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.
Yeah, looking through 3E can give you some nice charms that can help get you that extra oomph. I mean, they're not that bad, in that a starting luner can gib anything that isn't very experienced (if you're specced for it), but they can use some improvement, especially compared to some of the other splats.

I have to admit, probably the sickest power so far is Sideral LARPING. I had one campaign where a part of the job was to get into a Pentex file and since it mentions that only sids can automatically tell you're not... Well, who's going to say boo to a regional manager?
then of course the GM threw an obstacle of "And now you are called to help sacrifice a prisoner" but hey, make lemonade out of lemons-- SMA is just as impressive in EX vs. WOD as it was in the game!

On another point, has anyone ever tried to run a setting, either with EX3 or the new essence, that kept all the technomagic of the old setting? Because I have to admit, I sort of enjoyed the crazy technomagic and "bound gods acting as your personal computer."
 
Lunar Charms! I posted most of these here or on SB already, but here are most of them gathered together in a singular page. They've had some re-adjustments and balancing and in general I've tried to keep to the generalist space that Lunars have.

No-Moons:

Spell-Rending Talon (?)
Fluff: The Lunar reaches out and grasps the ephemeral magic of a spell with clawed hands and brutally rends it into useless spiritual floatsome

System: Spend 1 Essence and roll Strength + Occult against difficulty 8. Success allows the Lunar to violently dispel any ongoing discrete enchantment or magical effect. Examples include thaumaturgy rites to ward a location, a rote to grant a mage good luck, or the enchantment binding a spirit into a fetish. The Exalt doesn't need to understand how a bit of magic works to break it, only to suspect that it is present, and to be within a few feet of something being affected by the magic.

Spell-Rending Talon can't destroy any magic intrinsic to a creature's state of being, such as a vampire's agelessness, a demon's possession of its body or reliquary, or a fomor's bond with its possessing Bane.

Notes: 3e Lunars have something similar to this, but it is much more complex, relies on a default system of Spell-Countering and in general works within a system that doesn't exist in Ex Vs WoD. So I took Spell-Shattering Palm from the Sidereals and essentially copypasted it over.

What is intresting is that in 3e, Lunars are so far the only one's who can counter spells by attacking. No one else has this advantage in 3e thus far. I think it should either be a ** or a *** dot charm. Sidereals can get it as * effect as part of their Sidereal Martial arts tree, but Lunars have way better dice pools on average.

I have half a mind to make it so the Lunar instead directly attacks it a spell or rite directly; rolling a special Perception + Occult attack that 'damages' such an effect, destroying it when it removes all the success and damaging the caster if they're in the area, or watching at the other end of scrying spell, equal to the extra success rolled through backlash. But I am not sure of how powerful it would be, or to account for everything so I went with the simple option and took what was already there.

Blood-Borne Mercy (*)

Fluff: Through blood and pain the Lunar heals, feeding a patient their blood and imparting a shadow of their own healing prowess.

System: The Lunar spends 1 Essence or 1 Willpower and inflicts 1 automatic and unsoakable level of lethal damage to themselves and feeds a single their patient the blood; either cuting a palm letting them drink from her cuped hands, passing blood through a kiss or feeding them a goblet of torn flesh.

This blesses the recipiant with some of the Lunar's own regenarative prowess; they heal from damage like an Exalted for (Essence x 2) days as long as they rest. If they already heal like a Chosen, perhaps because they are one or they have a similar power, then this Charm halves that healing time.

Note that this Charm does not stack with other uses of itself, either from the Lunar or another. Reusing this charm merely resets the number of days left.

Devil-Pleasing Chiminage (*)

Fluff: The Lunar knows the ancient widom of ghosts and demons and gods and more besides, and knows what offerings would best please them.

System: Spend 1 Essence or Willpower and roll Intelligence + Occult at a difficulty equal to the Spirit's Willpower. Success means that the Lunar discovers what offering would be most pleasing to spirit. Securing this offering and presenting it or conducting the service and making them aware of it lowers the difficulty of all social to the spirit rolls by 1 and ensures that they cannot botch on this roll for a scene. Should they fail at any social roll, the Lunar may reflexively spend 1 Essence to attempt to re-roll it once during the scene.

The difficulty of securing the offering should be preportient to the power of the spirit; the weak wraith of a loving father would just require checking in on his kids, while a bird spirit would prefer the Lunar whistle them a pleasant tune. A Lion Spirit whose shape the Lunar wishes to take peaceably may want some fresh meat or to have to have someone who was cruel to the local circus lions punished. But a powerful and ancient Gaian Incarne or the most Primeval Earthbound would require much, much more.

They might need a full fledged occult ceremony with candles, a perfectly drawn mudra of ritual sand and the offering of the Lunar's blood or the sacrifice of a peron and animal. The final details are ultimately up to the storyteller.


Argent Guardian Yantra (**)
Fluff: The Witch shields those who they cherish most from the blandishments of devils and wraiths.

System: the Lunar spends 1 Essence and rolls Intelligence + Occult at a difficulty of 6 to create a line of argent light or runes that can emcompasse a total area of Essence * 10 yards in total for 24 hours. This can block a door a wraith is charging through, or can be used to create a protective around someone, such as an innocent little boy about to be possesd by a bane, or around spirit to trap it.

Any spirit, materialised or not, must beat the Lunar's success on a Willpower roll at diffculty 8 in order to cross the glowing ward, save those the Lunar gives leave to, allowing the Lunar to save spirit allies while trapping foes. Any spirit that is trapped by this charm suffer + 1 difficulties to all rolls opposing the Lunar as the argent light presses upon its being. (Though it should be noted that using this to bully allied spirits may backfire.)

Especially powerful spirits like the Incarne or Luna's, or the Maeljin Incarna, or Nexus Crawlers may spend Essence equal to the Lunar's Essence rating and to ignore the ward and proceed through it unharmed.


- Not much to say. It's a useful, powerful tool no one else has access to. It can't trap a spirit long term, but it does seriously disadvantage them.

What-Lies in Darkness (***)
Fluff: The Lunar alters their state of mind, and through this they are granted maddened visions of what may be.

System: The Lunar spends two Essence and spends a day in a state of altered consiousness and rolls their Willpower at Difficulty 8. The Lunar can then bank these success to spend them at a later date on any rolls involving Intelligence, Wits, Perception or Academics, Computer, Finance, Investigation, Law, Medicine, Occult, Politics, Science, and Technology or rolls to caste Ancient Sorcery or Hedge Magic as their visions come together and the Lunar understands exactly what they need to do.

This pool lasts a full Lunar Month and the Lunar may only have one pool active at a time, reusing this charm replaces the current pool with the newly rolled set.

An altered state of consiousnes can be achieved through whatever means the Storyteller and Player can devise; this can include huffing paint fumes, getting really drunk or snorting coke, to performing estatic dances or meditating or going on dream quests

- The Wording needs work, and I am not sure of the power level. In 3e, its a basic charm and is on of the Lunar's main advantages in that they can get straight from Char-Gen without much fuss, but ExVsWoD is a less powerful place, what was once a small advantage in the Age of Legends is a lot more powerful in sucha brittle age.

Changing Moons:
Heart-Drinking Allure (*)
Fluff: The Lunar gives their love, their passion to another, and in doing so takes their face in return.

System: The Lunar must seduce a target, at minimum this can take a scene to complete, but stubborn or more hesitant targets can take longer. Once seduced, the Lunar must engage in an act of intimacy with the target to steal shape and add to their form library. Note: the Lunar must have the appropriate capacity to steal their target's form - Prey's Skin Disguise for humans, Blood and Ash Banquet for Vampires - etc.

Sidebar: Intimacy 101 - This is deliberately broad; an act of intimacy can be a warm hug where they affirm their affection, a character speaking about something important to them (but not necessarily important on the grand scale ) or even a chaste kiss.

Or you can give them a blow job so good, it damn near restarts a vampire's heart.

Notes: Be a Kitsune out of myth, seduce a man and steal his face at the climax of the night. Basically a way for a Lunar to take someone's face without eating said face. Nothing dramatic. It is less efficent than just eating a guy, but sometimes the security guard is cute and you don't want to rip out his throat. A date and a night in a motel can solve so many problems.

Raccoon-Dog Cunning (**)

Fluff: The Lunar trades sticks and stones for jewels and wealth, to better fool the hapless rubes of the world, so they may learn a humbling lesson. Such is the wisdom and kindness of Luna.

System: This charm allows the Lunar to transform an object they are touching into another of a similar weight and size. For example, turning a leaf into a note of currency. This effect only works on small objects, generally speaking that means turning pebbles to coins, making a very sharp sword change into a stick or a throwing knife into a baseball.

This takes an action to complete, as the object shifts in a quicksilver blur, and successful willpower roll at difficulty 6, or a point of Essence to automatically perform the change without using an action.

While casual handling or light usage will not reveal a changed object's true form, a stick turned into a ruler will serve perfectly fine, but hard work or rough handling will cause the object to change back in a burst of moonlit mist, a tricked teller drops his coins and finds stones, a hammer hits a nail head and the construction work is surprised to find that he is holding a now splattered banana and boy plays ball with his father, only to stab him in the chest with a throwing dagger.

Notes: This is basically Naruto Transformation Technique. I am unashamed.

Pack-Beckoning Shout (****)

Fluff: The Shifting Moon cry out to the beasts of the wild, rallying them to their side.

The Lunar Spends 1 Essence and defines one type of animal whose shape they have and roll Charisma + Animal Ken at difficulty 7. Each Success calls one example of that animal to their side with uncanny speed from (Animal Ken) miles away, arriving at their location in at most an hour, and often far sooner.

Large animals such as wolves, dogs, large birds such as eagles and vultures, as well as buffalo or elephants arrive as singular animals. Smaller animals, such as rats, bats or insects, or small birds, arrive as swarms instead. Rules for swarms can be found on page 391 of V20.

These animals will obey the Lunar to the best of their abilities for (Essence days). They will fight and labour for the Lunar until they are hurt badly enough to suffer -1 wound penalties or until they are too tired. They will then return back to their lives as best they are able to, unless the Lunar can convince them to stay.

Note that the desired animal must be within the area of effect, and if there are simply not enough animals of the given type within aoe, then all who can come will, but the extra success are wasted.

If there are no animals within the area, such as trying to call polar bears to your side in the Sahara, then this charm fails and the Essence is wasted.

- Quick reinforcements. Not the most reliable kind, they are animals and will leg it if they're too hurt, but something is better than nothing.

Full Moon

Pebbles to Boulders Attitude (*)

The Lunar unrelenting might sends sling stones and javelins flying through the air with a great crack of thunder.

System: Spend one point of Essence or one Willpower to multiply the range of an Athletics weapon such as a bow or spear or throwing knife (or anything else the Lunars can pick up and chuck at some poor bastard) by the Lunar's strength.

Notes: Not much to say; a range extender for things the Lunar can throw - it's weaker than the Solar and Abyssal equivalent, but still plenty useful.

Spear-Talon Method (***)

Fluff: The Lunar strikes with flying talon-spikes, with arcs of moonlight from claws or with ten thousand wasp stings sent to hound their foes.

System:Reflexively spend 1 Essence or 1 Willpower. For the rest of the scene, the Lunar may direct Brawl attacks using their natural weaponry against targets up to 30 yards away. This is done through mutations, raw might and essence. A moneky Lunar may strike with strike oppenents from afar with fists of lune-light, while a Lunar in the form of a great owl may strike with feathers as large as arrows, and that are just as lethal, a scorpion Lunar might launch envenomed spikes from their stinger, or a a Mantis Shrimp may just strike with such force that its blows break bones from meters away.

Note: A rip of the Solar effect, without any use of Melee or a Supernal Effect. Not much to say. It extends the range a Lunar can engage at optimally, without removing their preference for using thei inbuild weapons. It also means that you benefit from your Warform aspects as well.

Herd Scattering Strike (***)

Fluff: The sheer force of the Lunar's strike sends out a wave of force that scatters soldiers like bowling pins.

System: Spend a point of Essence when making a attack. The force of the blow sends out a shockwave in every direction that hits everyone and everything within (Strength) Yards. Characters must make an Athletics + Dexterity Check at difficulty 8. Anyone who fails is knocked prone. This generally speaking shatters anything delicate in the immediate vicinity like glass and pottery, and knocks over anything else that isn't rooted to the ground or that is too heavy for Lunar to lift with their Strength Attribute

Note: I am really unsure about this. It's powerful, and it's attachment to the Strength Attribute means that a properly designed Lunar in Warform is going to send most people flying.
 
On another point, has anyone ever tried to run a setting, either with EX3 or the new essence, that kept all the technomagic of the old setting? Because I have to admit, I sort of enjoyed the crazy technomagic and "bound gods acting as your personal computer."

Ah... it never worked like that, except perhaps in the FA presented in Dreams. The 2nd age as presented has been uniformly bronze age to early modern depending on the level of remnant knowledge and institutions, with Lookshy being a highly visible outlier. Players tended to fixate on the technomagic because it was mechanically superior and so PC parties tended to start with or stumble upon caches of lots of technomagic toys which were not especially common in the setting as presented.
 
Ah... it never worked like that, except perhaps in the FA presented in Dreams. The 2nd age as presented has been uniformly bronze age to early modern depending on the level of remnant knowledge and institutions, with Lookshy being a highly visible outlier. Players tended to fixate on the technomagic because it was mechanically superior and so PC parties tended to start with or stumble upon caches of lots of technomagic toys which were not especially common in the setting as presented.
The Wonders of the Lost Age Book didn't help. There was a lot of Magi-Tech there, and it kinda made it like suits of power armor were more common than they actually were.

Mind, 3e started as rabidly against the idea of Magi-Tech or even non-unique gear to its detriment. (No, every Daiklave is not a unique, one of a kind master work. They're swords and everyone is going to buy one or something like it at Char-Gen, and all your oppenents that are actually worthwhile will have artifact gear) but has dialled it back with a number of artifacts being mass producable in the 1st age, and many of them being explicitly Magi-Tech.

Including The Brozne Legionniare, the Gunzhoa Power Armor and War-Striders.
 
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The Wonders of the Lost Age Book didn't help. There was a lot of Magi-Tech there, and it kinda made it like suits of power armor were more common than they actually were.

Mind, 3e started as rabidly against the idea of Magi-Tech or even non-unique gear to its detriment. (No, every Daiklave is not a unique, one of a kind master work. They're swords and everyone is going to buy one or something like it at Char-Gen, and all your oppenents that actually worthwhile will have artifact gear) but has dialled it back with a number of artifacts being mass producable in the 1st age, and many of them being explicitly Magi-Tech.

Including The Brozne Legionniare, the Gunzhoa Power Armor and War-Striders.
There's been no indication that 3e treats any warstriders as interchangeable or mass produced the way older content did. Every single one of them we have details on have a specific name, and a unique design, and a suite of special unique powers. Technically, this is also true for the one set of Gunzhoa armour that's got a full writeup as well, although they all have a set of basic features that are detailed separately in Heirs.

Every daiklave is a unique, one of a kind master work in the 3e version of the setting, and this has not been dialed back even a little. Fangs at the Gate and Heirs to the Shogunate are still making artifacts this way, and there are only going to be more in Many-Faced Strangers. Essence still very much presents artifacts this way as well. This is not a generic magical sword, it is your specific magic sword that has cool unique powers and themes. "Everyone takes one at character gen" is a thing that I've seen asserted before, but really does not match any of my experiences actually playing or running Exalted so far, so I've just got to chalk that up to particular groups having that playstyle.
 
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There's been no indication that 3e treats any warstriders as interchangeable or mass produced the way older content did. Every single one of them we have details on have a specific name, and a unique design, and a suite of special unique powers. Technically, this is also true for the one set of Gunzhoa armour that's got a full writeup as well, although they all have a set of basic features that are detailed separately in Heirs.
Sorry, got my things mixed up.

I meant that they were more Magi-Tech.

Like Gunzhoa and Brass Legionnires and certain Warstriders.
 
Sorry, got my things mixed up.

I meant that they were more Magi-Tech.

Like Gunzhoa and Brass Legionnires and certain Warstriders.
Oh, yeah, sorry if I misunderstood!

Yeah, basically magitech stuff is still around, although it's being presented as just one aesthetic for first age artifice among many. Early 3e probably did overcorrect too much in that regard and throw a few babies out with the bath water.
 
Oh, yeah, sorry if I misunderstood!

Yeah, basically magitech stuff is still around, although it's being presented as just one aesthetic for first age artifice among many. Early 3e probably did overcorrect too much in that regard and throw a few babies out with the bath water.
Oh yeah. 3e way overcorrected on Artifacts being mass produced and the massive over abundence of Magi-Tech and all that jaze (they tie together a lot).

I think part of the problem was that authors didn't quite grasp that all this 1st Age shite was as rare as Hen's Teeth. And that the Arigashi Power armor, that was once a common piece of equipment for your mortal cannon fodder, is now the pinnacle of armor and is jealously sought after by the Princes of the Earth, who once looked down upon it.

Anyway, back to Ex Vs WoD porting/homebrew. How to translate Will Crushing Force into these Infernals...
 
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I was thinking for a later campaigns in my EX-WOD game, as allowing for "ascension" charms. Which is to say, while I would keep essence capped at 5 (because if you get much higher your exalts more or less start losing their one mamor weakness, running out of power), but to allow the Exalted to reach for higher power. Needless to say, this wouldn't be for all campaigns, and I'm still working on it, but I like the idea that by their very presence, the Celestial and Solar Exalted, are changing the world, bringing back hints of the age of Legends.

STill sort of vague on a lot of things, but you'd buy "acension" as a sixth dot of essence. For Solars, it would permit the purchase of Supernal charms as a five dot upgrade to your normal charm (the Supurnal effect would be charged as a separate five dot charm).
 
Welp, I finally got a good game of Exalted! One who'll run on what's apparently an only slightly modified Kerisgame-style setting with an Infernal to boot!

Just finished the first session and my glee is immeasurable and my day, made. Big shout-out to @Thelxiope for running this for me!

If anyone's curious, the log of our first session can be found here . I think we had a great time playing off an introverted shut-in Princess turned Slayer off of what was apparently an aggressively gregarious, only slightly-more-senior senpai.
 
I think we had a great time playing off an introverted shut-in Princess turned Slayer off of what was apparently an aggressively gregarious, only slightly-more-senior senpai.
aka "Disaster stepmom and moody teenager spend 4 hours talking past each other and completely failing to understand the other despite liberal use of magic."

I am filled with a deep, deep sympathy for my parents.

But yeah, I had a ton of fun running for @Alectai! Eagerly looking forward to next session, and maybe getting to the content I actually prepped further catastrophic derails of all my plans!
 
Session 2 of this ongoing in-character game recap. (Click here for session 1 and here for session 3)



Being selected excerpts from the journal of Sesus Amiti, Beloved of Mela, translated from High Realm shorthand:

15th Ascending Wood, RY 768
It very much did not go fine!
This wasn't even Sedrik's fault, for all that he immediately announced himself to be a Lunar Anathema here to solve their necromancer problem, at the behest of the great Anathema True Voice. The janissaries on guard were nervous about this.

Appended note: And so was I, obviously!

Still, there was much less screaming and calls to arms than we would have had back in Chanos. Which is convenient in this case, I suppose, if not very reassuring as a general rule!
My attempts to differentiate myself were unsuccessful. Everything went quite wrong only a moment later anyway. Dross had gone off on their own the moment we started to approach the janissaries, for some reason, but then they almost seemed to appear from nowhere! Started demanding an explanation from the officer in charge of the janissaries? It wasn't entirely clear. She reacted like she'd seen a ghost, and then made an excuse to leave.
Which, understandable, it was a very awkward situation!
Less understandable, she set the other soldiers on Dross and the rest of us just for arriving with them. Wholly excessive and unnecessary and very nerve wracking!
Still, things could have gone a great deal worse. Sedrik was very useful, as one might expect. Moonsilver... daiklave? Goremaul? I think it may have been both at different points. He and Dross kept them all busy.
Sointu was very nice and watched out for me while I was casting. Necromancy is particularly easy here, for the same reason why the place is just rife with shallow graves. So I called up some help, and that gave us all some breathing room.
Iscomay janissaries really do seem exceptionally brave — I don't think most of our mortal troops would have held on their own against more than one Exalt and a horde of the undead for as long as they did.

Appended note: It's ridiculous that I feel guilty about writing that. It's not as though mother is ever going to read any of this! And she's absurdly prickly about this anyway, our house legions aren't exactly the pride of the Blessed Isle.

For some reason, Sedrik asked us not to kill any of them. And not even to eat them afterward, it turns out, which I was a little worried it would turn out to be! So I kept my help from making a snack out of any of the soldiers that got left behind. It's so dangerous to have this many bodies so near to a settlement, so easily dug up — I did the people here a favour, really, since all those improperly dealt with corpses turned safely to dust afterward. No one ever seems to appreciate that sort of thing, though!
Funny how we all arrived here with the same goal of seeking out this troublesome necromancer. Miracle of miracles, Sedrik has agreed to at least wait for his anima to go down before anything else. Because I am taking them all to go see my cousin.
It seemed rude to exclude them, at this point! They're useful people! Even if one of them is a Lunar, and another one had some kind of messy breakup with a woman who thinks that attacking people with a unit of elite soldiers is the way to avoid talking to her former lover! (I think? There was that sense about it).

[A full page of rough doodles of various sacred bear statues, with directionless musings about necromancy spells in between them]

Dross and Sointu are investigating the problem. Should help, really, but am a little rattled by all this.
Things about new associates friends allies people? So I don't forget:
Dross:
    • Generally pleasant
    • Local — former janissary? Seemed like it
    • Very good at creeping around when they want to! Can't tell if just exceptional mortal, or something else
    • Janissary woman called them █████ [name is illegible, scribbled out] I don't think that's what they want to be called? They told us "Dross"
    • Terrible taste in women

Sedrik:
    • Lunar Anathema! Moon-Mad, I think? No tattoos, he didn't correct me when I called him one
    • Far-Northern barbarian of some kind
    • Very preoccupied with saving and otherwise not eating people, surprisingly. Still hasn't stolen my face!
    • Friendly, but loud
    • His sword turns into drinking cup as well? Full of "mead" — dubiously strong, when he let me try some

Sointu:
    • Iscomay Khoja in training — would like to ask them about that. Local funerary rites etc. are usually fascinating and informative
    • She's here because the necromancy troubles here are interfering with the soul-birds? It does sound like a lot of trouble
    • Seems to know Dross as well. I suppose they are both from Iscomay
    • Should thank her for looking out for me earlier, somehow
    • Also seems very capable, useful to have around

Meeting with cousin soon. Haven't seen Varo in over seven years — not since I Exalted and went to secondary school, at least. Letter doesn't make him seem like the years have left him less talkative.
Sedrik isn't glowing anymore, so he shouldn't notice anything. Maybe it will go fine!
 
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Yeah, looking through 3E can give you some nice charms that can help get you that extra oomph. I mean, they're not that bad, in that a starting luner can gib anything that isn't very experienced (if you're specced for it), but they can use some improvement, especially compared to some of the other splats.

I have to admit, probably the sickest power so far is Sideral LARPING. I had one campaign where a part of the job was to get into a Pentex file and since it mentions that only sids can automatically tell you're not... Well, who's going to say boo to a regional manager?
then of course the GM threw an obstacle of "And now you are called to help sacrifice a prisoner" but hey, make lemonade out of lemons-- SMA is just as impressive in EX vs. WOD as it was in the game!

On another point, has anyone ever tried to run a setting, either with EX3 or the new essence, that kept all the technomagic of the old setting? Because I have to admit, I sort of enjoyed the crazy technomagic and "bound gods acting as your personal computer."
Honestly, the SMA look way OP
 
I'm in an Exalted writing project with a friend, and decided to homebrew some general charms for my Devil-Tiger character. This is my first homebrew and I'm probably doing it very wrong, so I'd appreciate feedback.


First Mayoigo Excellency
Despite being kin to Oramus, Mayoigo is fundamentally possible. Rather than the impossibility of the Beyond, Mayoigo is concerned with that which has existed or could exist, his body the boundary between impossible and merely unrealized. The Necessary Ouroboros is indirect and subtle, his actions often only visible through the lens of those he aids or hinders. Mayoigo does not create or destroy, rather he augments or diminishes something that already exists. Mayoigo is liminal, visible in significant decisions or the changing of times and seasons.

Mayoigo Mythos Exultant

May forsake stunt dice/Willpower gain to lower the Target Number to 6 on a 2-die stunt, or 5 on a 3-die stunt, as the Broken Doorway converts the impossible into the merely improbable.

Ascendancy Mantle of Mayoigo
Cannot actually make purchases/repurchases contingent on the additional Essence dot, simply having a larger mote capacity/Essence minimum for Charms and mechanics that use it.

Sorcerous Initiation of Mayoigo
Buff/debuff spells are 10m/1WP cheaper, while spells that create or destroy cost an additional Willpower
 
First Mayoigo Excellency
Despite being kin to Oramus, Mayoigo is fundamentally possible. Rather than the impossibility of the Beyond, Mayoigo is concerned with that which has existed or could exist, his body the boundary between impossible and merely unrealized. The Necessary Ouroboros is indirect and subtle, his actions often only visible through the lens of those he aids or hinders. Mayoigo does not create or destroy, rather he augments or diminishes something that already exists. Mayoigo is liminal, visible in significant decisions or the changing of times and seasons
A couple of notes:

1. This excellency needs an action it never works with and an action it always works with. There's always a second paragraph defining such things. My suggestion is it always works to aid the actions of others working towards your ends and never enhances direct action but that may be too limiting.

2. A few of the italicized words seen hard to use.while others feel to broad. Changing seasons would basically never be used, but possible, exists or could exist and significant are always useable.
 
A preview for Exigents: Out of the Ashes just went up. What we have is a selection of information and a few scattered charms from the Architects chapter.

It's been shared previously that four chapters out of the book are going to each contain a writeup of a different variety or an example of a different sort of Exigent -- Strawmaiden Janest, the Architects, the Sovereigns of Uluiru, and Pakpao the Puppeteer (Representing powerful singular Exigents from one patron, Exigents empowered by multiple gods of a similar nature, "corrupted" Exigents empowered by multiple gods of an incompatible nature, and "black market " Exigents).
 

Titan of the Crowds


Cost: 10m, 1wp; Mins: Strength 5, Essence 5

Type: Reflexive

Keywords: Metropolis, Perilous

Duration: Until next turn

Prerequisite Charms: Beast of Burden Sympathy, City-Shifting Quake


The Architect's eyes glow bright with her anima's colors as she draws upon the city's might, borrowing force from every blow of a blacksmith's hammer, every sword-arm honed in training, every laboring beast of burden. She gains the benefits of Legendary Size (p. XX). She doesn't actually grow larger when she uses this Charm, although to some onlookers she may appear to, especially while her anima banner is visible. These benefits represent the Exigent's power to embody the strength of an entire city and the extraordinary spiritual pressure exerted by her Essence.

Metropolis: In cities, the first use of this Charm each scene waives its Willpower cost.

Boo! Let me turn into a fucking colossus of the city! Let me stride amongst the towers of the wealthy with the tumble down shacks of the poor at my feet.
 
Probably the trampling buildings thing is why that charm doesn't make you actually have to be that huge.
Bluntly, then what is the damned point?

Just let them get huge, they aren't Solars who are constrainted by their themes of super human excellence and therefore can't shapeshift, these Chosen should be able to swell to massive size as their flesh turns to brick and mortar and their eyes glow with the fire of every forge and furnace.
 
I dunno, I like the aesthetic of phantasms of city civilians made out of your anima adding their effort to your own.
 
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To further elaborate on this, like... this charm is not exactly shy about the themes of this type of Exigent that it's embodying? "You draw strength from the entire city and all its inhabitants and you wield it as their collective defender". Yes, obviously it's not constrained by the themes of Solars, but it is constrained by the themes of Architects. Not every Exalt type has to have shapeshifting as part of its kit.

More generally, it's also worth noting when looking at these charms that Architects probably default to Terrestrial-level, like most Exigents are supposed to. So their published powers are going to have weird quirks to them, and they're going to be more comparable to Dragon-Blooded than to Solars to begin with.
 
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