Woke up, read this.

It's good, and I can see that we actually have a lot of the same ideas. Unfortunately, I can't really say more since I don't play 3e and don't really know what a project is.

Most of it could be ported cleanly into 2e, I think. But I wouldn't recommend playing 2e.

As for projects, they're just, well, tasks. It's a game-mechanical term in 3e proper but in the rewrite "project" is just a normal English word. Making, repairing, modifying, sabotaging, whatever, they're all projects.
 
I haven't had the time to write out the recap for last week yet, but:

We bought out a few farms that were heavily in debt. My character has specialties for flirting and seduction, and I threw those specialties into negotiating the business deal. The GM referred to this as "seducing the Farm MILFs", a phrase the rest of the group quickly adopted and we spent half the night laughing about.
 
Okay, so... my group brought up that Ragara has several treasury vaults that they can't get into anymore, and they occasionally hire adventurers to go on raid "audits" into these treasury manses.

Does anyone know where in the books these are mentioned? The GM wants to make a dungeon out of it.
 
Okay, so... my group brought up that Ragara has several treasury vaults that they can't get into anymore, and they occasionally hire adventurers to go on raid "audits" into these treasury manses.

Does anyone know where in the books these are mentioned? The GM wants to make a dungeon out of it.
The Valley of the Ancients in The Realm I think.
 
So, random question, but what are everyone's favorite combat charms across any edition? I am trying to determine how many unique combat charms there are, as opposed to refluffed flurries or unexpected attacks or whatever.
 
I've never gotten to high essence, so these'll be kinda boring, but I like Stoking Bonfire Style. It gets cheaper as you use it in consecutive rounds, which encourages a certain sort of fighting style.

Solars get the ability to throw their weapon out to medium range (iron raptor technique, I think?) which just always seemed cool to me. Throw out your short daiklaves, they spin like boomerangs, cut the enemy in twain and then come back to your hand? Awesome.

Righteous Devils can burn your soul away, leaving you a better person if you're willing or killing you if you'd rather die. It's made for some pretty cool moments to witness.

Oh. And Sidereals can kill one of their friends to turn them into a dragon. That's friggen dope.
 
So, random question, but what are everyone's favorite combat charms across any edition? I am trying to determine how many unique combat charms there are, as opposed to refluffed flurries or unexpected attacks or whatever.

Burning Sky Apocalypse Strike.

Sometimes a solar just wants to bodyslam the ground so hard it changes the local geography, y'know?
 
So, random question, but what are everyone's favorite combat charms across any edition? I am trying to determine how many unique combat charms there are, as opposed to refluffed flurries or unexpected attacks or whatever.
Well it's kind of cheating, but Plasma Thruster Assembly? It's got an effect where if you land an attack with it's burst mode, you can double your damage. Which can uh...get real silly, real fast. It's something my current charecter makes liberal use of for both mobility, and doing kickass things. Like kicking 'small' floating rubble islands in half.
 
I'm quite proud of myself. It only took three sessions for my sidereal to lead a necromancer pirate to our ship to test her 'pupils' combat abilities.

Ah the joys of being a sidereal in a mixed party where no one knows your one.
 
Shadow-Hands Invocation. Not strictly a combat charm, but it's sure useful as one -- just let your shadow shape sorcery for you while you do something else, because you're a half-feral animal witch and you can just do that. Aesthetic as fuck.

Salamander Swallows Flames. One of the few cool tricks from 2e's Golden Exhalation Style rescued, improved, and just added straight into the Dragon-Blooded charmset. Try to shoot me with magic or lasers or whatever? I'll just catch it in my flame piece and shoot it back into your face.

Undying Body from Essence. I love the Liminal charmset so much, and how the way the various Undying Body transformations in particular are described in this poetically abstract way. Just like, the little line of flavour text for the Blood Mode on this: "Become flowing blood and constant motion." Super fun and evocative.

Ah the joys of being a sidereal in a mixed party where no one knows your one.
I mean, my character kind of does, but she just also does not actually know what a Sidereal is. And wouldn't tell anyone else if she did -- general discretion is included in her fee.
 
I mean, my character kind of does, but she just also does not actually know what a Sidereal is. And wouldn't tell anyone else if she did -- general discretion is included in her fee.
It's not going to be long until Alice tells her. She finally gets why some sidereals make extensive efforts to integrate themselves with dragonblood.
 
I also feel compelled to note that I've both recently picked up Shockwave Driver Barrage, so now I can Axe Kick people into the ground for massive amounts of bashing damage at will. Putting my potential damage output of both ranged, and close quarters combat into "I don't want this thing to exist anymore." And on top of that, I've also nabbed Transcendent Multimodal artifact Matrix, and got myself a little built in Mechanical Wasp Goddess as a familiar. Who've I've named Mind-Rending Oblivion Princess. Because she can stab you in the brain and leech various things for training purposes later. Emperyal's beware! You are now skill/knowledge pinata's! None are safe from the 9 foot and a half tall Jet powered Starmetal Lady!
 
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It's not going to be long until Alice tells her. She finally gets why some sidereals make extensive efforts to integrate themselves with dragonblood.
Turns out having a skilled Exalt on-hand to help out with stuff -- one who isn't your equally-too-busy coworker and doesn't have fifteen hundred years of reasons to mistrust you -- is useful, actually.
 
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So, random question, but what are everyone's favorite combat charms across any edition? I am trying to determine how many unique combat charms there are, as opposed to refluffed flurries or unexpected attacks or whatever.
It's a bit of a stretch, but probably Beast-At-The-Door Incitement. For a more strictly combat effect, it'd be a toss-up between Clad In Borrowed Finery and Extracted Ailment Infliction.
 
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Ah the joys of being a sidereal in a mixed party where no one knows your one.
I'm pretty sure everyone just thinks Alice is a weirdo; except for Šiyāna, who thinks Alice is a weirdo bully.

Behold the insidious cunning of the Getimian Exalted! By violent manipulations of the tortured Loom, Šiyāna has pierced her enemy's manifold deceptions and successfully determined that Alice is mean.
 
Shadow-Hands Invocation. Not strictly a combat charm, but it's sure useful as one -- just let your shadow shape sorcery for you while you do something else, because you're a half-feral animal witch and you can just do that. Aesthetic as fuck.

Shadow-Hands Invocation is badass. The Lunar character in Nerdgame, Euron, took it pretty early on and has used it to excellent effect in battle. Now 'summoning huge fans of shadowy arms to shape spells in record time' is a visual touchstone of his fighting style, and a trick that in-universe elevates him above other Lunars when it comes to Terrestrial Circle battle-magic.

My favorite combat Charm has got to be Thunderclap Rush Attack. A huge lunging attack that can be activated at any time during the round, interrupting other people's actions? It's basically the 'Shut them up' button prompt from Asura's Wrath in Charm form.
 
Oh, right.

Miracles has a Solar Athletics Charm that lets you turn yourself into a battle group just from how fast you're moving. It's so cool.
 
So next session is tonight, assuming everybody makes it, but here's the recap for last week.

We meet with the satrap of Thorns! We spy on ranchers! We buy up farms in a moneymaking scheme!

And Tula meets our Anathema enemy face-to-face at last.

docs.google.com

Session 1-10 recap

Last time, Ledaal Amari was assassinated by a mysterious new figure, and Raptor attempted to recruit a Tiger Stylist to the Golden Blossom Temple’s curriculum. The master he found was in charge of a run-down dojo in the older parts of the city. There weren’t any others; Thorns didn’t have much o...
 
Does anyone else sometimes get hit with a sudden and overwhelming inspiration which demands they do something completely useless or is that just me?

Well, whatever. May as well put it out there in case for some reason someone wanted something like this:

Untitled Dungeon Fantasy Hack for Exalted Essence: Chapter 1 - The Dungeoneers

No one asked for this. I don't think anyone really needs this. But godsdamnit I am apparently working on it regardless, thanks brain, and so here it is: the start of a total conversion mod to make Exalted Essence emulate D&D, for some fucking reason I don't know blame my brain.

I guess the next step is to finish off the remaining bits of chapter 1 - fluff, also milestone conditions - and then move on to Universal charms?

Whatever I'm going to sleep now. So tired. Been cross-referencing books all day.

Please do not start edition wars about famous dungeon fantasy games in this thread. If you absolutely must vent your ire over the particular choices I made with regards to which D&D editions to rip off for this hack, @ me in the D&D/Pathfinder thread instead I guess?
 
Just a fun few elementals:



Eriyum, the Blazewalkers
Elementals of Fire

A spark falls amidst dry leaves, and flames are kindled in the forest. They rise higher, embrace the trees, and before long the woods are aflame, columns of smoke rising to the heavens. Men and beasts flee - and behind them come the Eriyum, born from the outpouring of fire. They rise as colossi, crowned by smoke and swirling sparks, of a height with the trees, bodiless but taking form as great sheets of living flame. They are like children in the dawning of the world, their brief existences filled with wonder and curiosity. They cannot survive outside the blistering heat of the wildfire, and so they run onwards as fast as it can carry them, fling sparks ahead to speed its spread, and as they go they take on the forms of those that flee - birds with wings of flame, flame-stags with antlers of black smoke, and colossi with the shapes of men, running on eagerly to see what there is to see of the world.

Their lives burn short and bright; as the fires begin to die with nothing more to burn, or they are fought back with sorcery or directed rivers, the Blazewalkers quickly begin to wither. The most cunning amongst them, though, who have seen and learned enough, may foresee their doom before it comes, and gather heat about them for the long wait ahead. By doing so they become pariahs amongst their short-lived kind, spoilsports and killjoys stealing all the heat and rejecting any kind of fun - but when the fires pass, their gleaming red pearls can be found in the leaf litter, flames banked against a long winter without fuel.

There they remain, for the most part, little more than dull, reddish stones with a pretty sheen, notably warm to the touch. The spirit within slumbers and dreams of a glorious reawakening, parcelling out its gathered heat through its long hibernation. Often, they have failed to gather all they need to survive until the forest has re-grown enough to sustain them for another brief life of discovery, and their pearls fade to nothing in enough time. Sometimes they succeed, and years hence a pearl will spark beneath leaf-litter dried by a slow heat, and there will be another wildfire, and Eriyum will once again walk Creation. But often, if someone wise in the ways of spirits is nearby, men will be sent to comb the ashes for such pearls - both to prevent new fires, and because the pearls themselves are valuable. To sorcerers and occultists they are useful components in artifice and magical workings, though the Essence cannot be wrested from them so easily as a hearthstone, and there are many who will pay a pretty price for such resources.

Summoning (3/4): Eriyum are not common, because great quantities of wood Essence must be present to fuel the outpouring of fire that is their birth. Thankfully, this means that they are almost unheard-of in cities or other urban area, though devastating fires can still sometimes birth a Blazewalker within a city's walls. These are always occasions of tragedy. Sorcerers principally summon Blazewalkers for the sake of forcing them to transform into their pearl-forms, but some also use them as weapons of terror, casting them into bonfires to awaken them so that they rage and destroy through the holdings of their enemies. This can happen by accident as well, if an ignorant individual takes what they believe to be nothing more than a pretty stone as a souvenir, and happenstance pitches them into a hearth.



Quanshui, the Coiling Sources
Elementals of Water

Few elementals vary in size and power so much as the Coiling Sources. Some are tiny things, small enough to hold in a hand or carry in a gourd - and many are the folk-tales of heroes from barren lands journeying to do so. Some can grow massive, large enough to drown yeddim without a thought, or to form the headwaters of great rivers, for this is the purpose of the Quanshui.

The Coiling Sources arise from the Essence of fresh water where it pools deep, and often have their origins in demesnes of water, or in the beds of great rivers. They have within them a natural wanderlust, however, and soon leave the nest of their beginning to seek new lands. In this stage of their existence they wind their way across or beneath the landscape in the form of small serpents with the hue of their pool of birth - those from silty waters are brownish, while those from deeper, clearer origins may display hues of deep blue or scintillating green. Wherever they go, their passage may be told by the damp trail they leave behind, as if a rivulet has carved its way through.

From this point, a Quanshui may take one of two paths. Some never lose their wanderlust, growing greater and eventually becoming a Stonecarver Serpent. Others, though, eventually find a place to their liking, and there they burrow into the ground and curl into a nest of their own. There, the serpent sleeps and begins to dream, and from its dreams arises a spring of pure water. If this happens in a particularly parched land, the Source remains there, coiled in upon itself and providing its bounty of water. In more hospitable locales, however, its form eventually dissipates as it becomes instead a simple locus of water Essence, and a spring in truth.

Quanshui grow in proportion to the Essence offered to them, and great quantities of prayer or watery Essence can cause one to swell into immensity. Flooding sometimes follows, as the elemental's dreams overflow with glory and possibility. Such tragedies are not uncommon when a source takes up residence in a land under drought, and a too-grateful populace thanks it with overmuch ceremony. Such happenings are used rhetorically by the Immaculate Order to prove the validity of its dogma on the matter of regimented worship. More moderate prayer, though, can often draw the attention of the Celestial Bureaucracy, and it is not uncommon for Sources to be prevented from dissipating with an appointment to god of their river.

Summoning (Obscurity 2/4): Quanshui are amongst the more common water-elementals summoned by landbound sorcerers, who most often do so for the same purpose as they are intended. A Coiling Source can be a lifeline to a parched population, and there are many deserts in the oases of the South at the bottom of which there coils a green serpent. They have other uses, however. Their venom is potent, transmuting a victim's blood to water, and can be used in various alchemical processes to purify toxic fluids, and so they are sometimes used as assassins - albeit rather distinctive ones. Still, a recognizable sign of death can be valuable in itself.
Primary Pool (7-12): Snaking through obstructions, biting threats, fluid evasion, swimming
Secondary Pool (4-7): Navigation, remembering where they've been
Tertiary Pool (2-4)

Resolve
: 3
Health Levels: 5 to 10 (depending on size)
Enlightenment: 1-4
Motes: 3 plus Enlightenment
Defense: 4-5
Hardness: 1 plus Enlightenment
Soak: 3 plus Enlightenment

Qualities and Charms

Measure the Wind: Spend 1 mote to know if an individual is a mortal, Exalt, or other supernatural creature, and what kind of Exalt or supernatural creature it is. This penetrates mundane disguises, but not magical deceptions. Sometimes, spirits will recognize an Exalt or other reincarnated being from their previous life, with all the accompanying personal baggage. Can target characters it tastes or who are within its spring.

Elemental Strike: Spend 1 mote on Step 1. Increase the power generated by a withering attack or the damage by a successful decisive attack by Enlightenment.

If Enlightenment 3+
Enormous Size: Withering attacks by individuals against this character suffer a two-success penalty. Knockback, knockdown, Knockout, and Pull Gambits increase their cost by 1.
If worshipped or important to a community
Revered: Offending the source of a community's water can have consequences. Up to four times per story, the offender faces an unexpected mundane complication as a result of earning the community's enmity, or related to finding or acquiring water. Cancel this effect if the offender offers appropriate penance.
If a god:
Domain's Beneficence (Eclipse): Spend 1 mote to rally the god's domain to a character's aid for one action, granting them a three-dice bonus to a relevant roll—for example, to a Travel roll to sail along a Source's river.

Domain's Curse (Eclipse): Spend 1 mote to rile the domain against a character, inflicting a two-success penalty to a relevant roll—for example, to a roll to concoct a medicine using water drawn from the source's river. An Enlightened character may oppose this with an appropriate roll versus the god's primary pool.
Attacks

Bite: +1 Accuracy, +0 Defense, +1 Damage, 1 Overwhelming; inflicts rapid poison with 2/round, Difficulty 4, 2 plus Enlightenment rounds



Sifuku-jira, the Tidal Harbingers
Elementals of Water

In the Age of Sorrows, ancient places of suffering can be found dotting the landscape--and beneath the waves, as well. Tragic shipwrecks, sights of great battles, or even stranger things such as elemental graveyards might begin to coalesce deathly Essence around themselves, threatening to form Shadowlands or even Abyssal demesnes. There are tales across Creation's coasts of great spirits of strange waters, whose bones bring both bounty and death. The Sifuku-jira are a powerful water elemental, rarely formed and rarely seen, whose bones feed villages decades after their death.

Sifuku-jira coalesce in response to large amounts of deathly Essence coagulating deep below the ocean. As the deathly Essence attempts to solidify and gather into a proper Shadowlands or demesne, the currents of Water Essence it gathers can become one of the Tidal Harbingers. These great dragons take the form of the skeleton of a gigantic aquatic creature, often a whale but sometimes an enormous shark, fish or other drifting leviathan. When a Harbinger forms, it consumes the Essence that was coagulating, becoming a vessel for large amounts of water and necrotic Essence, which clouds the nearby sea with red or black, a stain of bold ink upon the deep. Once it has formed, the Harbinger will seek the shore, attempting to carry its great payload of Essence to land, where it stands less chance of polluting the currents. They are eyeless, but have an innate sense for both the dragon-lines of Creation, and the souls of the living, and it requires concentrations of both to complete its task.

The oncoming of a Harbinger is marked first by the great concentrations of fish and sea-birds which follow in its wake and scout ahead. It is through their eyes that it seeks its aim: Not a city, for there it would be but one concern amongst many, but a hamlet or fishing-town where its arrival is unlikely be made trivial by some other great happening. This, combined with its sense for dragon-lines, directs it towards a place where mortals gather near a confluence of Creation's veins, often a sacred place in its own right. After the birds and the fish comes the black or red tide, and a stillness upon the face of the sea, and finally the emergence of the whale-creature itself, surging through the waves to cast itself upon the shore. Thus begins the next phase of its existence, as it draws the Essence it has gathered with it, and condenses it within its bones, collapsing upon the strand. The duty now falls to the inhabitants of the hamlet to seal this power away so it can slowly disperse into the veins of Creation without harm, usually by interring them within a sacred burial mound, or otherwise sanctifying the remains.

If this is not done, however, whether from ignorance, misfortune or greed - for the bones of a Sifuku-jira contain rare quantities of mingled water and necrotic Essence, and are of great value to sorcerers and thaumaturges alike - the bones will not rest easy. The spirit itself is gone, but the bones will call to the sea and to the darker waters of the Underworld, and those places surrounding the defiled bones of the Tidal Harbingers become cursed with flooding, tidal waves and Shadowlands. Still, though the Sifuku-jira are rare, the spectacular nature of their arrival is often enough to ensure reverence, and in time prayer and propitiation can cause a new spirit to arise from the Essence within. These 'whalebone gods' are neither elementals nor Dead, but form in the image of their worshippers with human thought and reason, and often seek responsibility for them within the local Terrestrial Courts - though this can itself bring trouble, if all vacant positions are currently filled, for a whalebone god inherits something of the pridefulness of its progenitor. It was born from a grand sacrifice for a worthy cause; how can this be said to be anything but the most notable of lineage?

Summoning (3/5): Although the Sifuku-jira are far from common, their spectacular and singular nature means that they are quite well-known in tales along the coasts of Creation. Legends of their coming are passed down from generation to generation, and from village to village - though these tales lack much in terms of details on the true nature of the Harbingers. Sorcerers occasionally summon Sifuku-jira in wartime to geomantically sabotage key infrastructure, levy calamities upon their foes heads, or as weapons of terror and destruction at sea, for the elementals are powerful and can command their attendant fish and fowl to harry ships while the osseous leviathan smashes through their timbers. Some even summon them for the sake of killing them and making use of their bones. Such is their power, however, that the Celestial Circle is necessary to shape them whole cloth, though a Terrestrial sorcerer may catalyse the formation of a Tidal Harbinger if they discover an appropriate site where water and deathly Essence mingle.



Jukai, the Final Guests
Elementals of Wood

There was an old temple, once, out in the forest. Then the Immaculates came and brought the god's image to the shrine in town, the better to oversee its worship. But hunters and woodcutters say that a figure has been seen walking the overgrown path to the old temple, and movement within the sanctum. Some wonder whether a new priest has come, to take up worship in the old way. But the wise shake their heads - this is the last pilgrim to the temple, and a sign that it shall soon be gone.

When a building is abandoned and left to rot in a place of verdancy, a Jukai may arise. These spirits take a humanoid form, constructing bodies of vines and roots, hair of shoots and robes of leaves and moss. From out of deep woods and marshes they come like old, bent pilgrims, walking along old roads and pathways until they reach a house or other building which has been left to rot without care or maintenance. Often, these are abandoned places; the ruins of villages or broken temples. Sometimes, they may mistake an ill-maintained house for such a place, and make a visitation upon an inhabited place by accident, and then the residents must put on a great show of care, hospitality and action, often singing songs and telling raucous stories around 'Grandfather', so the elemental will realize that their home is not for the wild to claim. They have a gentle, if stubborn, demeanor and will rarely stay if they see their services are not required

If they are not driven out, however, Jukai quickly take up residence in whatever place they have found, and in their wake comes extraordinary fertility. Molds and mosses grow with incredible speed, while shoots and vines break up roads and pull down walls in a matter of weeks. During this time, the elemental will spend much of its time within or around the building, often either remaining still in a manner which often reminds observers of meditation, or play-acting scenes of mortal life - sitting beside a cold hearth growing green with lichens, or sweeping leaf-litter and dirt over the threshold. Eventually, though, the Jukai will consider its task complete, and find a corner or a quiet place. There it will sit or stand, and slowly transform, becoming the gnarled and twisted trunk of a new tree, rooted amidst what can scarcely be recognized as ruins.

Jukai are a relatively common sight in those parts of creation ravaged by war or other disasters, claiming for their own the dwelling-places of the dead or the absent. It is custom in many places to ensure that one's house is swept and cleaned by neighbours if one must leave on long journeys, lest an elemental mistake it for an abandoned one.

Occasionally, if a Guest's new residence is close enough to habitation to receive semi-regular visitors of its own, it may slowly become more aware of the world around it, developing towards true sapience. Such elementals sometimes choose to move on rather than rooting themselves when their task is complete, but others may remain as guardian spirits of a sort, often forming close bonds with a neighbouring community. Their sanguine temperaments suit them well to a hermit's life, and many end up as companions or patrons to shamans and spirit-workers, offering their thoughts and, sometimes, their great physical might to their aid. Jukai grow larger and stronger with age, some reaching twice the height of a man - though such mighty spirits often become members of the Terrestrial Bureaucracy, or establish spiritual fiefdoms of their own. In times of crisis, they may even lend their powers of fertility to the growth of crops and other sustenance, though they can do nothing to combat drought and other such disasters at their source.

Summoning (Obscurity 2/4): The Final Guests are not often summoned by Sorcerers for their natural abilities, though occasionally they may send them to perform sapping, to weaken enemy fortifications, or to hasten the growth of plant life for one purpose or another. Some elementalists have experimented with training them as soldiers, taking advantage of their dense hardwood bodies and their great strength, and arming them with iron hammers and other such weapons. It is more common, though, for Jukai to act as allies, tutors and anchors for sorcerers - those who have grown wise and thoughtful are often ready conversationalists on the nature of Wood Essence, as their meditations give them insight into such things.

Grave Developments
It is far from unknown for Jukai to come to bring new growth to places depopulated by disaster, and if such tragedies have created shadowlands there are a few possibilities for what results. One is that the growth the Guests bring overrides the nascent Necrotic Essence of the shadowland, closing it before it can fully form. Another is that a ghost which arises might merge with the elemental, becoming a twisted creature of mingled death and life.

Finally, the Jukai may remain itself, but become corrupted by the Necrotic Essence, metastasizing into a spirit of rot and decay rather than new growth and renewal. This is not necessarily a bad thing, as such Guests most often simply seed molds and fungi around their charge, and collapse into fetid heaps of rotten wood when their task is complete. However, if efforts at restoration are made before this process is complete, the corrupted Jukai may become enraged, and lash out at workers or builders, spreading fungal diseases and cursing their creations to rot and decay - and if that fails, their strength often suffices to drive off any would-be resettlers.
 
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Does anyone else sometimes get hit with a sudden and overwhelming inspiration which demands they do something completely useless or is that just me?

Well, whatever. May as well put it out there in case for some reason someone wanted something like this:

Untitled Dungeon Fantasy Hack for Exalted Essence: Chapter 1 - The Dungeoneers

No one asked for this. I don't think anyone really needs this. But godsdamnit I am apparently working on it regardless, thanks brain, and so here it is: the start of a total conversion mod to make Exalted Essence emulate D&D, for some fucking reason I don't know blame my brain.

I guess the next step is to finish off the remaining bits of chapter 1 - fluff, also milestone conditions - and then move on to Universal charms?

Whatever I'm going to sleep now. So tired. Been cross-referencing books all day.

Please do not start edition wars about famous dungeon fantasy games in this thread. If you absolutely must vent your ire over the particular choices I made with regards to which D&D editions to rip off for this hack, @ me in the D&D/Pathfinder thread instead I guess?
This looks really good, though I can't really critique without access to my excess book
 
Character idea:
There's a Sidereal who's sibling died when they were little, but they were saved by another sideareal who happened to be checking in on their co-worker-to-be.

In another world, however, they didn't have the potential to exalt, and they were the one who was killed instead, and their sibling managed to get away.

Flash forward 20 years. Getimian.
 
i dont know if this is the place for this, but i remember seeing a crossover fanfiction where korra meets Sextes Jylis. if anyone knows where that is, could you share a link?
 
For people who like Essence but find the binary of Limit a bit constraining, I offer an alternative:



The Great Curse - EDIT: Not ideal; under reconstruction

Long ago, the Exalted fought the greatest war, and although they emerged mantled in bloody victory, their enemies laid a curse upon them which silently echoes to this day, subtly twisting the virtues and passions of the Chosen to darker ends. Courage becomes recklessness, ambition becomes hubris and compassion becomes paralysing when the Great Curse strikes, and although the Exalted need no aid to change the world, this antediluvian curse rarely misses an opportunity to dye the threads of Fate in tragedy.

The Great Curse may take effect in one of two ways.

Firstly, once per session per character the Storyteller may offer them the opportunity to gain an Exalt Milestone if they take a certain course of action, which must be founded upon one of their Virtues or a Major Intimacy. This may be done before or after the player decides on a course of action, but the player's response to this choice is final.

Secondly, when a player character does one of the following, even under duress or magical compulsion, they gain a point of Limit:
  • Acts against a Major Virtue
  • Acts against a Major Intimacy
Additionally, each player should define a Limit Trigger, a certain circumstance which pricks their pride, frustrates them, is traumatic to them or similar. Examples might include telling a lie or breaking a sworn oath, finding that you have been deceived into a wrong course of action, being insulted or belittled by another, being denied a favourite pleasure or vice or similar. Experiencing this circumstance generates a point of Limit as well.

A character may have no more than five points of Limit. As Limit rises a character will generally seem more agitated and on-edge.

Once per session, at any point, the Storyteller may spend three or five points of a character's Limit and choose a single Virtue or Major Intimacy. For the remainder of the scene or session, depending on whether three or five points were spent, or until their actions cause them lasting consequences of some sort, they cannot act against that Intimacy or Virtue, and must take any opportunity to act in line with it, and they immediately gain motes equal to the intensity of the Virtue or Intimacy chosen. Acts carried out in this state do not create more Limit. This may only be done once per character per story.

While a character is acting under this kind of compulsion, their anima grows violent and tempestuous, owing to the turbulent state of their soul. Even while their anima is not active, coincidences and ambient factors conspire to express the nature of their Essence in small but ominous ways, such as the sun shining in a door as a Solar enters, casting a glare into the eyes of occupants, or the room an Abyssal occupies seeming colder and darker than it should be. When their anima becomes active, though, these symptoms become more violent still, often leaving distinct marks on the world around them. If an anima rises to Iconic, particularly in a place or time strongly associated with the Exalt's Essence, it may even precipitate a calamity of some kind, such as a storm breaking violently, or sudden heat lighting fires.
 
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