Well, I dunno I may have actually scared him a bit. With the setup he gave us, and the strategic situation as far as I'm aware, I actually think it's quite winnable for us.

See, in the backstory for this particular game, An'Teng rebels after the Empress leaves. House Ledaal and Peleps tagteamed to suppress the rebellion, and sent two full legions each. The fighting drove the 200,000 or so refugees south, and the Realm expected them all to starve to death and so didn't spend extra resources on them.

Enter our Circle.

The way I see it, we have two, maybe two and a half Solaroid crafters depending on how you count it, a Sorcerer, lots of Tiger Warriors, the strategic element of surprise, the ability to maybe play the two houses against each other, and perhaps the popular support of the people (one of An'Teng's princes and his animal mask general made it south with us).

On the other end, the Realm troops probably outnumber what we'll be able to field (I was assuming about 10-15% mobilization since we'll need all the logistical support too), their officer corps will be far stronger as a whole (even if I am most likely better than any given DB, there'll be how many amongst four legions?), and if they can drag out the fighting too long they'll get help from the Blessed Isle.

So, strategy problems are some of my favorite, and I looked at all that and decided it was winnable. My ST immediately became suspicious of h4x.

See, the problem with your ST is that he is, in fact, not thinking big enough.

Yes, a full circle of Solar Exalts can, in fact, walk in and kick the shit out of a bunch of legion field forces that are not prepared to deal with Suddenly Solars. A single Solar showing up is enough to ruin a Legion's entire campaign strategy.

The trick to understand here is that doing so will get your characters killed. Not by the Legion. no.

Because the moment the Dragonblooded realize a full circle of Anathema leading an army of Charmed up berzerkers is bearing down on them? A few casting of Infallible Messenger and then the Dragonblooded order their armies to die heroically while they run hard for the nearest port. Three months later, a double handful of Immaculate Grandmasters, their various disciples and retainers, a legion with warstrider and gunzosha equipped troops, a dozen or so Dragonblooded field commanders, spymasters and various other people whose job is to Fuck You Up, Son, appear.

Because kicking over a bunch of Dragonblooded anthills is about the fastest way to skyrocket yourself to the top of the Wyld Hunt hitlist I can possibly think of. Honestly, with that many loyal Realm servants in the area, the last thing you should be doing is throwing around Tiger Warriors like its going out of style. You should be carefully considering every Obvious Charm use and worrying about your Personal pool ever running dry when its important.

Yeah, you are the big fishes in your small pond, but the Realm is a much, much bigger fish and it will grind you into paste if you challenge it directly.

That's how you challenge Solars. They have massive, overwhelming power and everyone knows this. So if you make yourself a nuisance they will kill you. On the other hand, play it slow and steady? By the time the Realm realizes what's up, it will be too late.

TLDR; Don't be Lyta. Being Lyta gets you killed. Be Admiral Sand.
 
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So. Update: Had a long talk with the ST tonight and tried hashing some things out. Didn't really get a solution, but did elucidate some of his feelings on the matter.
Right then lets take a look.
Your ST said:
Ok - no experience debt limits. But that means the npc's will follow the lack of limits as well. [NATURE-REINFORCING ALLOCATION (Gregness' note: Some sort of Lunar equivalent to Beastial Traits Technique, not all that familiar with it)]
[imagine] Tyrant Lizards and Ice Weasels that have no limits with this charm. No image truly scary familiars like Animal Avatars and Godblooded Beasts?
[No limits] on mutations and the skills are open to the PC's level.
I am familiar with it. And I'm kinda boggling a bit.

First: those familiars are not canon. Animal Avatars would be Allies not familiar, and further more are gods an not applicable. Godblooded animals are murkier (I think the only way to access them is in Scroll of Heroes) but would maybe work? Depend on the Sts ruling on a lot of levels.

Second: those trait boosts aren't that bad. Sure they make your animal buddy more dangerous, (ice weasel of doooooooom), but its nowhere near the point that a well prepped group of mortal couldn't drop it (more dangerous animals would probably kill a few, if not all, but its a Lunar supercharged death machine).

Third: Mutations. They suck. Their certainly not going to break the setting, unless your taping into Scroll of Heroes Godblooded mutations (aka: why would you do that, their broken as shit).

Forth: Scope. It affect one animal. And raises the traits at the rate of one per week. Note each point of mutation counts as a trait, so it takes a month and a half to instill an abomination. It is slow as hell, and best used for a lunar charged death familiar (or used on a rat to instill disease carrier, and then you send it to the Realm. Revel in your act of bio-terrorism.)

Your ST said:
[note: this actually came later in the conversation, but it's on this earlier topic so I'm putting it here]
Why are the Lunars not sending 50 soak eagles that blot out the sun and breath lighting out into Creation at a cruise speed of 200 mph every few months to destroy the Realms assets?
The mechanics support that ^
The fluff does not.
MoEP Lunars is terrible, news at eleven. Incidentally, this awesome, and totally happened. And then the elemental supersoliders murdered the fuck out of the eagles because thats what they do. And holy shit, where on earth is he getting those insanely inflated numbers. Mutations can literally not do what he is saying, and even if they could, remember the scope issue? Each one of those doom eagles is months of work, if not years, nevermind 200 miles/hour probably requires artifacts, which is even more cost down the drain.

So uh, yeah, the mechanics don't support it either.
Your ST said:
Mutations, also, they have like what 12 HL's? Mutate Stamina for more, giant for more - double all at the end.
Warhawks have 7HLs and Stamina 3 by default. Giant adds 5hls, and boosts Stamina to 6. Seven after the charm. The charm can add Stamina (not double) more -1hls, so 7. Grand total: 19hls (rather less then he was implying) and three months of work. On the plus side: you have a bitching warhawk.
Your ST said:
Yurgan is a Dawn. He has 1000 Tiger Warriors. They are not maxed in everything and he's had 6 years.
Uh, going by the stat blocks in Compass North, he has. Well, maybe not archery, but I assumed he only used that on the archers, and not the melee guys presented.


Your ST said:
[A bunch of the sample Solars, (Dace, Panther, Etc) and their DV's of ~5. I made a comment about them not being optimized]
Optimized...I said I wanted an unoptimized game. I straight said min/maxers could find the door. People starting the game with 15 acc. and 10 D.V. is total bs. I don't kill people for nothing - I just want the Exalted PC's to reflect as the same thing, in the same ball park, as the other Exalts. They are supposed to be equal.
Not saying that's the case here.
Just, fuck, 5 DV is the norm.
Ahahahaha wtf. He's using 1e traits as the baseline for the setting? And yes, those are copy pasted out of the Caste Books. I also note that Harmonious 'I'm-actually-kinda-optimized' Jade is not mentioned. Tell him to look at the Alchemicals in Scroll of Exalts, particularly the ones known for being fighty. Its also worth noting I(A)M doubles your DV in effect.

Your ST said:
Optimized characters is why this game is broken under so many ST's. Why people say Dragon Bloods suck and are worthless.
Uh, no, they say that because their book said they were and was generally god awful. Optimization is more a facet of the game being broken enough that optimization is the main way to survive.

Your ST said:
People bend and stretch the mechanics rather than playing towards the fluff.
Other way round, really. Exalteds mechanics bend and strech the fluff to pieces. Most players I game with tend to try and keep them in line with the fluff.


Your ST said:
I've seen a lot of games where Infernals become Devil Tigers and then become Immortal Primordial things in like 1 year. Its stupid Gurren Lagann'esk stuff. I'm telling a Conan/Romance of the Three Kingdoms game. It's deeply sunk into Sword and Sandals style of play, grity and mysterious. The game is more like World of Darkness. A vampire is stronger than a man, most see them as beneith notice. Yet, the vampire still hides and knows several could slay them and have killed their kind. Exalted are far above men, but still have so many of mens weaknesses. It's more Vampire level than Superhero level (bullets plinking off the chest - immune to all harm...as many play Exalted. There are no stories like that in cannon)
Don't most vampire in the WoD ignore bullets after a certain point, unless the bullets are some how special? Cause I seem to recall that being a thing. (Its also a semi major thing in the Vampire mythos these days).

Really, your ST is missing a major point: Creation is a harsh gritty world. The Exalted (and the Solars in particular) are not really subjected to that. You tend to emphasis the harsh grittiness by what happens around them, not directly to them.

Your ST said:
Turning farmers, people with ribs showing, feet broken and bleeding from a thosand mile march where half their number died...their spirits strained to the limit. Turning them into the greatest warriors in Creation in a couple months is...insane. Immaculate Monks train decades of their lives using very developed systems with an impressive support structure.
So uh. Does your ST have Thousand Correct Actions? Because DBs have a Tiger Warrior equivalent charm in there. Also, Immaculate Monks mostly are pushing for enlightenment in 2e, which TWT does not grant.


Your ST said:
[another player chimed in here]
I think the point is that it doesn't thematically make sense for near-new Solars to roll up and stomp the forces of two great houses within a handful of months with their super army
If it was that easy, it'd have been done already
*Looks at the Bull of the North.* You don't say.

Really, for someone that want to emphasize 'gritty realism' he seems to have a persistent issue with thinking things through to actually provide that. To do what he is describing, you need significant numbers (that he conveniently gave you, oops), logistics to support that army and time to train that massive army up. You can't actually hit full tiger warrior from a farmer template in a few months: you need around seven and a half, per unit. You also need to arm and armor, and all those other fun things. Also, War charms, because oboy can you bet the DBs will have them, and theirs are really good.
Your ST said:
Lend some realism to it all.
Aw crap, your ST is one of those. The one that tend towards 'everything must be realistic' but don't pause to think their version of realism through, or to make sure what they claim matches up. And also tend towards the grit and doom scenarios.

Look, I like realism as much as the next guy, but I try to keep in mind reality is unrealistic, and Exalted is not terribly realistic to start with. See the heroin pissing dinosaurs (that subvert all expectations by actually being fairly serious). Its somewhat of a buzz word for 'ahaha, fuck you magic' with 'this is the way I think things should be' as a major side note. Nevermind to actually get exalted to 'realistic', you'd need a new game system in effect.

Saying 'I want to get X more in line with Y' or 'X is based on Y' or 'yeah that totally happens, here's the wiki page' is awesome and fun. The fact Exalted like actually have consequences for it magic that mostly make sense logically is part of what people like about it. But 'realism' is largely a buzz word to hide behind and not explain why you have issues with something at worst, and at best its so vague that it doesn't help.
Your ST said:
Demons are ok because they chafe at their collar. They have their own desires that will cause problems for the summoner. They have limit breaks. The world often turns on those that use them.
Wait and none of this applies to Tiger-Warriors??? The fuck? Demons are in a great many ways more loyal then Tiger-Warriors. I mean, Tiger-Warriors are by default not mystically totally loyal to you, and high Valor carries all kinds of problems. And your Anathema, the world already turns on you by default. A few demons doesn't change that!

(Also, demon limit is rather managable. Ask @Aleph: you just need to summon more demons to fix your demon problems!)
 
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Also, you ST should be looking at those 200,000 (note, this is literally ten times the size of the Dragonblooed force, holy shit how did they manage to do that...) refugees and saying "so want some Tiger Warriors, eh?"

Okay, first off: how are you feeding them? I hope you have Food-Gathering Exercise, but even then if you are (presumably) Essence 3 that's five uses at 3m per use to feed 150 people in one day (Locust Mana Plague has a similar cost/feed requirement). So 134 motes per day spent on just getting them food (or, you know, an Int + Survival roll, each success feeding one person). So I hope you have a hell of a lot of food. (Oh, and water as well)

Otherwise the people start starving. -1 to all actions per day until they hit (Sta+Res) and then they die. So average citizens can last two days. Tiger Warrior Training takes one week to work. Good luck with that.

Then, oh then, your ST gets to be mean. Because guess what everyone always complains about the game having rules for but is really useful for these situations? Disease. Oh, my fine friend, the wonderful world of disease. Didn't take time to secure a bountiful source of clean drinking water for 200,000 people (and, you know, make certain nobody in these dirty people contimates it)? Time for some cholera! Hope everyone can make a Difficulty 4 Sta + resistance roll (haha, their dicepool is two) to not catch it followed by a Diff 3 Sta + resistance roll to not die. And you better bury those bodies quickly, because we have some nice Plague on top of that. Mmm mmm. Difficulty 4 to not catch it and difficulty 5 to not die. Even Tiger Warriors will be keeling over from some good old plague. Have some Consumption as well, to round out the trifecta of human misery.

All those refugees, with their abraded feet and bleeding sores? The problem isn't their Stamina scores, the problem is they are starving and sick. I hope you invested in Medicine Charms like there is no tomorrow. Because for a huge subsection of your refugees? There isn't.

I hope your group has All The Bureaucracy and All The Socialize because holy shit you have a humanitarian crisis on your hands of epic proportions. Modern nations would have trouble absorbing 200,000 refugees much less a classical age nation much less five guys, even Solars.

Levying 10% of your population to fight for you? You'll be lucky if that many are alive in one months time.
 
Wait... 5 DV is meant to be good for a solar in his game?

*thinks*

I'm fairly sure I've made a Heroic mortal crafter henchmen with a DV of five, let alone the almost combat focused two. (or the stupid number of mutations build I wanted to make for shits, giggles and because I wanted a weredragon with no other powers).
 

Also don't forget weather and opportunistic predators, both of the animal and the human kind.

Not quite sure on the local climate around An-Teng right now, but sand- and snowstorms, dense mist, heatwaves and flashflooods can fuck you up badly;
You really don't want to be caught out in the cold with at best whatever clothes you could grab and maybe an improvised cloth tent for shelter, and people die of heatstroke today, in decently insulated and ventilated houses. A storm rolls in, better hope your outlying hunting and scavenging parties know how to take shelter and later on find their way back to the main camp, otherwise they'll get lost and you'll not see them again, let alone the food they were supposed to bring with them. Set up shop in a flood basin of some kind, and one good downpour or snowmelt later you can say goodbye to everything you stored there plus any people who didn't make it out in time. Avalanches and mudslides making your travel paths unusable, if you're lucky; If you're not, they'll happen while you're on said paths, and bury a part of your refugee trek beneath themselves.
Mind, that's in addition to everything already raised; Heat and cold is that much more deadly if you're malnourished and sick. People can, have, and to this day continue to die from something as mundane as diarrhea leading to dehydration, or hot weather exacerbating a fever.

Wild animals can get wild. Alligators can make any source of fresh water into a deathtrap, wolves eat humans just as soon as deer if they get an opportunity, and that stampede of Rhinos or Water Buffalos doesn't particularly care that that's your camp and you'd like to keep it, it's in the way of their habitual travel path, and as such it's gotta go.
And that's not even mentioning Creation-specific nightmares like tyrant lizards or hostile forest-spirits. How are you gonna ensure your (many, many) dead get proper burial rites and don't rise again as hungry ghosts?

There's the usual wear and tear to consider; Pack animals getting spooked by the weather and running away and taking whatever they carry with them, falling sick or old. Wagon axles and wheels breaking, leaving you stranded somewhere you really don't want to stay for long. The normal, everyday use and abuse of tools and tents making itself known, and you having no source of replacement. Fire. And so on.

And then, of course, anyone with even the slightest business sense and lack of scruples is going to take one look at your helpless congregation of people, then at the perpetually high demand and price for slaves, and come to the obvious conclusion that there's money to be made there. Or simply ride in, steal what little stuff you have, and take it and your women for themselves, while killing everyone who tries to stop them.
Or perhaps steal your stuff in a more roundabout way by demanding completely inflated prices for the moldy grain they otherwise couldn't have sold anyway; If you're desperate, the law of demand bites you hard, and the Guild will be all over a bunch of desperate people to exploit for fun and profit like white on rice, I'm sure.
And pray that no-one outside your group of refugees, or perhaps even within if they're willing to let the rest hang to save themselves, finds out you're Anathema, because I'm pretty sure the Realm has a pretty generous reward policy for loyal informants.

Last but certainly not least, there's the people themselves. A refugee crisis throws everyone together into the same boat, wether they like it or not, and desperation does nothing to soothe heated emotions. Unless managed properly, buried tensions and interpersonal conflicts are going to flare up, and when one person has food and the other person doesn't, well, the simple and obvious solution is to simply steal that food; No one has to know, and better he starves than you do, right?
 
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Also I need to explain something about The Realm: Yes, they were the most powerful nation in the world, the bane of all Anathema and having a claw in every Direction in Creation.

5 Years ago.

5 Years ago, the Scarlet Empress was still around. 5 Years ago the Houses were more or less knowing their place, doing the typical competition expected of them but nothing more. 5 Years ago the Imperial Legions weren't either on the brink of collapse or aren't getting dragged back home to prepare for an impending civil war. 5 Years ago all they had to deal with were maybe a dozen Solar Exalts and whatever Lunar decided to actually poke their head out from sticking their thumb up their ass/their civilization experiments/whatever the fuck the Lunars were doing since the Usurpation. 5 Years ago there were no Abyssals, no Infernals, the Fair Folk were mostly kept in check, and the worst things the Realm and Wyld Hunt had to deal with were 1 or 2 upstart Anathema, a Demon Cult getting started or some peasant uprisings.

Everyone is so attached to the image of the Realm being this omnipresent, unstoppable force in Creation when half the fucking point of the Age of Sorrows is that the Unstoppable Scarlet Empire ain't so unstoppable anymore. The collapse that everyone would have seen coming if they bothered to pay attention is happening right the fuck now. Anyone who still plays the Realm like it's still within the prime of its existence is rather emphatically missing the point: It's not, and any book that even fucking mentions the Realm will go out of its way to explain this. They don't have the supplies or manpower to engage in a full scale Wyld Hunt over in the ass end of Creation, the aristocracy are too busy arguing and preparing to fight amongst themselves to fully pay the Anathema much mind, because the Wyld Hunt will take care of them like they always ha- oh wait look at point number 1, and they have a lot more fucking Anathema to deal with now.

Basically people need to get a fucking clue about what state the Realm is actually in right now and use them accordingly: The fear of the Wyld Hunt coming down upon a character's head is ample enough motivation to keep them in check early on, but eventually they're going to push to see if they really are going to metaphorically tear down the sky to bring about their doom. And according to canon, the odds of them being able to do that are Not Very Good.
 
Also, you ST should be looking at those 200,000 (note, this is literally ten times the size of the Dragonblooed force, holy shit how did they manage to do that...) refugees and saying "so want some Tiger Warriors, eh?"

Okay, first off: how are you feeding them? I hope you have Food-Gathering Exercise, but even then if you are (presumably) Essence 3 that's five uses at 3m per use to feed 150 people in one day (Locust Mana Plague has a similar cost/feed requirement). So 134 motes per day spent on just getting them food (or, you know, an Int + Survival roll, each success feeding one person). So I hope you have a hell of a lot of food. (Oh, and water as well)

Otherwise the people start starving. -1 to all actions per day until they hit (Sta+Res) and then they die. So average citizens can last two days. Tiger Warrior Training takes one week to work. Good luck with that.

Then, oh then, your ST gets to be mean. Because guess what everyone always complains about the game having rules for but is really useful for these situations? Disease. Oh, my fine friend, the wonderful world of disease. Didn't take time to secure a bountiful source of clean drinking water for 200,000 people (and, you know, make certain nobody in these dirty people contimates it)? Time for some cholera! Hope everyone can make a Difficulty 4 Sta + resistance roll (haha, their dicepool is two) to not catch it followed by a Diff 3 Sta + resistance roll to not die. And you better bury those bodies quickly, because we have some nice Plague on top of that. Mmm mmm. Difficulty 4 to not catch it and difficulty 5 to not die. Even Tiger Warriors will be keeling over from some good old plague. Have some Consumption as well, to round out the trifecta of human misery.

All those refugees, with their abraded feet and bleeding sores? The problem isn't their Stamina scores, the problem is they are starving and sick. I hope you invested in Medicine Charms like there is no tomorrow. Because for a huge subsection of your refugees? There isn't.

I hope your group has All The Bureaucracy and All The Socialize because holy shit you have a humanitarian crisis on your hands of epic proportions. Modern nations would have trouble absorbing 200,000 refugees much less a classical age nation much less five guys, even Solars.

Levying 10% of your population to fight for you? You'll be lucky if that many are alive in one months time.

Believe it or not, this was actually the easy part (and what we spent most of the first few sessions handling). My Zenith has almost as many Presence charms as War charms, and one of our Infernals in the circle is heavily into Bureaucracy/socialize and, as I said earlier, our Abyssal is a doctor and heavily into medicine and Craft: Necrotech (this was supposed to be a low combat game after all).

Between our Sorcerer using Summoning the Harvest and one of our infernals using What Lies Beneath as Summon Sushi! (we can use Whaaaaales), we think we have the short term food situation handled until we can get some kind of trade going.

And what I didn't mention above (because it didn't seem relevant) is that with the refugees fleeing south (And we've been using the 3e map 'cause it's gorgeous, so, we're a little south of Goldenseal) they found a magically shrouded city run by some weird kind of beastfolk who offered to back the An'Teng refugees (and us, in turn) in return for kicking the Realm in the teeth. That helped with the immediate crises, and our efforts are starting to kick in now that their food reserves are tapped.

It's not solved necessarily, but it's something we're handling.

*snip*

Basically people need to get a fucking clue about what state the Realm is actually in right now and use them accordingly: The fear of the Wyld Hunt coming down upon a character's head is ample enough motivation to keep them in check early on, but eventually they're going to push to see if they really are going to metaphorically tear down the sky to bring about their doom. And according to canon, the odds of them being able to do that are Not Very Good.

Which is actually one of the points in our favor I didn't bring up a while back. The actual suppression force they sent was 4 legions, but we don't have any actual recent news from An'Teng (the exodus took ~6 months and the game's been running for 2 or 3) and I wouldn't be surprised if the Realm calls back a big chunk of those troops since you wouldn't really need it for a garrison.
 
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Sorry, I have no clue how to deal with this one. I don't like the Nemissary getting a shot at possession just by being present, though. Someone else can deal with this.

Well, Nemissary Arcanoi are a thing, that allows ghosts to possess people. This Charm, pretty much, is the counterpart to that in that it allows the Abyssal to possess himself with a group of ghosts. Logically following that, the ghosts trying to take over should be a very real possibility. Not an easy one, of course, Abyssals tend to have quite a bit more willpower and essence and the like than most ghosts from my understanding, and can of course be selective in who they let in to weed out those powerful enough and inclined to do so. But power at a price and taking risks are thematically part of the Abyssal concept-space.
And this ignores, of course, that any Abyssal who is remotely serious about this is going to invest into some kind of insurance, like Charms that let him chain up guests that make trouble.

Grappling is hella broken in Exalted, and dealing agg damage with a grapple seems incredibly suspect. I don't think it should be able to do that. Also? This charm is four Charms in one. Spirit-Cutting, damage enhancer to deal Agg damage, force the target to be a ghost and bringing the ghost right there, and enhancing a different Charm. Too much for one Charm.

Fair enough, though this Charm was always intended to be rather costly in terms of motes and prerequisites; For starters, among those prerequisites are almost certainly going to be aforementioned Spirit-cutting and Agg-damage enhancer, as well as Inescapable Iron Grip or so, and with an appropriately hefty mote- and will-cost, it's not that different from simply comboing those charm.
And in defense of the ghost-thing, to make a ghost, first you still have to kill a person, and there exists thaumaturgy to guarantee the rise of a ghost and propably also to accelerate the process.

But this is why I'm asking for comments of course. If you think it's nonviable like this, what would you change or how would you charm up 'rip the screaming soul of my enemies from their bodies as ghosts' instead?

This is very similiar to an Abyssal martial arts Charm, as I recall. It also gives bonuses beyond what that one. Do these have a damage rating, or do they use the Abyssal's basic damage for punches? Also, in general, stealing a Charm directly from another splat is iffy territory. Mind-Hand Manipulation is sort of SWLiHN's thing. I don't know if I like the idea of just refluffing it and giving it to Abyssals.

It is? I'll have to go looking for that then.
Regarding the balancing, that was by necessity more a wild-assed guess than anything else, as I have no experience whatsoever with the system. Recommendations are welcome.
To MHM, it only occured to me very late that it would be useful to allow the chains to key off mental stats, especially in their internal application. I only then remembered MHM, and added in the substitution clause as a quick fix. Recommendations again welcome.

I'm not sure what this Charm is meant to do.

Well. Basically, it drags everyone towards the Abyssal as a crowd-control thing, everyone incorporeal especially, and if one of said incorporeal beings is close enough and fails to resist, they're sucked into the Abyssal's mouth, presumably so they can be burnt for motes which in turn will be used to create more ghosts.

It's supposed to combo heavily with Cold Soul Furnace.

Seems fair enough. Honestly, a bit weak for a whole Charm. Otherwise fine.

Again, it's supposed to be combo'd with charms that let you rapidly devour massive amounts of ghosts such as Screaming Maelstrom Maw, with the resulting motes used to kill even more people to turn into ghosts to then devour for yet more motes, etc. Doesn't seem weak to me. In fact, I worry more about how tokeep it from being too strong instead.

Eeeeeeeh. You can just carry around ghostly allies and just have maximum skills in all areas. It interacts scarily with Black Candle Visiage, which can buff ghosts. This one is way too exploitable. Also, NPCs should not be the one doing the spending for the Exalt, just no.

Well. It's supposed to grant a noticeable buff, with the complication that ghostly allies that beat an Abyssal old enough to buy the charm in skilll levels are presumably not trivial to come by. I could reduce it to one roll per use, and no ability may be channelled more times than it's highest rating each day for all ghosts, if that's better?
As for the cost, of course the Abyssal has to pay for charm activation (though I, again, have no clue how much pay is balanced *hint hint*). The ghost's willpower cost is just in addtion to that. I could drop it.

No. NPCs should not be spending things to give the Abyssal bonuses. It's basically infinity free Channels. Too much. Too much.

Here too, the ghost's cost is, of course, in addition to the Abyssal's presumably hefty charm activation cost (how hefty is hefty enough? *hint again*), not replacing it. If that's still too much, I'm all ears for alternative suggestions.
But I really wanted a charm that rewards an Abyssal for helping ghosts settle their business instead of just requiring them to kill everything forever, and I thought that the Channel mechanic was an elegant way to do that.

This doesn't specify if it's dice from Charms or not. Either way, seems iffy. I'm not even sure if five capbreaking dice that can only be used to intimidate is really worth a Charm purchase. If they can do more than just that, its probably too overpowered. Someone else mind weighing in?

Mostly this was a quick and silly idea inspired by the titular character of the Overlord games. The dice are propably cap-breaking, but it really only helps in circumstances where staring at someone silently is going to help, which presumably involves staring at them until they break down crying and hand you all their shiny stuff and do whatever you want if it will just. stop you. from staring at them like that please stop it's creepy and I want my mommy!
Other uses might involve seeming to be a discreet and professional bodyguard or responding to a verbal attack with silent contempt.
So yeah. Would a minor increase in the dice it grants help? Double the number it grants now may or may not be too much.

Anyway, thanks for your comments!
 
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OK. I have not read this thread all the way through, or even at all, because I have a few specific questions and relatively limited time. So these might have been answered earlier, but I couldn't find an answer on Google.

How do you determine the Breeding level of the children of Dragonblooded and Patricians? Do Patricians have any mechanical benefits over normal mortals other than increased chance of exaltation for their children? How do you determine if the child of a Patrician that does not Exalt is also a Patrician?
 
I'm pretty sure the kids of Patricians who don't Exalt are Patricians as well, given that it's a social class.

Um. There actually are rules for this in the Scroll of Errata, page 29, but it only provides the chance of the kid Exalting.
 
10 DV is broken? I often start with that in a solar game.

*sigh* Most of the reason I focus more on exalted now instead of D&D is because exalted starts right off by casting you as a Superhuman being with flashy magic that is potent and effective. I came here to get away from numbnuts telling me "No, you should be playing Mortals: the Dysenterying" modbannit!

*cries*
 
10 DV is broken? I often start with that in a solar game.

*sigh* Most of the reason I focus more on exalted now instead of D&D is because exalted starts right off by casting you as a Superhuman being with flashy magic that is potent and effective. I came here to get away from numbnuts telling me "No, you should be playing Mortals: the Dysenterying" modbannit!

*cries*
Is that why you always pick up Medicine charms?
To make sure I can't kill you with dysentery?
 
10 DV is broken? I often start with that in a solar game.

*sigh* Most of the reason I focus more on exalted now instead of D&D is because exalted starts right off by casting you as a Superhuman being with flashy magic that is potent and effective. I came here to get away from numbnuts telling me "No, you should be playing Mortals: the Dysenterying" modbannit!

*cries*

Sure, you're not playing Mortals: The Dysenterying, but taking care of those who are can be an engaging challenge.
 
Is that why you always pick up Medicine charms?
To make sure I can't kill you with dysentery?
:V Actually it's because Solar Medicine is one of the areas where solars have something of a niche - they have comprehensive charms to fix stuff. (unlike, say, Sidereals, who have no way to mitigate agg at all in their charmset.) Every splat can kill things. Most splats can run up walls or sabotage political movements. Actually just straight up fixing agg in the middle of a battle is pretty hard to do.

(If you were a much harsher DM our whole party would be so dead now because only me and maybe Chris have *any* keyword defenses at all. I at least have a surprise negator, but I still haven't gotten a perfect yet.)
 
(If you were a much harsher DM our whole party would be so dead now because only me and maybe Chris have *any* keyword defenses at all. I at least have a surprise negator, but I still haven't gotten a perfect yet.)
I know Tim has a perfect (it's basically his only defensive charm, despite being literally naked with no soak-boosters), and I'm almost certain Chris does.
Carter... Well, he has Vibrating Strings Defense. That's about it.
If I were a harsher GM, I probably would have run through a few sets of PCs already :V

(Balancing fights for you guys is fun.)
 
I'm pretty sure the kids of Patricians who don't Exalt are Patricians as well, given that it's a social class.
IIRC Patricians are people from the upper classes who didn't exalt. If a Patrician exalts, they are considered to be an Exalt of whatever house they're from. If a non-Patrician of the Realm exalts, they get put into the legions or the order, and can be adopted into a noble house if one is interested.
 
I know Tim has a perfect (it's basically his only defensive charm, despite being literally naked with no soak-boosters), and I'm almost certain Chris does.
Carter... Well, he has Vibrating Strings Defense. That's about it.
If I were a harsher GM, I probably would have run through a few sets of PCs already :V

(Balancing fights for you guys is fun.)

I have a psuedo-perfect in that I have a Swaying Marshreed Stone (Refluffed Gemstone of Redoubled Force) + Wound Eating Invulnerability, but that works once, and not against Agg.

(I'm hoping to get Protection of Celestial Bliss sometime soonish.)

I've kinda concluded that Bulwark Stance is the "push to negate coordinated attack" button, and not much else. anyone want to comment on what else it's good for?

Has his player been taking inspiration from the Celts? :p

It's still better than his last character, who was trying very hard to be a AD&D wizard. Mechanically anyway. I'm not a fan of the dongcopter.
 
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