Whoops I missed this. So, @Maugan Ra probably has some thoughts on this as well, but it works fairly well. The one caveat I'd make is that you should accumulate Fever in combat based on your expenditure over a full combat turn- this is mostly based off the other side of the game trade we run, where I GM for Maugan playing a Dusk Caste Abyssal.

The issue is, Gift of Welcome Oblivion is a combat monster that I still haven't been able to meaningfully challenge in combat, and as written the essence fever hack means she can put a lot of energy into her attacks and defences essentially with little risk.
Follow up question, you are using 3e right? What are your thoughts on it
 
Follow up question, you are using 3e right? What are your thoughts on it

The short answer is 'I like it a lot, both to play and to DM, but it doesn't solve all of Exalted 2e's problems and does add one or two of its own'.

Let's get the bad out of the way first: Charm bloat is as bad as ever. The book has too many Charms, not all of which are needed, and has too many dice tricks (personally, I'd keep 'reroll 1s until they fail to appear', as well as a few dice tricks that play on 1s in opposing rolls in some manner, and throw out most of the rest). The Craft system is a hot mess. It keeps the BP/XP divide.

However, both the combat and social systems are *very* good- we haven't engaged in the latter in detail, instead putting most social actions down to role play, but it's still a very good system that *supports* either that or getting more into the meat of figuring out what people care about before you try convincing them of things, rather than just treating it like combat. And the combat system itself allows for good fights and tactical thinking.

Would I recommend it over 2e? Personally, yeah, I would. Is it perfect? Not by a long shot.

But it's definitely been a positive experience.
 
The short answer is 'I like it a lot, both to play and to DM, but it doesn't solve all of Exalted 2e's problems and does add one or two of its own'.

Let's get the bad out of the way first: Charm bloat is as bad as ever. The book has too many Charms, not all of which are needed, and has too many dice tricks (personally, I'd keep 'reroll 1s until they fail to appear', as well as a few dice tricks that play on 1s in opposing rolls in some manner, and throw out most of the rest). The Craft system is a hot mess. It keeps the BP/XP divide.

However, both the combat and social systems are *very* good- we haven't engaged in the latter in detail, instead putting most social actions down to role play, but it's still a very good system that *supports* either that or getting more into the meat of figuring out what people care about before you try convincing them of things, rather than just treating it like combat. And the combat system itself allows for good fights and tactical thinking.

Would I recommend it over 2e? Personally, yeah, I would. Is it perfect? Not by a long shot.

But it's definitely been a positive experience.
Follow up questions:

I noticed you did large scale social engineering as a socceroos working, could you similarly substitute this subsytem for crafting?

What do you hope to see changed going forward?
 
The short answer is 'I like it a lot, both to play and to DM, but it doesn't solve all of Exalted 2e's problems and does add one or two of its own'.

Let's get the bad out of the way first: Charm bloat is as bad as ever. The book has too many Charms, not all of which are needed, and has too many dice tricks (personally, I'd keep 'reroll 1s until they fail to appear', as well as a few dice tricks that play on 1s in opposing rolls in some manner, and throw out most of the rest). The Craft system is a hot mess. It keeps the BP/XP divide.

However, both the combat and social systems are *very* good- we haven't engaged in the latter in detail, instead putting most social actions down to role play, but it's still a very good system that *supports* either that or getting more into the meat of figuring out what people care about before you try convincing them of things, rather than just treating it like combat. And the combat system itself allows for good fights and tactical thinking.

Would I recommend it over 2e? Personally, yeah, I would. Is it perfect? Not by a long shot.

But it's definitely been a positive experience.
Suddenly, I am reminded that I still need to finish up that summary of Storypath mechanics I said I was going to do a while back so that people would understand what we were talking about when we shilled it.

Hmm. Will have to make some time for that this weekend.
 
Suddenly, I am reminded that I still need to finish up that summary of Storypath mechanics I said I was going to do a while back so that people would understand what we were talking about when we shilled it.

Hmm. Will have to make some time for that this weekend.

That would be much apprecated!

I left a post asking for just that in the Scion/Trinity last week but it never got a reply and I think the thread fell back off the front page recently.
 
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Follow up questions:

I noticed you did large scale social engineering as a socceroos working, could you similarly substitute this subsytem for crafting?

What do you hope to see changed going forward?

Absolutely! The sorcerous working rules are massively adaptable for shit like that. Eyeball an ambition and 'circle' based on the Artifact rating and you're good.

As for the second question... I'd like to see the Solar Charmset reworked by the new lead devs, but that's unlikely tbh- and, of course, a better official crafting ruleset because dear lord craft is not great.

Probably also some better sailing rules.
 
Whoops I missed this. So, @Maugan Ra probably has some thoughts on this as well, but it works fairly well. The one caveat I'd make is that you should accumulate Fever in combat based on your expenditure over a full combat turn- this is mostly based off the other side of the game trade we run, where I GM for Maugan playing a Dusk Caste Abyssal.

The issue is, Gift of Welcome Oblivion is a combat monster that I still haven't been able to meaningfully challenge in combat, and as written the essence fever hack means she can put a lot of energy into her attacks and defences essentially with little risk.

The essence fever hack is pretty great, personally speaking, and I will probably use it in most games from now on. It just lends itself really well to what I want out of a game; powerful demigods driven to extremes by the burning spark of power in their souls.

As an example, in the Wavecrest arc, Gift of Welcome Oblivion was ambushed by an enemy Exalt, who she was in the area to try and fight or else identify. She drew on a lot of essence to survive the ambush and take the advantage in the ensuing fight, and in so doing suffered an essence eruption, which @horngeek and I decided to resolve as an emotion of sadism. Thus, when faced with a pair of chances to end the fight quickly in a decisive victory, Gift passed up the opportunity, opting instead to toy with her foe and inflict an intimacy of terror with some social influence. Given this breathing room, and being subsequently terrified, the hostile Exalt decided to bug out, and escaped via disengage actions that Gift lacked the ability to effectively contest.

This, I feel, was a pretty strong character moment for Gift, not only in the fight itself but also in the aftermath, where she... well let's be honest, she sulked for a fair bit. She won the fight by most estimations, but was denied the satisfaction of really hurting or killing her opponent, and that would gnaw at her in the future, which led to her communing with the Neverborn and deliberately seeking to trigger a volcanic eruption as a way to draw her foe back out of hiding.
 
This, I feel, was a pretty strong character moment for Gift, not only in the fight itself but also in the aftermath, where she... well let's be honest, she sulked for a fair bit. She won the fight by most estimations, but was denied the satisfaction of really hurting or killing her opponent, and that would gnaw at her in the future, which led to her communing with the Neverborn and deliberately seeking to trigger a volcanic eruption as a way to draw her foe back out of hiding.

And even if the volcano didn't get to the point of erupting, the Wavecrest response to 'volcano threatening to erupt' is 'throw criminals in'. Essentially, Gift's quarry had formed ties among the poor of the island, and so her friends would have been next if things went far enough.

She chose to try and cut it off instead, so things went differently, but eventually she *would* have had to either confront Gift or evacuate the downtrodden, either of which would have been enough for Gift.
 
Better yet. Ellogean choose-your-own-adventure book that's also a dungeon.
Good god. Someone have mercy on me for this.

SCP-1230 - SCP Foundation

Alom, the dreaming stories
Demon of the first circle
Progeny of Kugla, the Silent Reader

It always starts with the words. 'A hero is born. The rest of the book is blank. Confused, the reader goes to bed. Then... he disappears.

He awakes in a world of his own subconscious choosing. A boy who wistfully looked at the war banners, would find himself in a world beset by war. A girl dreaming of princes would find herself going to...

Ah crud. Did not think this through.

An idea I had. A book that transports you to another world, ala isekai. You start out slow, but you gain power. Gain friends. Gain allies. Get power. Kinda low powered isekai.

And then?

You wake up.

But it's weird. You grab a weapon? You swing it with the best of them. Talk to someone? Flattery and courtesy roll off their tongue like a stream. They can sneak like a frickin ninja.

And then reality starts to shift. You made a friend with the princess in the story? Cool. A series of incidents later, you become bedmates of the satraps daughter. Only she's got blonde hair where the princess has red. Got an army in the tale? Well.... the general died all of a sudden. So you took command! And you're pretty good, so they're making you his successor!

So on and so forth

Problem:
  1. This doesn't add to the story
  2. Too overpowered
  3. Encourages 'stay in a cave' syndrome
  4. Mechanics
 
if anyone wants to know what a solar tomb looks like, the catacomb martyrs are a good place to look.

Good god. Someone have mercy on me for this.

SCP-1230 - SCP Foundation

Alom, the dreaming stories
Demon of the first circle
Progeny of Kugla, the Silent Reader

It always starts with the words. 'A hero is born. The rest of the book is blank. Confused, the reader goes to bed. Then... he disappears.

He awakes in a world of his own subconscious choosing. A boy who wistfully looked at the war banners, would find himself in a world beset by war. A girl dreaming of princes would find herself going to...

Ah crud. Did not think this through.

An idea I had. A book that transports you to another world, ala isekai. You start out slow, but you gain power. Gain friends. Gain allies. Get power. Kinda low powered isekai.

And then?

You wake up.

But it's weird. You grab a weapon? You swing it with the best of them. Talk to someone? Flattery and courtesy roll off their tongue like a stream. They can sneak like a frickin ninja.

And then reality starts to shift. You made a friend with the princess in the story? Cool. A series of incidents later, you become bedmates of the satraps daughter. Only she's got blonde hair where the princess has red. Got an army in the tale? Well.... the general died all of a sudden. So you took command! And you're pretty good, so they're making you his successor!

So on and so forth

Problem:
  1. This doesn't add to the story
  2. Too overpowered
  3. Encourages 'stay in a cave' syndrome
  4. Mechanics
Honestly it sounds more like a one off artifact which is the basis of the campaign (explains why your character is so good) than something that needs to be statted. Though honestly I'd just do a really strong past life
 
Ideas for demons:

Butlers/ maids: Strange creatures with silver upper masks, and clothes that are actually wings that can crease, fold, tense, and generally act like memory polymer that can shift into whatever shape they want. Reasonably passable at whatever their summoner wants them to do. The real deal is their Tiny gift, Benefaction, and Largess charms, used to enhance their summoner's endeavours in whatever they choose to do. Truly, they are worthy assistants, lending supernatural might to their summoner. They gain limit whenever they see disorder, dirtiness, or general chaos. For example, they're going to clean up your room, no matter what. And that room. And that room. And that room. Yeah, we're in the middle of the fortress that's trying to kill us, but we're still going to clean this place up until it is spotless. Generally as a charm to conjure up a duster and a gigantic wrecking ball on a chain.

Insect soldiers: Looks like modern soldiers... at first. Until you realize that their exposed skin is too inflexible and clammy. That those goggled eyes are actually compound eyes. That those trenchcoats they wear are actually altered chitin and wings. That that gas mask, isn't a mask but some sort of mandible. That those weapons are most definitely made of steel.... Fine soldiers all, who work together with supernatural effectiveness. Not sure on a limit. Perhaps, it is based on needing to be commanded?
 
Remember those class isekai?

Maybe a second circle demon with really strange ways of training?
So the question you have to ask here is what value does Isekai add t the setting? Presumably if you are playing exalted you want to play Exalted. So what are you trying to accomplish by adding this? Once you know what you want to accomplish you will have a much easier time designing the final product.

Anyway, new charm.


Ego Boosting Courtier's Whisper
Cost: -Mins: Essence 3;
Type: Permanent
Keywords: None
Duration: Permanent
Requisite Charms: Impervious Primacy Mantle


Malfeas, bound and broken by the exalted, finds succor in the endless legions of sycophants which stoke the fires of his ego. This charm grants the Infernal a single positive intimacy towards themselves of their choosing which cannot be eroded save by magical means. This charm acts as an additional 10 mote peripheral Essence pool which gains one mote for each hour the Infernal spends reinforcing this intimacy.


Broken and Reforged

Cost: 10m, 1wp

Mins: Essence 3

Type: Dramatic

Keywords: Obvious, Touch, Training

Duration: One week

Prerequisite Charms: By Pain Reforged.

The training of Malfeas is harsh, but none can argue with its results. This Charm requires five or more hours of effort in any given week to bear fruit. This Charm increases the Drill of a unit by one for each week of training, to a maximum of Drill 5. In each week of training, the trainer picks one trait to train: Strength, Stamina, Prescence, Perofrmance, Reistance, Martial Arts or Melee. This Charm increases that trait for each member of the unit by one dot, to a maximum of 5. Those effeected by this charm take 1hl of damage and gain an intimacy of terrified awe towards the Infernal. The Infernal can train with the unit or as a solo unit, increasing her own traits. She cannot increase others' traits past her own.
 
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Staff Notice: Try to avoid replying to four-year-old posts with material that isn't yours and isn't sourced as such.
So, I'm working on making a Kimberian First Circle that are going to show up as the guards (Bound Servant Force power). They're basically leafy dinosaurs that function as mobile poison (and drug, medicine, general chemical product) manufactories. They're mostly for poisons, though.
Are charms to make their chemical-processing organs equivalent to a Master's Workshop (which means no penalty on their craft roll for the tools) that takes half the normal production time and provide one automatic success on rolls to use their products reasonable? Are there other things I should add that are reasonable for a 1CD and make it better at its job? Should it get that bonus success on its craft rolls, too?
... Does anyone know of a Kimberian Second Circle I could call its maker?
Sorry, friend, but I think you would find this interesting.

Edited by @Magery to provide a source, as this was not Accelerator's creation.

Gildempru, the Gastronomic Alchemists.

Gildempru, Gastronomic Alchemists.

Demons of the First Circle, Progeny of the Sap of Feuds


In the arts of excess Malfeas is second to none. Malfeas is home to many an exotic flavor for all of the human senses and the many senses unique to the Demon City. The boxlike frame of the Gildempru contain ingeniously intricate processes that is a wonder of the demon city. Their organs are often more adequate then a first age lab. These miracles of the demon city are praised by all who can tempt one into servitude or enslave one outright. For anything the Gastronomic Alchemists consume with their ducklike bills they may disgorge into their component substances or even rearrange into different compositions.



Feed one a bucket of rusty nails and they may defecate a small pyramid of iron and a smaller oval of oxidized dust followed by a pill contained the dye used to paint the characters for nails on the bucket. But that is just the simplest display of their natural digestive wonders. Their passion is for tastys, be they sweet sweets or savory sautéed Erymanthus flank. For the processes of preparing and cooking can all be achieved internally for Gildempru, and they often employed as Sushi Chefs; by consuming quantities of rich golden sewermarsh rice of the Demon City, a sampling of ivory kelp, and the flesh of fresh Kimberyspawn they can shat out an impressive spread fit for a 2nd Circles wedding, as noted in the First Age Travel Journal of Pyreseus No Hammer a much experienced No Moon travelling Food Critic.

The Gildempru achieved notoriety for Sorcerers using them as poison tasters secretly before Calibration fetes. Under the orders to consume the entire feast in secret, analyze the meals internally for poisons and proportion the meal out in such a manner as to poison the unsuspecting poisoners favored dish. The Twilight Caste Goldsleeves was once criticized by his Solar guests for not warning them ahead of time when the court Gildempru converted the toxins from the wine into the favored honeycakes of his treacherous Circlemate, resulting in the week long coma of his Circlemate and the gruesome deaths of his seven new Goldchild nieces and nephews. Goldsleeves however found the whole affair hilarious enough to try again at the next Calibration, but was disappointed at his guests' lack of appetite.

The Sap of Feuds scribed the Gildempru from his own sap handpainted onto his own amber in characters noting the 108 secret herbs and spices for his favorite recipe for Malfean Lemon Gruel. By the time the calligraphy is complete the sap hardens into amber it implodes into a newborn Gastronomic Alchemist. The Sap of Feuds have found them to be a ragging successes; pointing out in Hell Salons with pride that Lawgivers have joyfully savored the artfully decorated product of his children's bowel movements for centuries and he has yet to receive so much as a stern glance or a death threat from them! He was noted as having a foul mood for a century and a day after the Usurpation, due to the less uniform appraisal of the Shogunate culture towards having Demonic Chefs crap out their dishes. Though many have discovered they make perfectly adequate chefs even when resorting to using conventional cooking equipment.



Gildempru are about the size and rough shape of bears but with a definitely cube like shape to their torso and shoulders. They are furless but their brown rippling skin creates the illusion of fur. They possess hands similar to mitts and their eyes for some reason remind mortals of a gentle pony. Their professionalism demands do their work fully dressed in a chefs uniform of any culture, even when this covers their translucent stomachs which one may see the convoluted system of tubes, churners, and other less identifiable processes. They have found work as Chefs, but also as fine sentient breweries or as laboratory assistants with a built in lab laboratory function. They have a natural flesh layer over their nether regions appearing much like a skirt. These provide them with privacy while they defecate out their banquets. As long as they are allowed their flesh curtain worth of privacy they don't mind producing meals, but if they are aware of anyone looking under their curtain they will flying into an angry fit. Them may receive one point of limit everyday someone glances under their skirt. There rectum unfolds into a natural conveyer belt that places their food under their large beaver like tail.




Summoning:

(Obscurity 2/3, though pre Contagion era it was 1/3) In Creation Gastronomic Alchemists may emerge from the distended stomachs of gluttons who die of overeating when dining out and topping off their meal with an after dinner confection. Often their first act is to poop out a new meal made from the reassembled last meal of their fleshy doorway.

When a Gastronomic Alchemist feels as if their life is up, they may search for another of their kind with similar sentiments about their life. One will crawling into the bill of the other, both will become extra malleable to allow one to fight inside the other. The bloated Gildempru will then look for a large amount of liquid to submerge themselves in. When fully submerged the liquid will boil and after 8 hours the hardened exterior of the Gildempru will crack and a number of newborn Gastronomic Alchemists will crawl out equal to the highest essence of the parents.


Motivation: To spread the wonders and joys of the World of 10,000 Tastes to all, with natural gusto.

Virtues: Compassion 3, Conviction 3, Temperance 2, Valor 2

Willpower 7

Attributes:


Strength 6

Dexterity 3

Stamina 4

Charisma 3

Manipulation 2

Appearance 3

Intelligence 3

Wits 2

Perception 3 Abilities:



Martial Arts 2 (Grappling 3)

Melee 2 (Kitchen Equipment 3)

Archery 1 (Basting 3)

Thrown 2 (While cooking 3)

War 1 (Coordinating 3)

Integrity 2 (Culinary Integrity 3)

Presence 2 (Those you Cook For 3)

Performance 2 (Hibatchi 3)

Resistance 3 (Working in a Kitchen 3)

Survival 2 (Foraging 3)

Medicine 1 (Health Foods 3)

Investigation 1 (Food 3)

Craft Water 5 (Comfort 3)

Occult 1 (Secret Recipes 3)

Lore 1 (Measurements 1, Food 2)

Athletics 1 (Lifting 3)

Awareness 2 (Taste 3)

Stealth 1

Dodge 1

Larceny (Gambling 3)

Socialize 1 (Favorite Meals 3)

Ride

Sail 2 (With Full Stomach 2)

Bureaucracy 1 (Ingredients 3)

Linguistics 2 (Native Old Realm,Two other Languages including maybe Guild Cant)



Backgrounds: Charms:




2nd Craft Excellency, 2nd Awareness Excellency

Meat of Broken Flesh

Spice of Custodial Delectation- Cooking gives them motes

Materialize

Affinity (Food) Control- Their internal organs may manipulate food and ingredients of wood and earth. Melodious Diagnostic Support- They may analyze anything they consume. Calculated Order of Immediate Action- They may create materials derivative of what they ate up to the amount in what they ate.


Essence Plethora

Ox Body x2


Essence: 2
 
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New Demon


The Chorus of Flies
Demon of the 3rd circle
3rd Soul of Denok, The Heretic Sky
Oramus/SHWLIHN Essence

There are things in the darkness. In the hidden places and unseen corners. Things that skitter and crawl. That buzz and croak. They can be heard, if one listens. Ah! What beautiful music they make! In their music much wisdom can be found. The secrets of the celestial spheres mirrored in the most base of creations creatures!. In eaters of carrion and that which writhes through the earth. This is the wisdom of the Chorus of flies!

When summoned, The Chorus of Flies appears as a great mass of insects and worms, their twisted bodies forming a blasphemous parody of human form. This body is not the Chorus of Flies.
The buzzing of a thousand wings, the skittering of a thousand legs. From these things is a strange music formed. A haunting melody, unreplicable by any human artistry. As alluring as it is disgusting. This is the Chorus of Flies.

The chorus of flies has no physical form. It is a song, a resides in the minds of all who hear it. There is knowledge in its sound, should one care to listen. To open their mind to thoughts not their own, and allow the brilliance of another to replace their own. To become a part of the chorus. Only the truly mad or the truly desperate would choose this path. All others must take care to ward their minds from unnatural mental influence, lest they be consumed and return to hell with their servant, once the summoning ends.

The Chorus of Flies is a muse, and sorcerers call on it as such. Bound in the body of a harmless animal, crows are traditional for their ability to talk, it can be compelled to offer tutoring and aid in all arts both natural and sorcerous. It is especially potent in the arts of divination and the weaving of fates, though the manner it does so is especially blasphemous. Rather than looking to the stars for guidance The Chorus finds knowledge in the workings of the basest of Creation's ephemera. In the lives of bugs, the viscera of corpses and the dung of unclean creatures.

Should one have need of immediate knowledge, they may choose to allow the Chorus into their mind, where its thoughts and knowledge may be imparted directly. Care must be taken to partition the sorcerer's mind with wards of the utmost strength, allowing The Chorus only into those areas the sorcerer wishes and no other. If done correctly, the Chorus will all thoughts but its own from the chosen section of the sorcerer's brain, replacing it with The Choruses own opinions and knowledge of the subject. Wise Sorcerers have managed to learn much in this way, though their understanding of magic was forever after tainted by The Chorus's paradigm. Unwise ones have had their thoughts blasted from their minds and allowed The Chorus to enter creation fully.

The Chorus may enter creation whenever an artist, despairing their lack of talent, finds solace in the fumes of certain psychedelics. At some a time they may hear the haunting melody of The Chorus, and allow it entry into their minds so their work may flourish once more.
 
The short answer is 'I like it a lot, both to play and to DM, but it doesn't solve all of Exalted 2e's problems and does add one or two of its own'.

Let's get the bad out of the way first: Charm bloat is as bad as ever. The book has too many Charms, not all of which are needed, and has too many dice tricks (personally, I'd keep 'reroll 1s until they fail to appear', as well as a few dice tricks that play on 1s in opposing rolls in some manner, and throw out most of the rest). The Craft system is a hot mess. It keeps the BP/XP divide.
Absolutely! The sorcerous working rules are massively adaptable for shit like that. Eyeball an ambition and 'circle' based on the Artifact rating and you're good.

As for the second question... I'd like to see the Solar Charmset reworked by the new lead devs, but that's unlikely tbh- and, of course, a better official crafting ruleset because dear lord craft is not great.

There are several fanmade reworks you might be interested in.

Irked's (Not very radical, for better or for worse.)

BlueWinds's (Actually modifies the official PDF to add itself. Quite extensive.)

Mine (Mostly just a tweak of the BlueWinds rewrite. The Craft system is actually my own creation, though.)
 
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