What's the rule? "I will never attempt to consume any energy field larger than my own head."
fwiw, the Baron was enormous, but not very bright. Which is why a spider totem changing moon could trick him into basically bug zapping himself.

"the other fey lords think you're too dim to do this. maybe if you ate something that would brighten you up..."
 
I feel the need to point out that all this can be shown in game by simply having each Lunar Character have a couple high points of a few most recent incarnations to whip out.

Eyes in the Night, a freshly exalted No Moon who was Breq Who Knew Ten Thousand Things who was Ivory Tusks who was Ciam Quick-Hands who was Kuriva Sea Strider who was Vaarn With One Hundred Faces has been told, of course, all the tales of her accomplishments back until beyond the beginning times, because that's part of the initiation into the Silver Pact. But her favorite ones are the stories where Breq Who Knew Ten Thousand Things forged the Sword of Mercy and used it to wound the Tyrant Named Mianaai and set her one hundred and three bodies at each other's throats, where Ivory Tusks snuck into the great libraries of the now ruins at Tenebre the night the Realm burned them to the ground and copied every tome to her memory so they would not be lost, where Ciam Quick-Hands stole the heart and shape of a Duke of Hell and lived as him for a six years and ninety-seven days before being found out while he set his stolen cultists to hunting down other yozi cults, where Kuriva Sea Strider stole away into the seas of the Underworld to bind the dead admirals to the task of defending their living decendants against the fey, where Vaarn With One Hundred Faces stole into one of the great orchards of heaven and stole six Peaches of Immortality, leaving cunningly wrought imitations in their place that were delivered in good time to the greater divinities they were meant for, whereupon they transformed into affidavits full of evidence of the crimes of no less than seventy six corrupt celestial gods of previously unimpeachable character.
 
Is there a better system in 'Arms of the Chosen' for Evocations than what was given in the back of the core?

It's a similar system, but the artifacts in Arms get more word count and tend to be substantially stronger overall. There's a new Resonant/Dissonant keyword thing that tiers artifacts, sort of like Mastery/Terrestrial but varying depending on material. Terrestrials are Resonant with Jade and Dissonant with Soulsteel, Sidereals are Resonant with Starmetal and Dissonant with Orichalcum, etc.

Here are two sample artifacts that were released publicly before publication to give you a taste of it, Stormcaller and Gnomon.
 
I have to say that I like the Resonant/Neutral/Dissonant tier system that artifacts and martial arts has, and would not be displeased to see it crop up in other places in the line.
 
It's a similar system, but the artifacts in Arms get more word count and tend to be substantially stronger overall. There's a new Resonant/Dissonant keyword thing that tiers artifacts, sort of like Mastery/Terrestrial but varying depending on material. Terrestrials are Resonant with Jade and Dissonant with Soulsteel, Sidereals are Resonant with Starmetal and Dissonant with Orichalcum, etc.

Here are two sample artifacts that were released publicly before publication to give you a taste of it, Stormcaller and Gnomon.

This was informative, but I was wondering more about assigning charms. I understand they're thematically based upon the purpose, history, and connection the particular Exalted has with the artifact, but I was curious if there was any sort of rough guide and limits other than the examples I missed.
 
I just posted my take, Jon just posted his. The TAW crew has theirs out there. What's yours?

Lunars have never really struck a chord with me specifically so I don't have much personal stake in them, and Vance has honestly earned enough trust from me at this point that I'm willing to just go with their plan.

This was informative, but I was wondering more about assigning charms. I understand they're thematically based upon the purpose, history, and connection the particular Exalted has with the artifact, but I was curious if there was any sort of rough guide and limits other than the examples I missed.

Vance said in the Q&A thread that they're planning on putting a concrete 'here's how to create and balance a charm' section in the Exigents book when it comes out. Obviously a lot can happen between now and then, but if it wasn't going to be in Arms that's a reasonable place to put it.
 
Vance said in the Q&A thread that they're planning on putting a concrete 'here's how to create and balance a charm' section in the Exigents book when it comes out. Obviously a lot can happen between now and then, but if it wasn't going to be in Arms that's a reasonable place to put it.
And if they are still going with the "natural language" thing it's going to be complete horseshit.
Let's hope they figure out how to separate fluff and mechanics by then.
 
Pretty sure advice for designing Charms written in natural language will be equally applicable to Charms written properly.

Lunars have never really struck a chord with me specifically so I don't have much personal stake in them, and Vance has honestly earned enough trust from me at this point that I'm willing to just go with their plan.

That's not as much a plan as it is a promise that they have one. There are a couple of keywords, but honestly I could see just about any version of Lunars following from that post.

I like Vance too, but that doesn't inspire a ton of confidence in me.
 
Pingala
Spawned by Ice-Bound Waters
Water Elemental




The northern rivers and seas of Creation spend much of the year ice-bound and unnavigable. In a few places the ice gets thick enough for the Haslanti skate-ships to cross and restore some measure of trade, but the rest must wait well into spring for the ice to clear. In many of these places the pingala can be found.

Pingala are white, horned aquatic mammals. They mostly eat fish or mollusks, but spend much of their time harvesting kelp and seaweed - not to eat, but to brew their prized seaweed beer, which they like to consume with every meal.

During the winter, herds of pingala that have been diligent and resourceful enough to prepare sufficient stocks of pearlgrappa use it to spend the winter underwater, giving them much easier access to food - and to their special riverbed distilleries, which wrap the resulting brews in a membrane that lets them be drunk underwater.

Pingala are as gregarious as they are blubbery, and they love a good party, so many herds spend these months furiously brewing as much as they can in preparation for a grand end-of-winter party. Especially rich herds will have extra pearlgrappa that they use to invite their human friends and neighbors to participate. The riotous music of these parties weakens the ice in preparation to the traditional end of such parties, where the drunker-than-usual pingala all swim up at once, shattering the ice with their horns.

For this reason, many villages and nations affected by winter ice cultivate close relationships with pingala herds, in particular making sure that they are sufficiently boozed up to go underwater for the winter.

Capabilities: Individual pingala are often summoned for their expertise in brewing and distilling beer and liquor. Some sorcerers also summon them as party guests, for they have a reputation for making other guests feel at ease and helping dispel any awkwardness when new people meet for the first time.

(no QC statblock yet, I haven't done the charms)

Pearlgrappa (Artifact ••)

The pingala brew this pungent, potent liquor from a mixture of seaweed, fish scales, and ground pearls. They use all the leftover material from their other brews - especially their seaweed beer - to prevent waste and ensure they have enough stock for the next winter. When consumed, it enables the drinker to breathe underwater. In humans, this generally lasts about a day, but in more aquatic species this can last for weeks or even months. Excessive consumption - in humans, more than once a year - carries the risk of contracting lungrot.

(This is intended for use with @Nihnoz's rules for artifact liquor.)

Lungrot (Virulence special, Morbidity 3, Interval: One week): Any human who drinks pearlgrappa more than once between Calibrations risks contracting lungrot, a degenerative disease that ultimately consigns the victim to a life forever below the waves. The difficulty of the virulence roll is equal to the number of times she has consumed it since last Calibration. Lungrot is not contagious.
  • Minor Symptom: The victim's lungs are too accustomed to water and need it to function properly. She takes a -3 penalty to all Athletics rolls if she has not fully immersed herself in water within the past (Stamina) minutes. Most victims simply tolerate this and spend the time unpleasantly short of breath.
  • Major Symptom: The shortness of breath grows deeper and more severe, affecting nearly every aspect of the victim's life. She now takes a -1 penalty to all other rolls in addition to the penalty to Athletics rolls.
  • Defining Symptom: The victim can breathe water - but only water. She now suffocates if out of water for more than (Stamina) minutes. If the disease progresses beyond this stage, rather than death, this condition becomes permanent and irreversible absent special healing magic.
 
Last edited:
Pingala
Spawned by Ice-Bound Waters
Water Elemental




The northern rivers and seas of Creation spend much of the year ice-bound and unnavigable. In a few places the ice gets thick enough for the Haslanti skate-ships to cross and restore some measure of trade, but the rest must wait well into spring for the ice to clear. In many of these places the pingala can be found.

Pingala are white, horned aquatic mammals. They mostly eat fish or mollusks, but spend much of their time harvesting kelp and seaweed - not to eat, but to brew their prized seaweed beer, which they like to consume with every meal.

During the winter, herds of pingala that have been diligent and resourceful enough to prepare sufficient stocks of pearlgrappa use it to spend the winter underwater, giving them much easier access to food - and to their special riverbed distilleries, which wrap the resulting brews in a membrane that lets them be drunk underwater.

Pingala are as gregarious as they are blubbery, and they love a good party, so many herds spend these months furiously brewing as much as they can in preparation for a grand end-of-winter party. Especially rich herds will have extra pearlgrappa that they use to invite their human friends and neighbors to participate. The riotous music of these parties weakens the ice in preparation to the traditional end of such parties, where the drunker-than-usual pingala all swim up at once, shattering the ice with their horns.

For this reason, many villages and nations affected by winter ice cultivate close relationships with pingala herds, in particular making sure that they are sufficiently boozed up to go underwater for the winter.

Capabilities: Individual pingala are often summoned for their expertise in brewing and distilling beer and liquor. Some sorcerers also summon them as party guests, for they have a reputation for making other guests feel at ease and helping dispel any awkwardness when new people meet for the first time.

(no QC statblock yet, I haven't done the charms)

Pearlgrappa (Artifact ••)

The pingala brew this pungent, potent liquor from a mixture of seaweed, fish scales, and ground pearls. They use all the leftover material from their other brews - especially their seaweed beer - to prevent waste and ensure they have enough stock for the next winter. When consumed, it enables the drinker to breathe underwater. In humans, this generally lasts about a day, but in more aquatic species this can last for weeks or even months. Excessive consumption - in humans, more than once a year - carries the risk of contracting lungrot.

(This is intended for use with @Nihnoz's rules for artifact liquor.)

Lungrot (Virulence special, Morbidity 3, Interval: One week): Any human who drinks pearlgrappa more than once between Calibrations risks contracting lungrot, a degenerative disease that ultimately consigns the victim to a life forever below the waves. The difficulty of the virulence roll is equal to the number of times she has consumed it since last Calibration. Lungrot is not contagious.
  • Minor Symptom: The victim's lungs are too accustomed to water and need it to function properly. She takes a -3 penalty to all Athletics rolls if she has not fully immersed herself in water within the past (Stamina) minutes. Most victims simply tolerate this and spend the time unpleasantly short of breath.
  • Major Symptom: The shortness of breath grows deeper and more severe, affecting nearly every aspect of the victim's life. She now takes a -1 penalty to all other rolls in addition to the penalty to Athletics rolls.
  • Defining Symptom: The victim can breathe water - but only water. She now suffocates if out of water for more than (Stamina) minutes. If the disease progresses beyond this stage, rather than death, this condition becomes permanent and irreversible absent special healing magic.
I really like this. I suppose there are people from the West who only travel north to get their hands on pearlgrappa so they can live beneath the waves and provide for their families by permanently diving for pearls and other things.
 
GardenerBriaerus: Two Thaumaturges
What kind of tools would a wandering magician or thaumaturge carry with him? For some reason I am really fucking blanking on this when I can usually figure out something.
A lot depends on what forms of thaumaturgy he specializes in, as well as the paradigm (for lack of a better word) he exercises it through.

Just for example, here's two different versions of a thaumaturge who has a means of resisting ambient environmental hazards (inclement weather, heat or cold, etc), a means of giving himself soak dice against physical attacks, and a means of attacking others.


- A ghost-worshiping shaman paints himself in blessed pyre ash to make his body temporarily become as indifferent to the harshness of his environment as a corpse, wears a "shirt" of scrimshaw plates bound together with woven hair (all taken from the remains of soldiers, martyrs, ascetics, and others whose lives left cadavers with strong essences of resilience and perseverance) to ward himself against the assaults of men and beasts, and carries a leaden mace that was forged in a fire fed by spare logs from funerary pyres, quenched with blood shed in battle, and then ceremonially "buried" in cold earth for five seasons, wrapped in a shroud inscribed with prayers honoring great warriors of the Underworld; the necrotic Essence within it acts as a subtle poison upon those he strikes, chilling the very blood in their veins.

Due to the fact most of his power is bound up in talismans, the bulk of his "tools" are more Essence receptacles or totemic items that reinforce his connection to the Underworld, ways of bolstering and maintaining the talismans he has, than they are things which are meant to achieve results on their own.

However, he is still a thaumaturge, and so he keeps a motley collection of simple equipments: pouches of salt, herbs, and other pure things for making temporary wards against unquiet spirits; packets of incense which can be used for rituals to lure in and bewitch weak creatures of Death; a sealed amphora of wine made from shadowland fruits as an offering should he meet an ancestral ghost or other prominent Dead figure, and a modest set of picks, mallets, knives, and charcoal sticks for minor works like preparing corpses, presiding over funerals, or authoring prayers.

Also, at the insistence of his nigh-paranoid mentor, he secrets a single lead curse tablet within a seam of his cloak, along with a black iron nail with which to affix it. Thus far, he has not been pushed to a point where it was needed, but he understands its potential utility.


- Another thaumaturge carries a wooden backpack filled with dozens of little clay jars, each sealed with beeswax. Within them is a dizzying assortment of powders, pastes, unguents, and other materials which he uses in his work. Most are necessary ingredients for rituals that invoke least elementals of the air, but others carry power in and of themselves - and one jar holds the ingredients for a noxious grey tea which he drinks every fortnight, to maintain the energies he has bound to own flesh.

Provided his jars, time, and access to a workspace under the open sky, he can coax a fair wind or quiet an ill one, read fortunes from the patterns certain powders make on the ground when blown by an eastern breeze, and do other such simple workings. Some of the jars' contents, the ones needed for his most potent feats, are stranger.

When traveling in the South, or through a rainstorm, or in other such unpleasant climes, he breaks the seal on a bottle filled with the collected breath of certain elementals and recites an old, old poem from the North, and the Essence-rich winds shape themselves into a canopy around him that cools him when it is warm, warms him when it is cool, and thus keeps him comfortable in any normal environment.

Unlike the shaman, he carries no arms or armor, for he long ago trapped a flicker of wind from the Pole of Air inside his lungs, and with it he can spit forth vicious, freezing gales that knock arrows from their course and turn men to ice-wreathed corpses.​


See what I mean?
 
A lot depends on what forms of thaumaturgy he specializes in, as well as the paradigm (for lack of a better word) he exercises it through.

Just for example, here's two different versions of a thaumaturge who has a means of resisting ambient environmental hazards (inclement weather, heat or cold, etc), a means of giving himself soak dice against physical attacks, and a means of attacking others.


- A ghost-worshiping shaman paints himself in blessed pyre ash to make his body temporarily become as indifferent to the harshness of his environment as a corpse, wears a "shirt" of scrimshaw plates bound together with woven hair (all taken from the remains of soldiers, martyrs, ascetics, and others whose lives left cadavers with strong essences of resilience and perseverance) to ward himself against the assaults of men and beasts, and carries a leaden mace that was forged in a fire fed by spare logs from funerary pyres, quenched with blood shed in battle, and then ceremonially "buried" in cold earth for five seasons, wrapped in a shroud inscribed with prayers honoring great warriors of the Underworld; the necrotic Essence within it acts as a subtle poison upon those he strikes, chilling the very blood in their veins.

Due to the fact most of his power is bound up in talismans, the bulk of his "tools" are more Essence receptacles or totemic items that reinforce his connection to the Underworld, ways of bolstering and maintaining the talismans he has, than they are things which are meant to achieve results on their own.

However, he is still a thaumaturge, and so he keeps a motley collection of simple equipments: pouches of salt, herbs, and other pure things for making temporary wards against unquiet spirits; packets of incense which can be used for rituals to lure in and bewitch weak creatures of Death; a sealed amphora of wine made from shadowland fruits as an offering should he meet an ancestral ghost or other prominent Dead figure, and a modest set of picks, mallets, knives, and charcoal sticks for minor works like preparing corpses, presiding over funerals, or authoring prayers.

Also, at the insistence of his nigh-paranoid mentor, he secrets a single lead curse tablet within a seam of his cloak, along with a black iron nail with which to affix it. Thus far, he has not been pushed to a point where it was needed, but he understands its potential utility.


- Another thaumaturge carries a wooden backpack filled with dozens of little clay jars, each sealed with beeswax. Within them is a dizzying assortment of powders, pastes, unguents, and other materials which he uses in his work. Most are necessary ingredients for rituals that invoke least elementals of the air, but others carry power in and of themselves - and one jar holds the ingredients for a noxious grey tea which he drinks every fortnight, to maintain the energies he has bound to own flesh.

Provided his jars, time, and access to a workspace under the open sky, he can coax a fair wind or quiet an ill one, read fortunes from the patterns certain powders make on the ground when blown by an eastern breeze, and do other such simple workings. Some of the jars' contents, the ones needed for his most potent feats, are stranger.

When traveling in the South, or through a rainstorm, or in other such unpleasant climes, he breaks the seal on a bottle filled with the collected breath of certain elementals and recites an old, old poem from the North, and the Essence-rich winds shape themselves into a canopy around him that cools him when it is warm, warms him when it is cool, and thus keeps him comfortable in any normal environment.

Unlike the shaman, he carries no arms or armor, for he long ago trapped a flicker of wind from the Pole of Air inside his lungs, and with it he can spit forth vicious, freezing gales that knock arrows from their course and turn men to ice-wreathed corpses.​


See what I mean?

Impressive.
 
I suppose I should be advertising this here, so if you want to play a Dynastic graduate of the Heptagram in the Time of Tumult, I have the quest for you.

(It's just getting started and the first update is on it's way so there's not really that much to check out yet tbh)
 
A lot depends on what forms of thaumaturgy he specializes in, as well as the paradigm (for lack of a better word) he exercises it through.

Just for example, here's two different versions of a thaumaturge who has a means of resisting ambient environmental hazards (inclement weather, heat or cold, etc), a means of giving himself soak dice against physical attacks, and a means of attacking others.


- A ghost-worshiping shaman paints himself in blessed pyre ash to make his body temporarily become as indifferent to the harshness of his environment as a corpse, wears a "shirt" of scrimshaw plates bound together with woven hair (all taken from the remains of soldiers, martyrs, ascetics, and others whose lives left cadavers with strong essences of resilience and perseverance) to ward himself against the assaults of men and beasts, and carries a leaden mace that was forged in a fire fed by spare logs from funerary pyres, quenched with blood shed in battle, and then ceremonially "buried" in cold earth for five seasons, wrapped in a shroud inscribed with prayers honoring great warriors of the Underworld; the necrotic Essence within it acts as a subtle poison upon those he strikes, chilling the very blood in their veins.

Due to the fact most of his power is bound up in talismans, the bulk of his "tools" are more Essence receptacles or totemic items that reinforce his connection to the Underworld, ways of bolstering and maintaining the talismans he has, than they are things which are meant to achieve results on their own.

However, he is still a thaumaturge, and so he keeps a motley collection of simple equipments: pouches of salt, herbs, and other pure things for making temporary wards against unquiet spirits; packets of incense which can be used for rituals to lure in and bewitch weak creatures of Death; a sealed amphora of wine made from shadowland fruits as an offering should he meet an ancestral ghost or other prominent Dead figure, and a modest set of picks, mallets, knives, and charcoal sticks for minor works like preparing corpses, presiding over funerals, or authoring prayers.

Also, at the insistence of his nigh-paranoid mentor, he secrets a single lead curse tablet within a seam of his cloak, along with a black iron nail with which to affix it. Thus far, he has not been pushed to a point where it was needed, but he understands its potential utility.


- Another thaumaturge carries a wooden backpack filled with dozens of little clay jars, each sealed with beeswax. Within them is a dizzying assortment of powders, pastes, unguents, and other materials which he uses in his work. Most are necessary ingredients for rituals that invoke least elementals of the air, but others carry power in and of themselves - and one jar holds the ingredients for a noxious grey tea which he drinks every fortnight, to maintain the energies he has bound to own flesh.

Provided his jars, time, and access to a workspace under the open sky, he can coax a fair wind or quiet an ill one, read fortunes from the patterns certain powders make on the ground when blown by an eastern breeze, and do other such simple workings. Some of the jars' contents, the ones needed for his most potent feats, are stranger.

When traveling in the South, or through a rainstorm, or in other such unpleasant climes, he breaks the seal on a bottle filled with the collected breath of certain elementals and recites an old, old poem from the North, and the Essence-rich winds shape themselves into a canopy around him that cools him when it is warm, warms him when it is cool, and thus keeps him comfortable in any normal environment.

Unlike the shaman, he carries no arms or armor, for he long ago trapped a flicker of wind from the Pole of Air inside his lungs, and with it he can spit forth vicious, freezing gales that knock arrows from their course and turn men to ice-wreathed corpses.​


See what I mean?
...Excellent. Like, holy shit this is good. Hey @Aleph, can we get a threadmark?
 
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