One thing that I always find interesting to think about is how the various Exalts approach their powers. While each Exalt (of a given type) has the same powers, that doesn't mean they approach those powers in the same way. When a Solar, for instance, activates their charms, what does that feel like? How do they interpret their new abilities?

So anyway, here's some paradigms answering exactly that:

Solars

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Divine Inspiration

I am sure everyone here has, at some point, experienced a time where ideas seemed to just appear in their head with no explanation. Maybe you were struggling over a difficult math problem when suddenly the answer just appeared from nowhere. Or maybe you were simply walking along and suddenly had a brilliant idea.

In many places and many times, this was believed to be divine in nature. These thoughts were emanations of a Supernal realm, or the voices of the gods, or a connection to the Akashic Records. In Abrahamic religions, such things are associated with light, for just as light was created from nothing, so to are these thoughts.

For many Solars, there charms manifest as such divine inspiration. When they activate their Excellency knowledge of combat or science or art or whatever simply appears their head. Pure knowledge coming from nothing, untainted by mortal (or immortal) biases.



Just that good

The Solar Exaltation does not select ordinary mortals. It selects heroes. Those who exalt have always been a cut above the rest. Smarter, faster, stronger and simply better than everyone else. They are used to being exceptional.

To those who already used to excelling, the exaltation doesn't change anything.

Solars who use this paradigm don't consider their exaltation magical. When they channel their excellencies they are not tapping into some hidden well of power, merely pushing themselves to try harder. When they activate their charms they are merely performing a technique, one which could be performed by anyone given enough skill.



Abyssal

Intrusive Thoughts

Abyssals, like their Solar counterparts, are granted the gift of knowledge. But if a Solar is blessed with Divine Inspiration, than the knowledge of the Abyssals are more like intrusive thoughts.

For while the Neverborn have died, they still dream and their thoughts reach out to those made in their image.

Abyssals with this Paradigm are beset by Whispers. A cursed knowledge which foerever tells them how to kill those around them.



Sidereal

Strings of Fate

Sidereals alone of the Exalted are granted no supernal skill nor physique. Instead, they are granted knowledge of fate and the ability to alter its course.

Sidereals can see the loom. They see the yellow string of Journeys which connects a man to his destination and the red strong of Battles which connects a sword to their face. Such knowledge allows them to react before an action occurs – reversing cause and effect – and grants them knowledge of things they should have no business knowing.

This is the least of their powers. For the Sidreal can alter these strings as well. The yellow string may be cut, and the man will stop in confusion as their journey ends. A thread of purple may be placed on another, and death will find them without the Sidereal lifting a finger. Red may connect a teacup or message or letter to a target and it will fly swift and deadly as any arrow.

Infernal

Possession

To be an Infernal is to be a medium for the Yozi. When you activate your chams you are letting the Yozi work through you. A tiny sliver of their greatness acting through a mortal vessel.

Of course, what this possession actually means can vary. For some, the possession is total. They blackout until the spirit of the Yozi leaves their body, or watch helplessly as it is puppeted by another.

Others yet remain in control, if at a remove. For these commanding their body is like playing a videogame or commanding a dog. They can give commands (such as a attack that guy or dodge) but the specifics of how that happens it out of their hands.

And for others, it hardly feels like a possession at all. They remain 100% in control. Its simply that they think differently. When they channel Malfeas they are arrogant, angry and cruel. When they channel ED they experience his love for doomed things, etc.

Emulation

The Yozi's charms are not techniques or magic abilities. They are fundamental aspects of who and what the Yozi are. For the Yozi, there is no difference between thought and action for their thoughts warp the world around them. Malfeas' anger burns the world in nuclear fire, Kimbery's hatred poisons her enemies, Adjoran can flense away her intimacies because she does not hold them tightly.

To utilize the power of the Yozi, the Infernal must do more than mimic their actions. She must mimic their thoughts.

To summon Kimbery's poison she has to focus on her past pains. Obsess over them until they thicken and grow solid. Until poison pours from her mouth, a poison potent enough to pay all her hurts back, with interest.

To see through darkness (and deceptions) the Infernal must become attuned with such things. She must master deception herself and so see through such things more easily.



Lunar

Its raw stats baby!

Lunar's powers are physical. Every single one, no matter how esoteric is rooted in their biology and some sort of physical process.
 

You might add a paradigm of pushing past self-imposed boundaries for Solars and Abyssals. When running you will come up against something often called "the wall" when you have depleted all your glycogen. It is accompanied by a sudden and strong feeling of physical and mental fatigue. If you manage to push past it you start converting fat into energy and get an endorphin rush.

Solars might find/feel a similar wall at their mortal limits and feel a rush when pushing past it. Abyssals might do the same though on the grounds that they are sort-of dead and those limits aren't real, though the feeling might be liberating as mortal frailty falls away or make them feel like animated corpses rather than really alive.
 
You might add a paradigm of pushing past self-imposed boundaries for Solars and Abyssals. When running you will come up against something often called "the wall" when you have depleted all your glycogen. It is accompanied by a sudden and strong feeling of physical and mental fatigue. If you manage to push past it you start converting fat into energy and get an endorphin rush.

Solars might find/feel a similar wall at their mortal limits and feel a rush when pushing past it. Abyssals might do the same though on the grounds that they are sort-of dead and those limits aren't real, though the feeling might be liberating as mortal frailty falls away or make them feel like animated corpses rather than really alive.
So, that sort of thing (if I am understanding you correctly) is meant to fall under the "Just That Good" paradigm. "Just That Good" is for Solars who are used to excelling in their chosen field and so treat there powers as just an extension of what they already experienced. A Solar who did cross country would probably treat activating their excellency as hitting a runner's high for instance.
 
Ugh, just read Exalted vs WoD Revised and now I want to play it.

I wonder if I offer someone money for it, if I can get a campaign run?
 

Lunar

Its raw stats baby!

Lunar's powers are physical. Every single one, no matter how esoteric is rooted in their biology and some sort of physical process.
I don't think this feels super reflective of the breadth of Lunar themes and powers. Lunars have a lot that's about them changing their physical bodies in large or small ways, but they also have themes of like... Raw, supernatural trickery, esoteric weirdness, and witchcraft in general (which is arguably more of an aesthetic than anything, but you sure know it when you see it).

Lunars can inhabit a disguise so completely that it fools metaphysical powers as strong as Sidereal astrology and Dragon-Blooded Hearth bonds. They can weave shadow and do impossible things with reflections. They can twist your worst impulses against you to foretell great and destroying doom unless you change your ways. They can deceive an unfinished artifact into working as though it's completed. They can stalk your nightmares to steal your face in your sleep, and kill a man in broad daylight while leaving everyone else convinced it was someone else.

(Lunars: Fangs at the Gate)

The watchword with Lunar shapeshifting isn't even biological or organic, it's miraculous. They're not Alchemicals or Liminals where all their power is tied up in the physicality of their weird magical bodies, they have a much more convenient and versatile mastery over their own form. As in many ways, Lunars can have their cake and eat it too.
 
I don't think this feels super reflective of the breadth of Lunar themes and powers. Lunars have a lot that's about them changing their physical bodies in large or small ways, but they also have themes of like... Raw, supernatural trickery, esoteric weirdness, and witchcraft in general (which is arguably more of an aesthetic than anything, but you sure know it when you see it).

Lunars can inhabit a disguise so completely that it fools metaphysical powers as strong as Sidereal astrology and Dragon-Blooded Hearth bonds. They can weave shadow and do impossible things with reflections. They can twist your worst impulses against you to foretell great and destroying doom unless you change your ways. They can deceive an unfinished artifact into working as though it's completed. They can stalk your nightmares to steal your face in your sleep, and kill a man in broad daylight while leaving everyone else convinced it was someone else.

(Lunars: Fangs at the Gate)

The watchword with Lunar shapeshifting isn't even biological or organic, it's miraculous. They're not Alchemicals or Liminals where all their power is tied up in the physicality of their weird magical bodies, they have a much more convenient and versatile mastery over their own form. As in many ways, Lunars can have their cake and eat it too.

Not to mention the strong Lunar themes of standing at crossroads, defining the inside by standing on the outside, civilization and "barbarism" and so on so forth.
Yeah, so I didn't explain this well cause I was running out of steam at that point but...

So these are not "this is how the powers work" it was "this is how the powers feel to use", and even then they are just example paradigms for use when writing stunts, not the be all end all.

So when I say "it's all stats baby" I don't mean "all the Lunars world their magic through applications of their magical bodies".

Instead it's how they experience all their magic as physical sensations. A lunar might feel magic as heavy weight pressing down on them, they might smell others weakness. Stepping between worlds be the rush of endorphins a runners high gives

The idea here is to give the players a unified theming they can use to describe how their exalt relates to their magic, and grounding that in physical sensations feels appropriate for Lunars
 
Ugh, just read Exalted vs WoD Revised and now I want to play it.

I wonder if I offer someone money for it, if I can get a campaign run?
I actually started a game not a week ago, although I wasn't exactly judicious in advertising it.

Speaking of, does anyone else find the Lunar charmset in ExVsWoD really really lackluster? They've got a really weak excellency, their much-vaunted war form is worse than the Garou's in a number of ways, and the charms do not thrill me in any aspect (for one, the "innate ranged attack charm" is the worst of the main six, and possibly the worst overall, i haven't actually read Alchemicals or Liminals, and I've got more than just that bone to pick). It's really annoying, although thankfully that hasn't come up because it's a team of soloroids and their sidereal buddy.
 
I really want to play ExWoD... but I don't know how to play the system. I'm already struggling with 2e/2.5, never touched 3E and Essence, and don't know anything about WoD before ExWoD Companion was released.
 
I actually started a game not a week ago, although I wasn't exactly judicious in advertising it.

Speaking of, does anyone else find the Lunar charmset in ExVsWoD really really lackluster? They've got a really weak excellency, their much-vaunted war form is worse than the Garou's in a number of ways, and the charms do not thrill me in any aspect (for one, the "innate ranged attack charm" is the worst of the main six, and possibly the worst overall, i haven't actually read Alchemicals or Liminals, and I've got more than just that bone to pick). It's really annoying, although thankfully that hasn't come up because it's a team of soloroids and their sidereal buddy.
When I was building my Dragonblood with Enhancement... uh, 6-7, thereabouts, I discovered that the ExWod DB charmset sucks giant amounts of arse. At least 2e's perfect defense doesn't make you lose your next turn. Superior cosmic power my arse, the Wired Reflexes I got is more immediatly useful than their multi-action.
 
I actually started a game not a week ago, although I wasn't exactly judicious in advertising it.

Speaking of, does anyone else find the Lunar charmset in ExVsWoD really really lackluster? They've got a really weak excellency, their much-vaunted war form is worse than the Garou's in a number of ways, and the charms do not thrill me in any aspect (for one, the "innate ranged attack charm" is the worst of the main six, and possibly the worst overall, i haven't actually read Alchemicals or Liminals, and I've got more than just that bone to pick). It's really annoying, although thankfully that hasn't come up because it's a team of soloroids and their sidereal buddy.

Clearly they were designed from the notes of the unposted 2e Lunar rework.
 
Yeah, so I didn't explain this well cause I was running out of steam at that point but...

So these are not "this is how the powers work" it was "this is how the powers feel to use", and even then they are just example paradigms for use when writing stunts, not the be all end all.

So when I say "it's all stats baby" I don't mean "all the Lunars world their magic through applications of their magical bodies".

Instead it's how they experience all their magic as physical sensations. A lunar might feel magic as heavy weight pressing down on them, they might smell others weakness. Stepping between worlds be the rush of endorphins a runners high gives

The idea here is to give the players a unified theming they can use to describe how their exalt relates to their magic, and grounding that in physical sensations feels appropriate for Lunars
I understood this, and disagreed at length through the use of numerous examples where this would be strange and unintuitive in the post you quoted.
 
I understood this, and disagreed at length through the use of numerous examples where this would be strange and unintuitive in the post you quoted.
Okay, well I didn't think any of those were particularly weird or unintuitive to this model so I guess we disagree? Like I said before these are example paradigms so you are free to make your own

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I'm intrigued by the ExWoD crossover, I like what I've read of that book, and I've even had a few idle thoughts about a potential plot, but I ultimately don't really feel familiar enough with the World of Darkness half of the recipe to really do it justice, I don't think.
 
@Red Orion I think the sidereal thingy is a bit too op. Namely that they can instantly kill any being with a fate. It fits thematically, but in game terms being able to kill any being with a fate is far too much power in the hands of a pc.
 
I actually started a game not a week ago, although I wasn't exactly judicious in advertising it.

Speaking of, does anyone else find the Lunar charmset in ExVsWoD really really lackluster? They've got a really weak excellency, their much-vaunted war form is worse than the Garou's in a number of ways, and the charms do not thrill me in any aspect (for one, the "innate ranged attack charm" is the worst of the main six, and possibly the worst overall, i haven't actually read Alchemicals or Liminals, and I've got more than just that bone to pick). It's really annoying, although thankfully that hasn't come up because it's a team of soloroids and their sidereal buddy.
Lunars need a touch of their 3e mystique - More witch charms and beast king effects.

Some of their current stuff also needs a reajustment - Like their clone effect is just kinda bad. And the ranged charm feels more like a Liminal thing than a Lunar effect. Hurting yourself by shooting out your bones isn't really a lunar thing.
 
I actually started a game not a week ago, although I wasn't exactly judicious in advertising it.

Speaking of, does anyone else find the Lunar charmset in ExVsWoD really really lackluster? They've got a really weak excellency, their much-vaunted war form is worse than the Garou's in a number of ways, and the charms do not thrill me in any aspect (for one, the "innate ranged attack charm" is the worst of the main six, and possibly the worst overall, i haven't actually read Alchemicals or Liminals, and I've got more than just that bone to pick). It's really annoying, although thankfully that hasn't come up because it's a team of soloroids and their sidereal buddy.
What exalts is everyone playing?
 
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