MARBLE LIGHTHOUSE OF POSSIBILITIES STYLE
Can you combine Passing-The-Torch Defense and Black Ocean Stillness Atemi to die three weeks ago and then show up today? (Because that would be awesome.) What about other charms involving the user's death? (Because that has the potential to be much less awesome.)
As written, couldn't you use Ten Thousand Constant Variables to bump up your age and unlock higher Essence levels? I mean, it obviously falls under "no because the ST will throw things at you", both because it's Blatant Shenanigans and because it's pretty nuts from an IC perspective...
 
Hey look, a Sidereal Martial Arts style other than Saphhire Veil of Passion that is playable! Yay!

(Anyone know a good patch for Citrine Poxes or Primastic Arrangement? Obsidian Shards and that Dreaming/Fantasy style can go die in a fire, though.)
 
MARBLE LIGHTHOUSE OF POSSIBILITIES STYLE
Ehhh. It basically violates the "no takebacks" and "death sticks" rules in Exalted; in fluff if not in mechanics (especially the Perfect). It might not technically be bringing back the dead, but it's basically saying "you die, and then a nearly identical alt-version of you appears from another universe and your Exaltation jumps to them", which fluff-wise is all but the same thing, even if mechanically it's a Perfect Dodge and flurrybreaker. I'd be leery of using the Style for that reason; I think the way it's fluffed and presented violates core principles of the setting.

Also, TO FLY THE SHINING FLAG appears to allow you to summon customised Celestial Exalt allies for 25 motes or less, which is hilarious levels of nopebroken.
 
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Ehhh. It basically violates the "no takebacks" and "death sticks" rules in Exalted; in fluff if not in mechanics (especially the Perfect). It might not technically be bringing back the dead, but it's basically saying "you die, and then a nearly identical alt-version of you appears from another universe and your Exaltation jumps to them", which fluff-wise is all but the same thing, even if mechanically it's a Perfect Dodge and flurrybreaker. I'd be leery of using the Style for that reason; I think the way it's fluffed and presented violates core principles of the setting.

Also, TO FLY THE SHINING FLAG appears to allow you to summon customised Celestial Exalt allies for 25 motes or less, which is hilarious levels of nopebroken.
Aleph, Aleph, Aleph. Do you really think I'm going to let Omicron pick who he summons?

I have plans. So many plans. And a small barn of unused but statted PCs.

Yes, I am the ST for the game this was made for. And if my players try to bring back the dead via the mechanisms of this SMA, I'm not sure what would happen, but it would be spectacular. Also, I read Passing the Torch Defense as something that let you swap an alt universe copy of you out, leave that corpse behind, and then reappear.

Really, the only issue I had was An Oar for Odd Tides, which I said uses a characters unmodified Natural Attacks, to avoid hilarious and game breaking shenanigans when combined with Five Jade Fury (from SGambits Prismatic Arrangement. Hajime likes his Martial Arts.)

Many thanks Revlid!
 
On that note, if anyone ever gives me a (good) version of Vermillion Clouds of Sunset, I will give…

Well, something. I'm not sure what. Possibly cookies.

Overall, I like this SMA. I share most of Aleph's concerns, but the 'no takebacks' could be accommodated. I like the 'alternate you dies instead' concept.

And yes. There's always a Maiden and a Lighthouse. :p
 
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I personally can't wait for Marble Lighthouse to begin production (I play the dude in Kylar's game who holds the honor of "Only PC to nearly die").
 
On that note, if anyone ever gives me a (good) version of Vermillion Clouds of Sunset, I will give…

Well, something. I'm not sure what. Possibly cookies.
Hm? Might give that a go. What is it?

*Googles*

Oh, the Sidereal Style that the Dirigible Engine supposedly knows? No, that's dumb as hell, not doing it.
 
Hm? Might give that a go. What is it?

*Googles*

Oh, the Sidereal Style that the Dirigible Engine supposedly knows? No, that's dumb as hell, not doing it.

Pretty sure by the rules of how MAs work, a sun-emulation (ie, not a Solar emulation one) would still be a CMA anyway, likely being kind of a sun-themed Dragon Style thematically, rather than a Solar "I punch you really hard and maybe glow when doing it". So probably some blinding and burning effects, maybe using a dire chain as a form weapon (representing burning tendrils of stellar corona), and so on.
 
In case you didn't know. Robert Vance, one of the Devs that worked on the 2.5e errata has put up some changes left out for Infernals. My initial impression of these changes is that while it gives more combat build options in terms of different Caste/Favored Yozi to take and it gives more ways to crack high soak targets, it doesn't give the Infernals the full tool kit that Solars/Abyssals has. There's no true flurry breaker or equivalence to Fivefold Bulwark Stance.

You can find the original post on Onyxpath:
http://forum.theonyxpath.com/forum/...4885-how-to-put-a-band-aid-on-infernals/page2
 
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In case you didn't know. Robert Vance, one of the Devs that worked on the 2.5e errata has put up some changes left out for Infernals. My initial impression of these changes is that while it gives more combat build options in terms of different Caste/Favored Yozi to take and it gives more ways to crack high soak targets, it doesn't give the Infernals the full tool kit that Solars/Abyssals has. There's no true flurry breaker or equivalence to Fivefold Bulwark Stance.

You can find the original post on Onyxpath:
http://forum.theonyxpath.com/forum/...4885-how-to-put-a-band-aid-on-infernals/page2
It's been discussed a little way back here.
 
You can only take on action the tick you can act; flurries are a type of actions that indicate that you take multiple actions. So even though you do multiple things, a flurry is a single action, albeit with multiple action penalties for each action. Rate denotes the amount of attacks you can make per action, so if you make a flurry of attacks (a bunch of attacks bundled into a single action that inflicts penalties on each attack), the amount of attacks you can make is (Rate). A Rate of 5 means you can make 5 attacks using that action.

Of course, there are charms that ignore this limitation and whatnot. Rate isn't really that important, as nobody makes a 4 attack flurry since that basically wipes their dice pool.

EDIT: Speed is far more important in every way.
 
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Can someone explain to me how rate and flurries work?
Basically, you can take multiple actions during one turn, at a cost of reducing your dice pool by the number of actions you're taking, and then reducing the pool each additional action after the first by one. So, for instance, if you're taking two actions, they're at -2/-3, if you're taking three, they're at -3/-4/-5, if you're taking four, they're at -4/-5/-6/-7, et cetera. The maximum number of attacks you can take in a flurry is equal to your Rate. So, for instance, if you have Rate 2 sword, you can flurry a Miscellaneous Ready Weapon action to draw your sword and make two attacks with it (at a penalty of -4/-5 dice, since they're the second and third actions in the flurry).
 
Does the turn dices into successes when channeling Compassion part in Tragic Love Amusement work when you try to gut your boyfriend ?

Since the charm say it only active when you are trying to "aid" the subject of your intimacy and I'm pretty sure Adorjan don't have any charm that redefine Compassion into "Slit your BFF's throat = True Love <3" which mean you only get the upgrade-stunt function of the charm if you have an intimacy toward someone you want to kill.
 
That's 33 charms, and is Slimmed down and more mechanically stable? I think the word is, than his previous Isidoros Charm set. Also the Canon Yozi sets also have about 45 charms also.

It does not need to be slimmed down

I ment mechanicly Bulky, with all the Lift calculations and everything. Streamlined would probably have been a better word choice.
 
I ment mechanicly Bulky, with all the Lift calculations and everything. Streamlined would probably have been a better word choice.
The version of the Charmset that can be found in my sig is a "stripped down" version of the original, with Charms that I considered superfluous or poorly done removed (and since the forums and my laptop are gone, I no longer have access to those removed Charms, so that's it). It also removes the Lift sidebar, edits some more egregious points, and replaces Lift with other, simpler traits in most situations. Lift was a fun idea, but the system didn't interact with or detail weight enough for it to be casually referenced, and it wasn't ballparky enough to sidestep calculations, so it had to go.
 
Does the turn dices into successes when channeling Compassion part in Tragic Love Amusement work when you try to gut your boyfriend ?

Since the charm say it only active when you are trying to "aid" the subject of your intimacy and I'm pretty sure Adorjan don't have any charm that redefine Compassion into "Slit your BFF's throat = True Love <3" which mean you only get the upgrade-stunt function of the charm if you have an intimacy toward someone you want to kill.

"I'm sorry hon, you're too evil. I have to kill you to save you from yourself. I'm sorry. This is the way it has to be."
 
Does the turn dices into successes when channeling Compassion part in Tragic Love Amusement work when you try to gut your boyfriend ?

Since the charm say it only active when you are trying to "aid" the subject of your intimacy and I'm pretty sure Adorjan don't have any charm that redefine Compassion into "Slit your BFF's throat = True Love <3" which mean you only get the upgrade-stunt function of the charm if you have an intimacy toward someone you want to kill.
... uh. Given that TLA says:
MoEP: Infernals said:
Additionally, any stunt that teaches, hurts or expresses affection toward that subject adds one to its rating as though it resonated with the Exalt's Motivation.
... that certainly implies certain things about Compassion as defined by the spirit of the Charm in question.
 
I am writing this as if it were something of an 'informal' Primordial Excellency, which has been proven to help people understand their themes and actions a bit better than some other writeups. Unlike Primordial Excellencies, I'll be adding in what Solars don't do.

* * *

The Solar Exalted!

The Solar Exalted are human heroes. Warriors, Generals, Detectives, Tool Users. Thieves, Ideologues. Traders, Kings and Scientists. Their Charms are elegant in their simplicity. They execute perfect actions. Solars work miracles, but they are comprehended by all.

The Solar is strongest when giving orders to those around them. They are top-down leaders, controlling legions of underlings. They enhance and uplift those around them- the mortal, the fellow Exalt.

Their greatness is expressed with unsurpassed skill. They are the bleeding edge of innovation in all fields. A Lawgiver draws wealth and power from the land and people around her. The Solar is limited by time, resources and attention. They create tools and raise nations as pieces of greater works. A Solar can forge a sword or armor out of sunlight, and so they may function in absence of resources, but gain more for having men and material to hone and control.

Solars are Holy and Chosen of the Sun. The Sun itself does not simply set each night, it creates Night by moving across the sky. In this way the Solars are are mighty and overwhelming, but contained and transitory. Too much exposure to the sun scorches the earth, and Solars are only self-moderated.

The Solar also holds justice and virtue, not as objective terms, but like Holy, subjective as determined by who the Solar directs them towards. She is the personal arbiter of morality within her sight, and passes judgement.

The themes of the Solar Charm are linearand transcendent. They are archetypical. Solar magic is unconcerned with specifics or limitations, only straight-forward executions of tasks. If a Solar must fight, they fight to the extent it is humanly possible and a step beyond.

Their skill is such that they leave the base actions of mortals far behind. A Solar does not merely hide or disguise her grandeur, she erases or replaces herself in the sight and memories of those around her. She is still hidden, but her concealment is not of shadows and moonless nights.

The Solar is the Lawgiver. Her magic does not care the reason, for that is her own to decide, pinned on her will alone. The Solar's right to lead and rule is that of power overwhelming. To see their desires made real. The Solar does not ask, they demand. They sell, convince, contrive and otherwise demolish obstacles between themselves and their goals. The Solar can be arbitrary and fickle, or virtuous and steadfast in their action.

Solar Charms are biased in the Lawgiver's favor. They overwrite the terms of an action. Their magic deals in automatic success. An individual Solar Charm solves problems, they do not solve campaigns.

The Chosen of the Sun do not shift their bodies or minds to alien paths. They do not turn their blood to poison or grow armored scales, as these are not things humans can do. They do not get 'exotic' powers outside the means of mankind. They cannot will water and fire into weapons, or control Fate, save to prevent such from harming themselves or their works.

Solars do not create self-sustaining things. They are the first link and last link in any great work. Others depend on the Solar, even if infrequently. Their limits are based on their own morals and ethics, followed by the actions and reactions of those around her. The Solar suffers when she uses her power incautiously. To kill one king is to make all following kings fear you.

Solars do not win. Instead Solars succeed. To win implies a positive outcome. Success meanwhile means they have not failed a task. The Solar succeeds at steps toward a greater goal.

* * *

I hope you've found this useful and I may go back and add to it later/update a new version as I think on the topic some more. Until then, peace out!
 
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