Author's Note: I wrote this because the value judgment implicit in the canonical representation of Tepet Fokuf gave me The Bad Vibes. An unmarried man, sexually active but seemingly uninterested in sexual partners(that as a dynast he should have ease acquiring if he were to desire any), and this apparently being portrayed as the punchline of a joke. In the context of the deeply natalist culture of the Realm, I think you can see this has rather unsavory implications.

Tepet Fokuf Revised

Tepet Fokuf, the Imperial Regent, his name accursed or scorned by dynast and peasant alike. Lambasted and lampooned for being a puppet, a mortal, and an unmarried man. His detractors in the Great Houses vacillate between accusations of grasping presumption and clueless pliability, even as they benefit from his lack of ambition. Puritans accuse him of depravity for acts of onanism that many pious immaculate monks also engage in. Cousins and matriarchs accuse him of selfishness for refusing to marry and sire children. Patricians thoughtlessly regurgitate rumors they hear from their social betters, laying blame or ridicule at the feet of a man who has no real power over them and has never presumed to claim otherwise. Peasants blame him for the ever increasing misrule of the imperial government, either too ignorant or too deluded to acknowledge the Heroes of the Dragonblooded Host as their true abusers. The marginally more informed assume Fokuf hapless nobody without past or future, plucked from the aether to serve the needs of greater names and destined to disappear once his purpose is served. Pathetic catspaw or grasping fool, the Scarlet Realm cannot decide what to make of its Imperial Regent, only that he should be looked down upon for whatever alleged character flaws that a given speaker decides to ascribe to him.

Tepet Fokuf takes this vitriol with practiced resignation, to hear him tell it, he is neither hero nor villain, he is only a mortal man. He has no delusions of grandeur nor ambitions of ascension, and it is these qualities that allowed him to survive for years in the viper's nest that is the Imperial Palace, even before the Empress' disappearance. Aging, unexalted, devoid of true authority, and bereft of genuine companionship, those who only know of him as the puppet regent would be surprised to know that he was once a lesser paramour of the Empress, and that he managed to stay in the Imperial Palace for years after her eye turned to younger and more beautiful consorts.

Son of the now dead Tepet Matriarch, Fokuf in his youth was a disappointment to his elders for his failure to exalt, piling resentment upon the young man until it exploded in an embarrassingly public tirade against his mother during a visit to the Imperial City. An outburst that would normally have earned him a living hell instead caught the eye of the Empress, and seeking to maneuver against the then powerful House Tepet, she offered him a place in her entourage. Though he was comely enough, the Empress' true reason for selecting him as a concubine was his estrangement from his family, allowing her to give the appearance of showing favor to House Tepet while in truth giving them no political victory at all. Fokuf, the disappointing black sheep of Tepet, would not lobby for his hated cousins and demanding mother, and instead he would allow the Empress insight into the workings of the Tepet Matriarch's inner circle.

And so it was that the young Tepet Fokuf found himself swept away into a whirlwind affair with the Queen of All Creation. For a span of seemingly dreamlike years he lived in luxury unknown even to most dynasts, sleeping on hellsilk sheets and drinking from hearthstone studded goblets. When the mood came upon her, the Empress called him to her bower, and what passed between them is known only to herself and Fokuf. Far from her sole or even most favored paramour, Fokuf spent those early years desperately vying for the Empress' affections, competing with love-addled outcastes, veterans, magistrates, and sorcerers in a vicious web of palace intrigues and petty conflicts. Time would pass, and these other paramours would lose the Empress' favor through either failure, betrayal, or simple happenstance; granted plum offices and sent away to pine from afar, or simply disappearing in the night without a trace. Yet when time came that the Empress no longer called upon him, when his face began to show the early signs of age and his information on House Tepet grew out of date, Fokuf received neither a notice of eviction nor a dagger in his sleep. Having neither betrayed her confidence nor displayed use as a potential agent, as so many other concubines did, it seemed that the Empress' reward for Fokuf was simply to allow him to exist in the Imperial Palace, recipient of neither favor nor punishment.

Fokuf made a few early abortive attempts to regain the Scarlet Empress' attention, but eventually came to accept his fall from grace, content to bask in the presence of that godlike woman who he remains a loyal devotee of even to this day. For a time, he settled into a role somewhere between courtier and servant, a quiet fixture of the Imperial Palace's gardens and salons, offering oft ignored advice to younger paramours of the Empress who believed themselves the ones to finally win the heart of that distant living goddess. These younger aspirants came and went, but the aging Fokuf remained. Experience taught him well the dangers of palace intrigue and its myriad trysts, so his only companions were a few servants and lesser functionaries. In time, he came to occupy a paradoxical existence of understanding greatly the Realm's halls of power, while simultaneously having absolutely no ability to affect them whatsoever. And it was for this reason that when the Council of the Empty Throne convened, that assembly of the most powerful women in the world chose Tepet Fokuf as imperial regent. Devoid of ambition and any true ties to his house, but still a longtime insider of the Imperial Palace, Fokuf was perfect for the role.

Today, Tepet Fokuf is the much put upon puppet of the Scarlet Dynasty, little more than a rubber stamp on corrupt decrees or a living piece of furniture at imperial functions. Evicted from his familiar apartments and small circle of friends, he resides in a luxurious and sterile wing of the Imperial Palace, watched over by the mute golems of the Silent Legion and attended by two faced servant-spies of the Great Houses. His meals are grand and delicious, before five different poison testers pick them apart searching for toxins. His colossal bedroom is fit for a king, and it is also drafty and tastelessly formal. Any carnal companions he might acquire see him only as the Imperial Regent, either reporting on him to the Great Houses or seeking to exploit his vulnerability, and this has grown so galling that he has come to abstain from amorous relationships altogether.

Having no illusions regarding his place in the Realm, Fokuf regards his term as Regent as merely a brief interval before an unceremonious death at the hand of one imperial claimant or another. He accepts this fate with quiet sorrow, and seeks to wring whatever fulfillment he can from what little actual privileges his position affords. He hides his cynical despondency behind a mask of addled pliability, living day to day by the whims of the Realm's true power brokers. Snake-eyed ministers come to him in his office and shove piles of paperwork and decrees in his face, and he signs and stamps these until they move on. Puritanical firebrands hurl invective at him in the halls of the palace, and he simply admits to his weaknesses until they move on. Old rivals from his time in the imperial harem accost him with veiled threats, and he makes mewling gestures of submission until they move on. Convinced of his role as a cosmic plaything, the only thing that would move him to test the limits of his power and the strength of his shackles is perhaps a small moment of genuine kindness from someone, anyone really. The true extent of his authority is miniscule in the grand scheme of things, but he has still spent years in one of the most fantastical and cutthroat environments in the known world, anybody who could genuinely earn his favor could find new doors open to them in the Imperial Palace, metaphorical or otherwise.
This is a pretty great write up, something I would absolutely use in a game.
 
Gonna wait until a book comes out to give the full list but for anyone intersted the Essence Adventure Trilogy moved to Redlines, and Essence itself is now in Proofing, whcih is the last step (which still can be a few weeks) before the PDF is sent to backers.
 

Dog Cults of the Blessed Isle

On the Blessed Isle, the Immaculate Order has scoured the land of heresies for centuries. And yet, despite all its storied might, it cannot erase the entirety of history. In the forgotten places of the Realm, in the secluded hamlets, shrouded alleys, and foreboding wilds, the peasants of the empire engage in an exceedingly ancient blasphemy, pouring out libations into earthen divots in the shape of a dog's paw. The Immaculates refer to this phenomenon as "The Dog Cult Heresy," seeking to reduce it to a deviant offshoot of the Immaculate Philosophy, but in truth, this phenomenon predates the Realm and even the Shogunate, an ancient religion that hearkens back to the days when early humans first sat by the fire and shared their food with the ancestral canine.

The Dog Cult has no one doctrine, no temples, no formal clergy, no overarching organization whatsoever on the behalf of its practitioners. It is a recurring cultural phenomenon, born from necessity and cultural legacy. Insofar as one can describe it as a discrete entity, the Dog Cult broadly focuses on the interplay between civilization and wilderness, embodied respectively in the form of Lion-Dogs and Dogs of the Unbroken Earth. In cities, lion dog statues are some of the few forms of iconism visible to the public, and with many lion dogs ordered by heaven itself to stand watch in the guise of statues, the Immaculate Order cannot simply demolish them. Meanwhile, in the Blessed Isle's wildernesses, rural hunting and logging communities exist at the mercy of the dogs of the unbroken earth. The Blessed Isle's elite give little thought to this but for many of the Realm's poorest residents the influence of these canine gods is omnipresent, and the Dog Cult phenomenon consists of the methods by which mortals in the Realm safely interact with the spirit dogs. There are many areas where these two groups of spirits are both present and part of the same spirit courts, the canid gods having stood watch for centuries if not millennia, and it is in these regions that the Dog Cult thrives.

Passed from heretic mother to heretic daughter, the Dog Cult stubbornly persists in the communities of the dispossessed, forgotten wilderness hamlets, dilapidated slums, and legionnaire encampments alike. It provides an easily understood dualism with which to understand the world and a set of practical lessons for surviving in conditions of extreme poverty, whether one is a footpad in the Imperial City or a trapper in Ventus prefecture. In cities, dog gods are called upon to watch over marketplaces and protect against robbery. In the wilderness, dog gods are invoked to watch over travelers and guard against dangerous wildlife. Wherever the Dog Cult occurs, the idea of the canine spirits as being inherently protective is always present. Rituals of the phenomenon are often quick and easily accessible to adherents with very little income, consisting of sacrifices of wine, gravy, milk, or bones buried in shallow holes dug at the threshold of a building or on the edge of a forest. Some cultists sacrifice actual dogs, and then consume the sacrifice themselves as a ritual meal to hide the evidence (and to simply sustain themselves for another day). Others refrain from harming dogs altogether and instead believe them to be messengers of the local dog god. That many of these practitioners also engage in orthodox immaculate praxis further confounds efforts to eradicate the Dog Cult, with the cultists seeing no conflict between being a good immaculate and worshiping the local guardian dog.

More open-minded savants in the Scarlet Realm believe that the Dog Cult began in the Realm Before, as early humanity first began to build large settlements on the Blessed Isle. Rural hunting cults dedicated to individual Dogs of Unbroken Earth syncretized with cults dedicated to Lion Dog protectors, creating a dualistic faith that has persisted to this day. Scholars of heresy theorize that in those days, the Dog Cult was present across all levels of society, with excavations of ruins of the Old Realm sometimes revealing murals of Dragonblooded rulers flanked by both examples of dog god. They are careful to keep these observations from the ears of the more conservative Immaculate authorities, who maintain that the Dog Cult is nothing more than a transient blasphemy born of ignorance.

The isle's dog gods themselves tacitly participate in the Dog Cult, but rarely do they actively solicit worship. Their involvement with their faithful is more reactive than proactive, responding to invocations when they can and otherwise remaining uninvolved in mortal affairs unless called upon. So long as they perform their celestially appointed duties, the dog gods see nothing wrong with responding to a prayer or two. Many are organized into spirit courts consisting of both Lion-Dogs, Dogs of the Unbroken Earth, and even some Celestial Lions, as well as canine gods who do not fit cleanly into either category, each court treating the others as a fellow chapter in a continent-spanning pack. Responses to Immaculate attempts at regulation typically consist of stonewalling and collective dereliction of duty until the god-breakers give up. Active persecution rises and falls over the years, and when the Immaculate Order believes the Dog Cult is erased completely in an area it always finds a way to pop up within another year. The Dog Cult has outlived more than one empire, and it will outlive the Scarlet Realm as well if the canine gods have anything to say about it.
 
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It is a great shame that SV does not have a Woof rating to go with Meow.
 
Oh hey, some stuff did move as of the Release Roundup. So here's the complete thing:

CURRENT PRODUCT STATUS
Changes for Tuesday January 31st
: Correction on where Essence Novella #1 is. Essence Jumpstart title confirmed. Many-Faced Strangers now in layout.

WRITING AND DEVELOPMENT
Outline

- Exigents Jumpstart
- Miracles of Divine Flame (Exigents Companion)

First Draft
- Exalted Essay Collection
- Tomb of Memory (Essence Jumpstart & RMCs)

Redlines
- Abyssals
- Essence Adventure Trilogy

Second/Final Drafts
- What Lies Forgotten (Essence Novella #1)
- A Murder in Whitewall (Essence Novella #3)

Development
Scoundrelsong (Essence Novella #2, formerly *Damned Lies*)

Editing
- Pillars of Creation (Essence Companion)
- Sidereals: Charting Fate's Course
- Surface Truths (Dragon-Blooded Novella #2)

Post-Editting Development
- Exalted Essence Edition
- Exigents: Out of the Ashes
- Many-Faced Strangers (Lunars Companion)

ART AND PRODUCTION
Art Direction

- Across the 8 Directions
- Crucible of Legends
- Exigents: Out of the Ashes
- Sidereals: Charting Fate's Course

Layout
- Many-Faced Strangers

Proofing
- Exalted Essence Edition

At Press
- Facets of Truth (Lunar Novella #1, POD testing)
- Adversaries of the Righteous (errata inputting)
 
I been thinking on a possible Architect or another kind of Exigent that bases themselves out of the Imperial City. Their main concept is to give players an insane wild card option to basically fuck up the possible realm civil war. Not that it would actually stop it, but it would deny the legitimacy of the Imperial Throne for everyone.

The how is the fun part I'm trying to think of right now. But the main gist would be breaking off the Imperial City in such a way that the Dragonblood Hosts can't actually lay claim to it. The Scarlet free city has a nice ring to it doesn't it?
 
I been thinking on a possible Architect or another kind of Exigent that bases themselves out of the Imperial City. Their main concept is to give players an insane wild card option to basically fuck up the possible realm civil war. Not that it would actually stop it, but it would deny the legitimacy of the Imperial Throne for everyone.

The how is the fun part I'm trying to think of right now. But the main gist would be breaking off the Imperial City in such a way that the Dragonblood Hosts can't actually lay claim to it. The Scarlet free city has a nice ring to it doesn't it?
Simple, kidnap the Emissary of Nexus.
 
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The Subdivision of Halcyon Repose

The gods of Yu-Shan are afraid of Death. Not the temporary deaths that the residents of Heaven experience from misfortune or duels, from which the gods eventually arise no worse for wear. Nor the clean, orderly purviews of gods assigned to oversee scavengers, funerals, and the return of mortal souls to Lethe. No, the death that the gods fear and hate is the Death of mortals and ancients alike, the oily cold grip of the underworld so alien to the living eternity that every god expects to experience forever. Alas for them, Yu-Shan is no idyllic immortal paradise, but a patchwork heaven built by compromise atop the ruins of a much older divine realm, for better and for worse. Mortal residents die and leave behind shades and hungry ghosts, unlucky spirits find themselves imbibing the Essence of Death, long quarantined districts still harbor the shadow of the Great Contagion, old curses and decaying magic of the ancients fester and pollute the geomancy of heaven with the nature of the Underworld. Dealing with these unfortunate realities is a dangerous, specialized job, one that today is handled by the Subdivision of Halcyon Repose, also known as the Judicious Office of Celestial Pallbearers or simply "The Keeners."

The Subdivision of Halcyon Repose is tasked with handling all manifestations of death within Yu-Shan. Formed shortly after the conclusion of the Divine Revolution, it was initially created as a temporary committee to handle the final affairs of the war-dead, but its charter was eventually extended in-perpetuity and its remit was expanded as the gods gradually came to realize the cosmic shift in the nature of Death following the slaying of the ancients. The Great Contagion further expanded its duties. Its responsibilities range from making arrangements regarding gods who expect to undergo a temporary death in the near future, to the exorcism of hungry ghosts and other phantoms left behind by the celestial city's mortal and exalted residents, to investigating and policing forbidden gods associated with the Underworld, to planning and implementing the funerals of gods who for whatever reason have experienced a true death or become lost to the Underworld.

When gods die in truth, it is the Keeners who organize the funerals, often in the form of processions of mourners in violet rags who smear their faces and limbs with ash and wail piteously, the source of the subdivision's nickname. The terminal point of a procession is usually one of the Towers of Halcyon Repose, crypt manses where the common dead of Yu-Shan are collectively memorialized and interred. The deaths of prominent, powerful, and venerable gods merit even longer processions, even more exaggerated keening, and often an individual memorial stelae or tomb in an out of the way but well maintained corner of Yu-Shan.

Gods fear the Keeners knocking on their doors, dreading accusations of consorting with forbidden gods and underworld things, or being informed that a lifelong friend is alive no more. The Subdivision's exorcists, distinctive for their flowing lavender veils, green jade hook-staves, and censer-badges of office, cut ominous figures in the streets of Yu-Shan, their appearance heralding furtive whispers and pedestrians rapidly leaving the area. Most of the incidents where the Celestial Pallbearers are called in are false alarms or minor cases; a paranoid, overworked functionary being spooked by a passing night spirit, or a recently dead mortal leaving behind a confused but mostly powerless shade. Other times they receive genuine reports of forbidden underworld gods and powerful hungry ghosts left behind by one of Heaven's Dragons, or even by a Sidereal. Exorcisms typically begin as nonviolent affairs but the potential for conflict is always present and accounted for. The risks presented by one of these major cases are dire enough that the Keeners maintain a policy of constant readiness for such an eventuality, the source of the subdivision's grim outward demeanor.

The gods pass about many sensational rumors about the Keeners, that it keeps hungry ghosts as bloodhounds, that a god has to be ritually killed to join the office, that the basement stairs of the Towers of Halcyon Repose spiral all the way down to the Underworld. They provide a vital service but most gods cannot help but associate them with the sinister and unpleasant. The city's mortal population has a softer view on the Celestial Pallbearers, death is a part of being mortal and while they may fear it, few expect to escape it. Elementals, not having the resurrective immortality of the gods, also hold a fairly fond opinion of the subdivision. Both minorities are fairly impoverished but they contribute an outsized number of donations to the subdivision's operating budget.

The Subdivision of Halcyon Repose is jointly overseen by the Bureau of Heaven and Division of Endings, but due to its ominous reputation it typically only regularly liaises with the Division of Endings, and is known to be a career path to employment in the Violet Bier of Sorrows. Otherwise the subdivision is functionally granted free reign over internal matters as its leadership sees fit. Its organizational culture is one of studious dedication tempered with erudition, the nature of its work demanding a more educated and nuanced view of death, mortality, and the underworld. Gods in its employ must overcome their instinctive revulsion towards all things related to Death's Essence, and for this reason it employs a large number of formerly terrestrial spirits, whose time in Creation typically acclimates them to such things. The head of the office since the Contagion has been Oa-Morii, God of Funeral Dirges and Subdirector of Halcyon Repose, who is known for being incorruptible and disarmingly upbeat (and known by some to moonlight as a nightlife singer under a stage identity). Other prominent gods include Thrice-Burnt H'shal, God of Cremation; Limping Azrakan, unnaturally wizened veteran of the Divine Revolution, and the lesser elemental dragon of earth known only as the Salt-Eaten Serpent.
 
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You are ignoring content by this member.
In essence, all charm modes are optional right? You can always use the base form of the charm?
Hmm, not actually sure about this, but I think there's very very few edge cases where you would want to use the base form of the charm, and they're all in the Sorcery section to my recollection. The rest of the time, a mode should be a straight upgrade to the charm in question.

Anyway, I wonder how the new Exalted types would fit into the old Shards of the Exalted Dream settings, like Heaven's Reach or Exalted Modern. I'd love to see those settings revisited someday, although that decision's not gonna be made for a while.
 
Yes, you can always choose to use the base version of a Charm, instead. The relevant quote is "Modes further modify the function of a Charm. Whenever a character purchases a Charm with a mode, they gain the default capabilities of the Charm, plus any relevant modes automatically."

They gain the default capabilities of the Charm, therefore they can use the base form. The fact that modes are all positive is very intentional, because to many players seeing Terrestrial (or dissonant, etc) tags on 3e martial arts/evocations/whatever was disheartening. "Have 2, get +1 in this space" reads different than "have 3, lose 1 if you can't x", and Essence is built on that.

Almost always, you'll want to use bonus modes, but there's a handful, like Skyfire-Seizing Flare, where you may sometimes want to mix in the base version, plus sorcery/necromancy modes sometimes are a different, related spell. Skyfire-Seizing Flare additionally shows that you can't use this mode when its power runs out, but it doesn't say you can't use Mongoose-and-Cobra Escape.
 
So, i had a lot of free time at work today, so I spent it writing up a design seed for an Apocryphal Exalt type of my own: The Swarm-Born, Chosen of the Myrmidon Horde

DM me if you wanna look over the incomplete draft
 
Hmm, I do feel then that this is a missed opportunity. Making it so you *have* to use the exalt specific version one opens up some extra space for differentiating universal charms between exalts.

It would, and this is just an off the cuff example, allow you to have a solar righteous lion defense which only works towards abstract ideals and a lunar one which only works on interpersonal relationships. That sort of thing
 
Hmm, I do feel then that this is a missed opportunity. Making it so you *have* to use the exalt specific version one opens up some extra space for differentiating universal charms between exalts.

It would, and this is just an off the cuff example, allow you to have a solar righteous lion defense which only works towards abstract ideals and a lunar one which only works on interpersonal relationships. That sort of thing
EDIT 2: turns out almost everything I said was completely wrong 'cause I derped on what Essence did with spirit killing.

Also yes, read all the stuff before you start homebrewing (or correcting someone on a forum). Essence is the simplest Exalted by far, but it's still complicated enough that you really need to learn the system and know how it works before you start eyeballing homebrew.
 
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This is how they work, DBs don't use the base form of GET, they use Spirit-Shredding Strike mode, for instance.

EDIT: which is to say, the correction that you can choose modes isn't always true. Like, the Ox-Body modes just modify the base thing. GETs mode modifies DB access to the Charm, siding with Ex3's stance on DBs needing MA or Evocations to perma-kill, Excellent Strike gives you the mode enhancements automatically, ect ect. There's a couple modes that say "specific Exalt gets to alternatively do this" IIRC, but most of the time, a mode is there to note an automatic enhancement or an automatic limitation from the default basic effect thing.

Also yes, read all the stuff before you start homebrewing. Essence is the simplest Exalted by far, but it's still complicated enough that you really need to learn the system and know how it works before you start eyeballing homebrew.
This is not, in fact, how it works.

To clarify, Ghost-Eating Technique is not a universal charm, it is the Solar mode of Spirit-Slaying Stance,. A Dragon-Blood may choose to use the base version of SSS instead of Spirit-Shredding Attack. SSS does not include the "can kill spirits permanently" rider, which is only added for the Celestial modes.

Article:
Spirit-Slaying Stance

Prerequisite: Sagacity 3

The Exalt wounds the very Essence of a spirit, weakening or outright destroying it forever. An Exalted power that even the gods themselves fear.

Spend 1 mote on Step 3 on a decisive attack to inflict aggravated damage against a spirit (god, demon, or ghost). If the Exalt slays a spirit with this Charm, it is unable to reform for a number of months of downtime equal to the Exalt's Essence rating or until the end of the story.


Article:
Ghost-Eating Technique (Solar): Destroy motes in the spirit's pool equal to its total health lost. Destroyed motes are considered spent. If slain by this Charm, the spirit is permanently destroyed.


Article:
Spirit-Shredding Attack (Dragon-Blooded): If slain by this Charm, the spirit is diminished. When it reforms, its Essence score is lowered by one. This may be healed as a Dramatic Injury. At Storyteller's discretion, the spirit may lose access to some of its Charms or reflect its diminishment in other ways.


A mentioned above, Exalt modes exclusively make the base charm better or modify its behaviour, you will not find something like the base charm being the Solar version and the DB mode making it worse.

You also can technically choose to use the base form of Ox Body if you want, it's just like... Strictly speaking worse than any of the Exalt modes in that it's literally just a single -1 HL per purchase (the Alchemical mode was identified as an error literally the first day we got the manuscript). This is just how modes work.
 
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This is not, in fact, how it works.

To clarify, Ghost-Eating Technique is not a universal charm, it is the Solar mode of Spirit-Slaying Stance,. A Dragon-Blood may choose to use the base version of SSS instead of Spirit-Shredding Attack. SSS does not include the "can kill spirits permanently" rider, which is only added for the Celestial modes.

Article:
Spirit-Slaying Stance

Prerequisite: Sagacity 3

The Exalt wounds the very Essence of a spirit, weakening or outright destroying it forever. An Exalted power that even the gods themselves fear.

Spend 1 mote on Step 3 on a decisive attack to inflict aggravated damage against a spirit (god, demon, or ghost). If the Exalt slays a spirit with this Charm, it is unable to reform for a number of months of downtime equal to the Exalt's Essence rating or until the end of the story.


Article:
Ghost-Eating Technique (Solar): Destroy motes in the spirit's pool equal to its total health lost. Destroyed motes are considered spent. If slain by this Charm, the spirit is permanently destroyed.


Article:
Spirit-Shredding Attack (Dragon-Blooded): If slain by this Charm, the spirit is diminished. When it reforms, its Essence score is lowered by one. This may be healed as a Dramatic Injury. At Storyteller's discretion, the spirit may lose access to some of its Charms or reflect its diminishment in other ways.


A mentioned above, Exalt modes exclusively make the base charm better or modify its behaviour, you will not find something like the base charm being the Solar version and the DB mode making it worse.

You also can technically choose to use the base form of Ox Body if you want, it's just like... Strictly speaking worse than any of the Exalt modes in that it's literally just a single -1 HL per purchase (the Alchemical mode was identified as an error literally the first day we got the manuscript). This is just how modes work.
...wow. That was a really bad mixup XD sorry @BossFight. Joke's on me for not double checking the Charm.
 
That's what Solar-specific and Lunar-specific Charms are for.

Yes, that is definitely what Exalt charms are for.
Yeah, but there are certain charms which are bread and butter enough you *want* every exalt to have them (like righteous lion defense) but which aesthetically it would be nice to have a little more differentiation.

Because, TBC, my biggest complaint with the Universal charms is that, on an aesthetic/thematic level they make each Exalt feel less unique.

And I get why they exist. A lot of charms were *already* basically the same across multiple exalts. You don't need to write out how the Ox Body equivalent works for every exalt, that just adds a ton of work for no real benefit.

But at the same time, one of the things I like about exalted is how each exalts charms feels unique. Because the makeup of an exalts charms defines the thematics of the splat.

And I think that forcing modes allows you to maintain that thematic difference while still keeping the benefits of universal charms
 
I don't think that sounds like something that needs to be forced in the mechanics. That sounds like a table or player-ST thing. One of the players in the Essence game I'm running right now has a bunch of flavour written for her individual Charms and modes.
 
Yeah, but there are certain charms which are bread and butter enough you *want* every exalt to have them (like righteous lion defense) but which aesthetically it would be nice to have a little more differentiation.

Because, TBC, my biggest complaint with the Universal charms is that, on an aesthetic/thematic level they make each Exalt feel less unique.

And I get why they exist. A lot of charms were *already* basically the same across multiple exalts. You don't need to write out how the Ox Body equivalent works for every exalt, that just adds a ton of work for no real benefit.

But at the same time, one of the things I like about exalted is how each exalts charms feels unique. Because the makeup of an exalts charms defines the thematics of the splat.

And I think that forcing modes allows you to maintain that thematic difference while still keeping the benefits of universal charms
Yeah, you're running into the core tradeoff Essence chooses to make compared to Ex3, bringing it back in mechanically'll just make Essence worse at being Essence. Write whatever flavor you want into your Charms as you play, so they feel right for you, IMO. Heck, in the Essence game I'm in, my Solar uses Glorious Solar Arsenal, but has it congeal her anima over her skin into tan ultrahard durability instead of summoning magic armor, because I wanted the aesthetics of Diamond Body Prana despite the differences between "Summon armor" and "make skin into armor" being below the resolution of XS.
 
I really do urge you to fully read and absorb Essence before suggesting mechanics for it.
Seriously, can you not? This is the second time in a row I've said something in this forum, and rather than engage with any of my points you've done this condescending bullshit sniping.

I can't block you because you're an administrator, but if you're not going to actually engage with my points like a human being then just don't fucking talk to me.
 
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