.
--Large scale solutions are more easily done by a single megaproject than by producing a simpler tool in bulk.
--Exotics, including pure magical materials in more common use.
--Detail work is available and common.
--Ornamentation is common but not mandatory(though everyone would have a different opinion of what's horribly gaudy)
--Artificial life, non-human operators and artifact intelligences are more common.
--Major artifice tends to be made towards the very high end of durability and grossly overengineered in function as their creators and users expected to be around in a few thousand years.
--Regional standardization is not, the trendsetters are artisans, artists and heroes. Beyond having parallel developments due to having similar resources or problems to solve, they'd be looking to add flair and stand out amongst their peers, rather than copy someone else's wonders. Local standardization is a lot more common as people try to make things fit their vision.

-Shogunate
--Utilitarian focus. Priority is less to innovate and more towards keeping society going.
--Transition towards human operated versions of previous exalt/spirit/automata/AI operated devices.
--Usage of all exotics, including refined magical materials decline in favor of more commonly sourced materials and raw magical materials. Raw volume of production still exists, so scale isn't a problem yet.
--Lots of salvaged, and repurposed First Age artifice.
--Standardization is (briefly) forced into existence as needs previously met by megaprojects run into failing or damaged megaprojects and must be filled by more mundane means.
--Infrastructure dependency might show up more as people lean on existing manse networks and still functional megaprojects to support their stuff.

-Age of Sorrows
--Post apocalyptic inclinations. The most durable works from the previous ages coupled to the stuff you could make in a cave with a box of scraps.
--No exotics, limited detail work, refined materials largely non-existent outside of local supplies.
--Standardization died with the society of skilled artisans needed to maintain that.
 
Why?
Easy access is not the same thing as cheap access.
The distinction between them is the distinction between 2e and 2.5, which were kind of...notoriously shit when it came to their most important and comprehensively developed subsystem (i.e. combat)

Not something I'd care to build a gameplay identity around.
 
ikr

welcome 2 my world for 2 editions now salty

do u think this is fun???
must be if you're playing the fire aspect when PvP goes down

(lol jk everyone knows its the water aspects and Water Dragon Style that are the place where it is at)

Mostly I was commenting on the absolute raw sideways asspounding that body of air's weakness (Overwhelming tag) combined with the "gotta purchase the version that's your own element first lol" clause was in the 2e meta
 
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If you got unenlightened jadeborn as assistants, what do they count as?

I'm trying to figure out how fast jadeborns cam produce an implosion bow or essence cannon
 
That said:

Portentous Comet Deflecting Mode
Cost
: 3m, 1wp; Mins: Melee 5, Essence 3; Type: Reflexive (Step 5)
Keywords: Combo-OK, Elemental, Leader
Duration: Instant
Prerequisite Charms: Blinding Spark Distraction
When comets strike the earth, it is merely the spears of the Raksha, shattered like porcelain against the eternal defense of the Elemental Dragons. This Charm is a parry that perfectly defends against any attack so long as the character is armed, is aware of the attack, and the attack is not unblockable. This Charm is actually a cluster of five Charms, one belonging to each Aspect; a character always learns the version associated with her own Aspect first. This Charm possesses the Dragon-Blooded flaw of invulnerability as per Unassailable Body of (Element) Defense.

The Dragon-Blooded Flaw of Invulnerability
  • Air is vulnerable to Earth-aspected elemental attacks and receives a +2m surcharge when used in any predominantly closed space in which it is not possible to perform a full dash action in more than two directions before one is stopped by some kind of obstacle.
  • Earth is vulnerable to Wood-aspected elemental attacks and receives a +2m surcharge when used in any predominantly natural environment.
  • Fire is vulnerable to Water-aspected elemental attacks and is subject to a +2m surcharge when used while wet or in any body of water that reaches above the knees.
  • Water is vulnerable to Air-aspected elemental attacks and is subject to a +2m surcharge in any cold that is sufficient to count as an environmental hazard.
  • Wood is vulnerable to Fire-aspected elemental attacks and is subject to a +2m surcharge in any heat that is sufficient to count as an environmental hazard.
Charm Concept: Natural or unnatural environments
For the purpose of Charms, a "natural" environment is one that is entirely native to Creation with or without inherent magical powers that has not been predominantly shaped by mortal or Exalted acts, buildings or other constructions. If an environment does not fit this description, it is rather considered an "unnatural" environment for the purpose of any Charm uses. Natural environment often have various environmental hazards and natural blockades that renders them hard to change or modify without the use of Charms or sorcery.
 
>writing 2.5
what the fuck did you just fucking say about me you little anathema i'll have you know i graduated top of my class in the house of bells and i over over 300 confirmed kills you are nothing to me but just another target

EDIT: More seriously, 2.5e has a bunch of quirks that I'm unwilling to deal with, so I just write 2e instead. :V
 
That said:

Portentous Comet Deflecting Mode
Cost
: 3m, 1wp; Mins: Melee 5, Essence 3; Type: Reflexive (Step 5)
Keywords: Combo-OK, Elemental, Leader
Duration: Instant
Prerequisite Charms: Blinding Spark Distraction
When comets strike the earth, it is merely the spears of the Raksha, shattered like porcelain against the eternal defense of the Elemental Dragons. This Charm is a parry that perfectly defends against any attack so long as the character is armed, is aware of the attack, and the attack is not unblockable. This Charm is actually a cluster of five Charms, one belonging to each Aspect; a character always learns the version associated with her own Aspect first. This Charm possesses the Dragon-Blooded flaw of invulnerability as per Unassailable Body of (Element) Defense.

The Dragon-Blooded Flaw of Invulnerability
  • Air is vulnerable to Earth-aspected elemental attacks and receives a +2m surcharge when used in any predominantly unnatural environment.
  • Earth is vulnerable to Wood-aspected elemental attacks and receives a +2m surcharge when used in any predominantly natural environment.
  • Fire is vulnerable to Water-aspected elemental attacks and is subject to a +2m surcharge when used while wet or in any body of water that reaches above the knees.
  • Water is vulnerable to Air-aspected elemental attacks and is subject to a +2m surcharge in any cold that is sufficient to count as an environmental hazard.
  • Wood is vulnerable to Fire-aspected elemental attacks and is subject to a +2m surcharge in any heat that is sufficient to count as an environmental hazard.
Charm Concept: Natural or unnatural environments
For the purpose of Charms, a "natural" environment is one that is entirely native to Creation with or without inherent magical powers that has not been predominantly shaped by mortal or Exalted acts, buildings or other constructions. If an environment does not fit this description, it is rather considered an "unnatural" environment for the purpose of any Charm uses. Natural environment often have various environmental hazards and natural blockades that renders them hard to change or modify without the use of Charms or sorcery.

To expand on the sidebar a little, you could mention that Dragonblooded arborists and horticulture create great plantworks and such in order to 'balance' an urban space with nature.
 
the four things that (in my opinion) define what is an Exalt and what is another being with Spirit Charms is easy access to perfect defenses, cheap Shaping defenses, fast-acting strategic scale abilities, and a broad body of powers.
I would say that the Anima Banner is a dead giveaway in distinguishing between Exalts vs. non-Exalts.

Another big difference is that spirits don't normally have cheap, broadly applicable dice adders. Excellencies or the equivalent give Exalts a lot of flexibility and raw power that most spirits lack.
 
Yeah, thats the thing.

I found thaumaturgy neat, so i set out to make a setting where thaumaturgy, sorcery, and martial arts are available. But no exalted.

So should i buff up the effects?


On that vein, you may want to keep a look out in new books with info about The Dreaming Sea. Down in the deep SW, they have a number of nations with magically powerful human kingdoms that mostly aren't Exalted.
 
There is at least 1 celestial ma charm that gives shaping defenses.

Like "Fading Sun Form" from "Arms of the Unconquered Sun Style".
Yeah, but I was hoping for terrestrial....

Until I decide 'fuck it', and then just let mortals learn charms. It will be immensely hard for them, but they can learn charms via shaping their essence to imitate the sun, the elements, the stars, or the moon.

Anyway, I read the spell that made all nearby pregnant animals give birth. For those of you with farming experience, how useful is this?
 
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