Perhaps Swan has a point there; to constantly seek the old glories and revitalize the past is nothing more then repeating the old mistakes that brought it down.
Perhaps Swan has a point there; to constantly seek the old glories and revitalize the past is nothing more then repeating the old mistakes that brought it down.
Not that much to comment on in this episode. It is interesting that those "prophetic visions" stopped when Playboy House Head slept over at Inks place.Alright, so here we are for Session 26- @Aleph deserves hugest props for fighting through numerous technical issues, so she knuckled down and fought through the frustration to run a very good session for me today.
Session 26 logs
So we pick up the 'morning after' last session (though to be fair we never specified how many days passed since); in any case, I as a player and Inks's characterization firmly supports the idea of waking up alongside a hot partner or few. Like I've said before, Exalts don't dream about threesomes.
Now, starting out, I admit I had an entirely different idea for how this session would be paced- from prior discussions, I thougth we were going to kick into a higher gear and advance quickly into a 'outside of Gem' travel/action setpiece. Instead Aleph drilled down into the meatier parts of Gem's economic and political actors for a proper 'Preparing to the Expedition' session.
To put more simply, I expected all of these preparations to be abstracted into that first int+bur roll- instead Aleph turned it into a diagnoistic that required me to make several decisions and then dedicate further scenes to resolving or advancing those.
To recap- the basic idea is that Rankar is trying to consolidate his power because Inks is, intentionally or not, a concern if not a threat to his position as the Despot. He wanted to put her firmly on a trajectory that says 'Is not after my seat, is not going to harm Gem'- and I like to think that he respects her enough to not try and crassly declare that she belongs to him or holds an undying loyalty towards him. (Thinking about it, he probably has a fantasy or two about her though).
An important note here that's going to come up later is clarity of intention or motive- and communicating that to the player. The despot has an immediate and comprehensible goal- there might be layers to it or it might be completely as-presented, but either way it's digestible to me as a player. This is an important distinction, because if the player can't understand it, they can't act on it.
Now like I said, I expected this whole sequence to be abstracted into a scene-break or montage, with the 'quality' based on my successes. I suppose if I have any misgiving, is that it wasn't clear how my successes actually resulted in the 'awesomeness' of my results. Like, I got a lot options, but none of them really jumped out as me as 'you earned this because you rolled well'. Not every roll has to do that, but it still could have been clearer.
Anyway- after a bit of clarification I establish that my original intention was accepted and that Inks is primarily gathering extra investors to reach the Coxati nation-state. Now the Coxati are not a unified polity, they're feudal lords who only unify in context of foreign relations, otherwise they're well, feudal domains with independent dealings.
Logistically, this sequence is important because it helps underscore some of Creations' implicit agreements with reality- it's cheaper to carry information or small light goods like gems or contracts then bulk goods like grain or livestock.
From here we move to some more Specific plot-hooking; A lot of what Aleph presented today were things that had always been present in Gem, but due to my drive to BUILD, tended to fall by the wayside in the face of those long downtime stretches. Elemi Piercing Sun being one of them. A dragonblooded, founder of the Rangers, talented sorcerer and so on, he is a known entity and one of those sterling examples of 'An Exalt is a nation unto themselves'.
During my stunt, Aleph and I had a brief convo about Speed the Wheels and how it works- strictly speaking, there's no Begin Project action to actually examine, so we have to wing it a lot, most players I've seen myself included, use it to accelerate meetings or whatnot, as that's what the fluff allows.
What we determined, was that the Charm only makes the event happen sooner, not the exact resolution of the event- that's why Inks's desire to meet Piercing Sun was instead stopped by Sagacious Wing. I had to deal with her before talking to her father.
It was also an interesting characterization challenge, because Inks's go-to 'Flirty hot girl' approach to problems actually would not have helped. I lucked out by bringing Maji along, earning points with Wing and Sun's militant characterization.
On the note of stunting, I exercised a rare amount of latitude here by setting the scene as I did, because I did not want to presume overmuch on Aleph's view of the Rangers, but at the same time, I tried to draw logical conclusions. They are a militia force, but one of richly individualistic warriors, as far as I can tell. So their gear is personal, embelished, and the main sink of their wealth into that. I honestly can't remember if I was correct, but Aleph did not correct me so...
Now, due in part to how we had a week and a half break from the game, and Aleph is juggling another heavily houseruled game herself, it's fair to understand why she goofed on the 'Socialize' ability. It's one of 2e's poorly utilized elements at a base system level. In practice, Socialize is rarely rolled, used more as a 'throttle' ability. In Mass Social combat, your other abilities are capped by Socialize-
So for example, if Inks was talking with the Desport's Court, as in, the magnitude X unit led by Rankar, she would have an effective Presence of one dot, as she's Socialize 1. The only reason she doesn't come off like an intemperate boor of a human being is that she's extremely pretty and generally forthwright about her deeds and goals. But in practice, Socialize 1 is 'barely decent company'. Aleph and I generally hew to the 'dice pool' approach to things, so in practice her actual socialize pool is 3-6+, depending on if her Style applies. I may have to rewrite it though, as it's not really doing Inks much good at the moment.
Anyway, after proving herself to Sagacious Wing, I am introduced to the first time to Elemi Piercing Sun- and boy is it an impression. All told it's surprisingly low key for an Exalt, the room was more of a larger-than-life impression than Sun was; but that almost is appropriate, as those are his trophies of a prior, healthier age.
Now, the Rangers of Gem inherited Sun's bias- their patriotic fervor is intense, and the founder himself is outright jingoistic- it's harder to in my mind sell racism in Creation as a vice, but warhawk nationaism and superiority is far more readable.
Thankfully, I managed to convince Elemi to support Inks and her endeavor- though I forgot to actualy ask if this had a concrete element like a Resources rating or Backing.
You'll not here after this scene that we moved on, and Aleph prodded me a second time to run down my contact that I had made several months ago in-game and out, Brushed Sand Salib, Gem's ambadassador to Coxati. Aleph had a great time characterizing him- and I should not forget how she handled Maji and Pipera in the previous scene, which I tried to carry forward here.
But anyway, Sand served as exposition, primarily, and this ties back into what I mentioined about clarity and conveyance. Aleph is used to much richer plots and narratives than I am, as I generally am focused on elements I can manipulate with game mechanics. The sudden recontextualizatio of the Coxati as having just finished a war, of their recent succession upheaval, all of these other factors are tough to internalize, even moreso when sessions are dense with detail and have 1-2 week gaps between them.
Thankfully as far as detail goes, it's not insurmountable, but it's definitely a considereation one must keep in mind as a player or storyteller. It is entirely possible to throw too much information at a player, which either panics them, or catches them with decision paralysis.
Now that's not to say the information wasn't interesting, but it's not the same thing as saying it's playable.
And, lastly, poor Salib. In hindsight Inks's flirtation was too cruel, but I think it'd be better if she were constantly flirty than being faultlessly circumspect.
Moving on to Ajjim and Pesala, I mostly wanted to move a characterization plot forward. I still felt bad about how Pesala was reacting to Inks's abduction, so I thought a shared mutual Adventure would be a treat and psychological touchstone for her to hold onto. Ajjim however quietly declined (as far as I know).
I still however, plan on seccuring a mentor for Pesala, and Vahti, as I very much like the idea of a buxom elemental bodyguard.
The last two 'events' or 'scenes' of the session were the preparations for the actual expedition- and again I thought that this was going to be the first thing that happened, but instead we did it here. Once Aleph told me I had a week to spare, I stunted some training time to learn Wholeness Restoring Meditation. I was actually quite pleased by Aleph calling me out on how much time Inks was spending, so the sta+res roll to stay awake was fun- it felt fair.
The actual caravan expedition was neatly resolved- but of note is SIMHATA MOUNT. I have never seen one in-game before!
The last and important scene is actually treating Piercing Sun. I'll let the scenes speak for themselves, but Solar Medicine is amazing. I'm not sure if we should have allowed Inks to bypass surgery like she did though, but the text of wholeness-restoring implies it, so I'm game either way.
Post-game, we had an enlightening conversation.
Not that much to comment on in this episode. It is interesting that those "prophetic visions" stopped when Playboy House Head slept over at Inks place.
And I suspect that the cure of a xenophobic mature Dragonblooded warhawk is about to make the political scene rather more exciting than people would otherwise prefer.
Looking forward to how it goes. Thanks to you and Aleph for sharing.
Hmm. If I were to run PMMM in exalted, I'd probably have it so that Magical Girls get large mote pools that don't refill naturally at all. Grief Seeds would have a number of motes that could be drawn from before the witch respawns. Emotional turmoil would also drain motes, although I'm not sure how to model that.
The magical girls would probably have a few charms each, related to their specific powers.
Mami would have the solar archery tree. Or possibly the firearm tree from Exalted Modern if we're using 2e.
I remember that mechanically Fair Folk don't naturally regenerate motes in Creation, and have to consume (usually) permanent dots of Willpower and Virtues in order to regain essence. At least until they learn Banquet of Crumbs.
So Fair Folk is probably a decent fascimile for Witches.
As for Magical Girls? I think you need to involve the Limit track on them, actually. Think about it as less that they do not regenerate motes, it's that all of them have a natural "increase temporary Limit by 1 to regain 10 motes" ability. Grief Seeds, in this mechanic, would be consumable items that lower Limit of magical girls, and emotional turmoil will naturally increase Limit as well, as a form of the usual Limit track increase mechanic.
Limit Break transforms a Magical Girl into a Witch. Or, if you want to be less stringent, adds a dot of Permanent Limit to the Limit track.
...ok, are we talking story or actual play here?I like this idea. You'd still need to have the magical girls not respire motes naturally, to force the need to acquire grief seeds. Maybe a 1m per day cost to keep the body alive too.
Maybe a mote pool of 50? Since it doesn't respire, but we seem some pretty magic intensive fights?
50 is probably a little too little. Make it Willpower*10, and whenever it hits 0 it automatically activates the limit-to-mote conversion. This ought to work for most MGs barring the outliers with extreme Potential.Importing a discussion of how to run PMMM in the exalted system here. Because it was Off Topic in it's original thread.
I like this idea. You'd still need to have the magical girls not respire motes naturally, to force the need to acquire grief seeds. Maybe a 1m per day cost to keep the body alive too.
Maybe a mote pool of 50? Since it doesn't respire, but we seem some pretty magic intensive fights?
...ok, are we talking story or actual play here?
Because 'do not regain motes' is pretty shitty for actual play, not to mention has the weird side effect of making hearthstones keep witch corruption at bay. Which doesn't seem to fit well thematically.
Whereas Limit type systems were literally built for the kind of Mahou Shojo type ideas. You don't need to reinvent the wheel here: Limit track, grief seeds reduce limit. Include conditions for grief increasing Limit, or 'burn X motes gain Limit'. And boom, you have a functioning system.
And your mote pool will be a function of how much charms cost- it's not like you need more then a handful. You need to figure out how much the person is able to use them, and what usages = Limit. But that's pretty straight forward math.
And now paging @EarthScorpion and @Aleph, who I have seen develop the idea in some depth and are both better at this then me.
Inb4Sketch'sdespairYo, you got any suggestions for modding Five Across the Heart specifically to run PMMM?".
Fair enough, I just remember you talking about this way back. Must have been a couple years now.Oh, god no, I wouldn't use Exalted's system for PMMM. Firstly, because I wouldn't use any RAW Exalted system for anything, and secondly because the system as it exists is particularly ill-suited for the "personality-as-powers, doubt-and-despair are as dangerous to you as the actual Witches" stuff in PMMM.
It would be awesome if you did an entire 'geography' of Malfeas threadmark with locations within Metagaos and Kimbery too.Six Locations in Cecelyne
Silver sands, white salt plains, glass-coated hillocks - many who cross Cecelyne see only these things in their journey under the black, starless sky. Still, there are things to be found in the barren wastes of the affliction of the Yozis. Some of these things even have known routes that lead to them, though such approaches are tenuous and risky. Demons and hell-questers who find a new reliable route that leads them past a place of interest have found their fortune.
Asteroid Block Crater
When the layers of Malfeas slam together, chunks of the King are cast off and sent flying. Sometimes they fall in the Desert, triggering glass-storms from his fire and fury. The scars of these impacts can last for decades or even centuries, titanic pits walled with green-tinted glass. At the centre of the pit is a fragment of Malfeas, bleeding the warmth of the king's hate into the chill of Cecelyne.
The smallest impacts are just a building or two, but sometimes palace-complexes or entire neighbourhoods are cast off. Occasionally some of the demons dwelling in the area survive, and eke out their existence in the slumped and shattered buildings that survived the fall. Other times desert-nomads find a habitable structure and set up a shrine to the grace of the Desert for providing such a home. Such places can serve as way-stations and caravanserai for those crossing the desert - if they are not desolate ruins inhabited by mutated demons painfully dying from Green Sun Wasting.
The Black Moon
In the sunless, starless skies of Cecelyne hangs the black moon, who has no name. Some call her Noh, and those who are learned know her to the black heart of the Ebon Dragon. Endlessly she tests the borders of the prison of the Yozis, trying to outpace Cecelyne's expansion into infinitude. Sometimes she succeeds and slips into Creation on moonless nights, but mostly she is too late.
Some lost souls have visited the black moon, though Noh never welcome those who willingly sought her out. The surface is a dark, cold and sombre place, which gently welcomes the doomed and the dying. Previous guests have included traitors to the gods, conspirators against the priests of Cecelyne, and at least one Sidereal who regretted his role in the Usurpation. Before he departed to his doom he left his winged lance, Jylte Sky-Kisser, there as a gift for any of the Chosen who would later walk the same dark path as him.
The City of Spires
Two thousand years ago, a prideful demon lord thought to leave Malfeas and build a city within the Desert, so that he might be closer to Creation. He gave many great gifts to the temple of Cecelyne and shed the blood of ten thousand serfs, and upon a ridge in the deep desert he built a city of tall spires. He bragged that he could see the sun of Creation from the highest steeple, and perhaps it was true.
Cecelyne tolerated his actions for a while, and then when she tired of his prayers she laid waste to the city. A storm swept in and when it departed every demon within the City of Spires had been turned into glass. The city now stands, lonely within the desert, and all who stay there for more than one day and one night become one of the agonised statues who litter the streets.
Damned Gods' Garden
When lost things of Creation slip into Cecelyne, their gods sometimes also fall between the gaps in the world. Under a black sky these lost spirits of forgotten things wander. Sometimes they escape back into the world, and these gods are the lucky ones. Unfortunate gods are found by Samasque the Harvester, and taken to his salt-plain garden. There they are buried up to their necks in the salt, and left there forever.
Samasque has the seeming of a priest of Cecelyne, though they do not recognise him among their ranks. His bones are ancient and his fires dim; his robes are encrusted with salt. So many gods brought close together within Hell means that omen weather strikes the area frequently, and the slopes that lead down to the salt plain are littered with the strange things that fall out of the sky.
Empty Chasm
Those who have found the empty chasm say that it always appears on the fourth day of one's journey across Cecelyne, no matter which direction one travels in. From horizon to horizon it stretches, and the sand pours down it like a silvery waterfall. It has done this for five thousand years, and there is no sign that it will ever fill up. Great toothed gears have scarred the landscape around the canyon, and tiny slivers of soulsteel can still be found at the bottom of some of the lesser gashes.
Those who wish to continue past the chasm must either manage to cross it or walk back into the desert and find another five-day long path. Those demon-traders who have the ill-luck to encounter it frequently have found a number of ways, from flights of agatae fed alchemical compounds to give them the strength to carry a ship to daring sand-surfing contraptions that leap the canyon in a single great bound. In some places the chasm is only a few tens of yards wide, but in others it stretches for many miles.
The Foul Sea Augustus
Born of an affair between one of Cecelyne's souls and the Water Dragon, the waters of Augustus are not fit to be drunk. They sparkle a brilliant cyan, but such beauty comes from poisonous salts that saturate him. His shores are littered with the bones of demons and akuma who ran to him in their desperation and never left. He is so dense that men can walk upon his surface and only get their feet wet. Strange metal creatures heavy enough to sink swim within him and savage those who walk on water without due care.
In the centre of Augustus, there is an island and upon that island stands an ancient monolith of black jade blessed by his mother. It is this monolith of the purest jade that maintains Augustus' health within the barren desert, and were it to be removed he would dry up and perish, leaving behind only copper salts. Should a thief come looking to steal this wondrous ancient artefact, they would have to fight an entire enraged sea.
The damage statline for strike says +7B(+4A Heated).Appearing as gloves of scaled red dragon-skin leather adorned with red jade articulated plates and elaborate orichalcum wire inlay, these remarkable artifacts serve as powerful tools of crafting and, in this fallen Age, deadly weapons. A pair of these devices costs 10 motes to attune, which also resizes them to perfectly fit their owner.
Forge-hand gauntlets are completely impervious to all heat, and they confer that same protection on their wearer's hands and arms. An Exalt wearing a pair could reach into the central plasma furnace of a First Age factory-cathedral and scoop out a handful of molten orichalcum, feeling only a pleasant warmth. Because the gloves protect only the hands and arms, however, their imperviousness would not similarly protect a character standing in a bonfire (or otherwise taking damage from heat-based environmental effects). Against attacks based on heat or flame, an Exalt wearing these gloves gains a +10L/10B soak and +10L/+10B hardness, as long as he uses them to parry the attacks (and has a positive Parry DV, of course).
The gloves can also heat themselves with a thought, making them hot enough to melt stone and steel. From a utilitarian standpoint, the wearer effectively has an exceptional blacksmith's forge on his person at all time, and his player adds a +2 bonus to all Craft (Fire) rolls to make or repair objects as a result. Used combatively, every unarmed attack against an inanimate object that is not made of a magical material (or comparably invulnerable) permanently reduces all the object's soak values by the pre-soak damage of the attack (to a minimum of 0 soak). Attacks against characters wearing non-indestructible armor likewise permanently reduce the armor's soak values, destroying any armor reduced to 0/0 soak. The gauntlets allow their wearer to parry lethal and ranged attacks without a stunt, and if the gauntlets fully parry a non-magical weapon (i.e., Parry DV cancels all attack successes), the weapon is burnt to ash, bent to twisted slag or otherwise destroyed.
Because of their composite construction, forge-hand gauntlets do not provide magical material bonuses and may be used by any Exalted. They are wielded using Martial Arts and suffer no offhand penalties used paired. (Second stat bar reflects item clinched.)
Type Speed Accuracy Damage Rate Defense Cost Minimums Attune Tags Strike 5 +0 +7B (+4A Heated) 2 +2 •••• Str•• 10 P, M Clinch 6 +0 +6B (+3A Heated) 1 - •••• Str•• 10 P, C, M
Alright, a 2E question regarding the Forge-Hand Gauntlets(Wonder of the Lost Age pg 68)
The damage statline for strike says +7B(+4A Heated).
Does the stats in bracket replace the bashing damage when the Heating feature is activated, or does it add to it?
Thank you.It wasn't clear, so I wanted a second opinion.I've consistently seen it ruled that it replaces the damage- note that it's still piercing aggravated damage, which in context of 2e is absolutely disgusting. I should know- I played an Alchemical with forgehands.
Well remembe rit was a 2e artifact and I doubt it was put under the 2.5 damage pass? Your minimum damage was Essence.Thank you.It wasn't clear, so I wanted a second opinion.
And yeah, it is...emphatic; I was wondering why there was no minimum damage rating for the artifact until I stopped to do the math.
...I don't remember that? I thought it adding to regular damage was already the case, not a change in 2.5
Huh really? I've been talking about running a Magical Girl game for years (before PMMM even aired) and while II never intended to run it in PMMM specifically, I definitely had elements like:More seriously though, there are already a bunch of Magical Girl RPGs based on the meduka mode.
and the only specifically Magical Girl system I've ever had suggested was Princess: The Hopeful."personality-as-powers, doubt-and-despair are as dangerous to you as the actual Witches"
...I don't remember that? I thought it adding to regular damage was already the case, not a change in 2.5