This seems interesting but I'm unsure of the whole 'you can learn this without getting the Martial Arts Merit thing'. While I believe the Merit is a stupid and annoying tax, this feels like sle thing that will be reused over and over again even if it's designed to avoid double taxing you with the requirement for additional artifact weapons.

Also it seems to lack a method of adding additional signature weapons.

Are you making adding addition types of signature weapons? Like just having daiklaives isn't enough, you also want to use goremauls? Because that rather defeats the point of 'signature'.

What's wrong with not needing additional MA merit for the style? What about that is a problem? I am very confused what you were trying to say with that explanation. The only part I understood was basically "no MA merits is basically replaced by needing additional artifact merits".
 
I feel like the majority of Thousand Blades stylists are going to end up eating an at least 6-9 merit dot cost just to get two or three artifacts, and expecting them to add a four dot MA merit on top of that is a little much. The argument for the MA merit in the first place is literally that it's comparable to starting with a 4 dot artifact , this is pretty clearly a special case.

Also it seems to lack a method of adding additional signature weapons.
You gain more artifact weapons to use with Thousand Blades after character creation the same ways you gain them on any character. Finding them in the world, crafting them, taking them from defeated enemies, trading for them with powerful beings etc. There doesn't need to be a special mechanism to acquire another reaper daiklave or another direlance or whatever your signature weapon type is, you're just going to like... Work with your ST to get more as your character advances.
 
I feel like the majority of Thousand Blades stylists are going to end up eating an at least 6-9 merit dot cost just to get two or three artifacts, and expecting them to add a four dot MA merit on top of that is a little much. The argument for the MA merit in the first place is literally that it's comparable to starting with a 4 dot artifact , this is pretty clearly a special case.


You gain more artifact weapons to use with Thousand Blades after character creation the same ways you gain them on any character. Finding them in the world, crafting them, taking them from defeated enemies, trading for them with powerful beings etc. There doesn't need to be a special mechanism to acquire another reaper daiklave or another direlance or whatever your signature weapon type is, you're just going to like... Work with your ST to get more as your character advances.
also they were literally wrong about that and everyone should houserule the MA merit requirement away because it was based on an overvaluation of Martial Arts and an undervaluation of Solar Charms
 
PAPER EXIGENT PAPER EXIGENT!!

Exigent Seed: The Foldkeeper v1

docs.google.com

Exigent Seed: The Foldkeeper, Chosen of Paper v1

Exigent Seed: The Foldkeeper, Chosen of Paper v1 The Foldkeeper is the Exigent of the Goddess of Paper, a power broker in the halls of heaven in spite of her seemingly unassuming purview. Exquisite Crane, The Folded Lady, Celestial Minister of Paper Paper, seemingly mundane and commonplace in pla...
 
The best part of Thousand Blades is that is encourages you to go around and mug other exalts for their artifact weapons.
 
also they were literally wrong about that and everyone should houserule the MA merit requirement away because it was based on an overvaluation of Martial Arts and an undervaluation of Solar Charms

IIIRC, Holden said that the Merit was necessary because without it spending Solar XP on MA Charms was too good.

But given that the whole point of Solar XP was to have XP that didn't immediately get spent on Charms, that always struck me as solving the wrong problem. I never did a satisfying explanation for why Solar XP can be spent on any kind of Charm.
 
IIIRC, Holden said that the Merit was necessary because without it spending Solar XP on MA Charms was too good.

But given that the whole point of Solar XP was to have XP that didn't immediately get spent on Charms, that always struck me as solving the wrong problem. I never did a satisfying explanation for why Solar XP can be spent on any kind of Charm.

IIRC, it's because there was a strong trend in 2E xp spending to ignore basically everything except charms, especially those around your current essence tier on the grounds that they were strictly better than the xp equivalent in other traits. e.g. why bother training up an attribute when that adds 1 die to a pool when you could have a charm for the same price that lets you fly or shoot sword lasers or whatnot.
 
IIRC, it's because there was a strong trend in 2E xp spending to ignore basically everything except charms, especially those around your current essence tier on the grounds that they were strictly better than the xp equivalent in other traits. e.g. why bother training up an attribute when that adds 1 die to a pool when you could have a charm for the same price that lets you fly or shoot sword lasers or whatnot.
That explains why you can't spend Solar xp on Solar charms, but not why you can spend it on Martial Arts charms, sorcerous or necromantic spells, and Evocations
 
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Even when they're not better than other traits, Charms are cooler. An additional die is so dull.

So non-Charm xp makes perfect sense to me. But then they went and immediately undermined their own design, because...well, I assume there was a reason.
 
IIIRC, Holden said that the Merit was necessary because without it spending Solar XP on MA Charms was too good.

But given that the whole point of Solar XP was to have XP that didn't immediately get spent on Charms, that always struck me as solving the wrong problem. I never did a satisfying explanation for why Solar XP can be spent on any kind of Charm.
It's for "everything but Exalt Charms", because otherwise you'd be dumb to buy anything but Exalt Charms. This is an even greater concern than H&H realized, because Solar Charms are massively more powerful than they really realized, blowing MA out of the water in the case of all the combat trees. Only Single Point can really compete, and even then mostly when used with Solar Awareness, and that's because Single Point is genuinely really very overpowered.

Solar XP is there so you don't have to lose out on Exalt Charms by getting Sorcery or MA or extra abilities or whatever, and also fills the role of anyone ever buying anything but more Solar Charms because Solar Charms are better than any possible alternative, unless it's one of the crappy trees.
 
Martial Arts Modes - Fire Dragon Style

Some more martial arts modes, this time for Fire Dragon Style to capture a bit more of that style's feel as being an Immaculate Wyld Hunter's style with secret techniques for hunting spirits and big monsters.

Many-Attacks Technique
- Heshiesh's Scything Claws (Fire Dragon Style): If both the first and second attacks are decisive attacks, on the second attack the martial artist may spend an additional mote to treat the target's Hardness as being 0 as her offhand blade or fist burns white-hot.

Bulwark Stance
- Ash-in-Eyes Trick (Fire Dragon Style): The martial artist also kicks up ash and smoke, creating a one dice penalty to all attacks against her until her next action. This can stack up to (Close Combat) times.

Spirit-Manifesting Word
- Blood-Ire-Rising Hymn (Fire Dragon Style): If the spirit resists the martial artist's influence action via ignoring it or via a hard bargain, the martial artist may treat her successes on the influence roll as if she had rolled them on a Build Power or Join Battle roll as the rejection of her righteous paeans sets her blood aflame.

Greatness-Inspiring Aura
- Brightly Blaring Horns (Fire Dragon Style): If the martial artist makes music to coordinate and inspire her allies towards a common goal, the bonus to allies extends out to Medium range. In combat this requires her to take a Build Power action every turn to maintain this effect.

Spirit-Repelling Diagram
- Bonfire-Soul Blasphemy Repellant (Fire Dragon Style): If the martial artist commits an additional mote when activating Fire Dragon Style, she enjoys the benefit of Spirit-Replling Diagram in any turn she ends the turn in the same range band as she began it in as accumulating clouds of perfumed smoke and ethereal flame repell wicked spirits.

Glorious Presence Technique
- Fire Dragon's Terrible Command (Fire Dragon Style) (Dragonblooded-Only): The dragonblooded's words are backed by ten thousand children of Heshiesh who wait with drawn swords. If the target is a spirit who rejects the influence action, the dragonblooded martial artist may commit one mote and gain one anima to force the target to take the hard bargain that if anything slays him this scene, the spirit will be permanently destroyed.
 
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Are you making adding addition types of signature weapons? Like just having daiklaives isn't enough, you also want to use goremauls? Because that rather defeats the point of 'signature'.

What's wrong with not needing additional MA merit for the style? What about that is a problem? I am very confused what you were trying to say with that explanation. The only part I understood was basically "no MA merits is basically replaced by needing additional artifact merits".
I think I read the style wrong. I thought the signature weapon was only one specific weapon, not one type of weapon, so if you took it for your daiklaive godpoker, you needed a way to add your sword daiklaive later.

Also the comment about not needing the martial arts merit to get it was more me commenting on previous design trends. First a niche exception is carved out for one style or charm then it ends up spreading to other charms. So I'm a little worried that all future MA styles will have the same 'you don't need the merit tax' text. I'd rather them get rid of it completely rather then just carve out a niche for this one style that might end up being reused.
 
So, disease in XS.

As far as I can see you don't actually roll to avoid *contacting* a disease, just overcoming it.

There are a few charms used to cure diseases or which help you overcome them, but only one charm which inflicts them.

We get one sample disease (applies progressively more frequent penalties).

Overall, they feel... Anemic.

I'm wondering if we're going to see more in the supplement
 
So, disease in XS.

As far as I can see you don't actually roll to avoid *contacting* a disease, just overcoming it.

There are a few charms used to cure diseases or which help you overcome them, but only one charm which inflicts them.

We get one sample disease (applies progressively more frequent penalties).

Overall, they feel... Anemic.

I'm wondering if we're going to see more in the supplement
ExEss isn't really interested in modeling diseases, I don't think. I suspect there won't be any more, since in the simplified system it only wants to model getting sick as, well, "being sick".
 
Exalted Essence - Better Rules For Healing

I'm going to be honest; the XS rules for healing times are not great. Specifically, the problem are twofold. Firstly, the "you recover all your HLs after a recovery scene" totally remove character traits from influencing this, which both removes a lot of the space for medicine-focussed character to shine, and also creates a too-binary divide between Aggravated and non-Aggravated damage where a character who takes a single level of Aggravated damage is worse off than a character beaten all the way to Incapacitated. Secondly, the rules for recovery scenes are also really weird in that you're not allowed to make any dice rolls. By RAW, if you're recovering after a battle and roll to see if you can pick out any pattern with the tactics you saw from your enemy, or you try to persuade your friend to give up on their former ally who just betrayed you, it doesn't count as a recovery scene. Both of these are issues.

Therefore, as a houseruled replacement:

Characters recover (Physique) non-aggravated health levels per recovery scene. A recovery scene is a scene where characters avoid physical activity, and rest and recouperate. Where suitable, a Storyteller may allow mild activity for a partial recovery scene, though in such a case the character's effective Physique is halved, rounding up. For example, if the characters are travelling between locations and the worst-injured character is resting in a litter while the others walk, she would benefit from a standard recovery scene while the walking characters only recieve a partial recovery scene.

Other charaters can assist by trying to treat injuries. This is a venture with a default difficulty of (3 + highest wound penalty), one obstacle, and a duration of "One recovery scene". Success on this Venture cures one health level (which can be Aggravated). Additional health levels can be bought as Advantages at a rate of 1 per health level, or 4 per aggravated health level. However, this is based on the assumption that the medic has appropriate tools for the injury, a suitable working area, and so on. Especially when treating Aggravated injuries, increased difficulty or additional Obstacles may be suitable (for example, the requirement for rare herbs to treat the wretched burn-blight of the touch of the mad green sun Ligier). Consequences for failing to treat injuries include a shortage of medical supplies in the region, a bone set wrong inflicting penalties until it is re-broken and reset, and additional health levels inflicted due to medical mishap.

Extended periods of downtime, where appropriate (for example, if there is a gap of a season between stories), should result in characters healing all injuries without rolling, unless said injuries require magic to heal and the party lacks magical healing.
 
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Exalted Essence - Better Rules For Healing

I'm going to be honest; the XS rules for healing times are not great. Specifically, the problem are twofold. Firstly, the "you recover all your HLs after a recovery scene" totally remove character traits from influencing this, which both removes a lot of the space for medicine-focussed character to shine, and also creates a too-binary divide between Aggravated and non-Aggravated damage where a character who takes a single level of Aggravated damage is worse off than a character beaten all the way to Incapacitated. Secondly, the rules for recovery scenes are also really weird in that you're not allowed to make any dice rolls. By RAW, if you're recovering after a battle and roll to see if you can pick out any pattern with the tactics you saw from your enemy, or you try to persuade your friend to give up on their former ally who just betrayed you, it doesn't count as a recovery scene. Both of these are issues.

Therefore, as a houseruled replacement:

Characters recover (Fortitude) non-aggravated health levels per recovery scene. A recovery scene is a scene where characters avoid activity, and rest and recouperate. Where suitable, a Storyteller may allow mild activity for a partial recovery scene, though in such a case the character's effective Fortitude is halved, rounding up. For example, if the characters are travelling between locations and the worst-injured character is resting in a litter while the others walk, she would benefit from a standard recovery scene while the walking characters only recieve a partial recovery scene.

Other charaters can assist by trying to treat injuries. This is a venture with a default difficulty of (3 + highest wound penalty), one obstacle, and a duration of "One recovery scene". Success on this Venture cures one health level (which can be Aggravated). Additional health levels can be bought as Advantages at a rate of 1 per health level, or 4 per aggravated health level. However, this is based on the assumption that the medic has appropriate tools for the injury, a suitable working area, and so on. Especially when treating Aggravated injuries, increased difficulty or additional Obstacles may be suitable (for example, the requirement for rare herbs to treat the wretched burn-blight of the touch of the mad green sun Ligier). Consequences for failing to treat injuries include a shortage of medical supplies in the region, a bone set wrong inflicting penalties until it is re-broken and reset, and additional health levels inflicted due to medical mishap.
This is a great replacement, much better!
 
I'd suggest not tying things like that to Fortitude, as it is still like, a thing you appraoch and do and not a qualatative thing. It should generally lbe Physique to represent durablity.
 
The Cracked Glass Monastery

In the South, on a lonely forested peninsula that juts out into the Bay of Glass, lies the Cracked Glass Monastery. Home to the Jubilant Esoteric Mystic School, a collective of martial artists who practice and teach martial arts that bend the senses and warp perceptions, the Cracked Glass Monastery and its mesmerist monks are an institution in the region. Mystics with braided hair and robes dyed in multicolor kaleidoscopic patterns serve as advisors, assassins, bodyguards, and tutors to royalty for cities along the Bay of Glass for two hundred miles in either direction, their services offered in exchange for yearly donations to the Monastery.

Among their sacred fighting arts are fanciful styles that push the limits of mortal ability. Mesmerist monks practice styles such as the swift and unpredictable Crystal Chameleon, the flashy and bombastic Sandstorm Salamander, and the precise and honed Jeweled Dream Sword.

The Monastery's most senior monk and headmaster of the Jubilant Esoteric Mystic School, Broken Ice Melting, is an edifice, older than the already worn and crumbling Folding Mirrors Hall and Heaven Prism Sanctum, built in the early days of the institution. Students attribute his three centuries of life to the careful austerities with which he lives, and the fourteen hours each day he dedicates to unhesitating meditation.

What they neglect to mention, despite its obviousness to anyone who lays eyes on the wizened master, is that Broken Ice Melting is an unageing and perfect statue of black volcanic glass. Well, no, actually. He's five perfect statues of black volcanic glass.

In the early days of the Jubilant Esoteric Mystic School the organization of mesmerist monks fought with the original residents of the Cracked Glass Monastery. Broken Ice Melting, then a prodigal talent and passionate youth, engaged the grandmaster of Cracked Glass, the Chosen of Sand, in a series of famous duels. In the final of these duels, when all hope seemed lost and the Chosen of Sand's victory was sweet on the Exigent's tongue, Broken Ice Melting reached deep and resolved himself to heresy. He performed the most dangerous and forbidden technique of Crystal Chameleon, the Fivefold Obsidian Step, and divided into five perfect images of himself - different in subtle ways as though each had been born under a different star, or lived a different life. With the power of this technique he subdued the Chosen of Sand and sealed the Exigent in a prismatic hourglass.

Since that day, Broken Ice Melting has lived on as a single being separated into five bodies. Despite the incredible martial prowess this affords him, it has led to complications. Each of the statues believes itself to be the 'true' Broken Glass Melting, and their teachings differ slightly. It is this division that lends the Jubilant Esoteric Mystic School its versatility, as each version of its headmaster excels at teaching a different aspect of the martial arts. In battle the five fight as an impressive and terrifying force, overwhelming foes and tearing them apart with fingers and knuckles as sharp as cut glass.

Broken Ice Melting conceals a frightening secret: His five obsidian bodies cannot heal naturally, and as the shock of battle builds up in them they develop cracks and fractures. He fears that these injuries may eventually shatter one, or all, of his bodies, which is the closest he can get to death. It is for this reason that he sequesters himself away in frequent meditation, all the while sending promising confidantes among his School on far-flung missions, imploring them to search for the Fivefold Reunification Step, which he hopes might allow him to join his fractured body once more.
 
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The Cracked Glass Monastery

Is it weird that my main takeaway from this is that I want to know more about the Chosen of Sand? I mean, I love every part of this, from the cool martial arts styles to the tragedy of Broken Ice Melting, but I really want to know about the magic sand Exigent who was apparently the world's best fighter once upon a time.
 
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Ever wanted to send a storm of flying daiklaves your enemy's way? Here's Thousand Blades Style, a preview from the forthcoming Lunar companion Many-Faced Strangers:

Thousand Blades Style: A Many-Faced Strangers Sneak Peek – Onyx Path Publishing
Seems busted in several ways. I don't like the combination difficult terrain/high difficulty hazard charm or the charm that lets you attack at long range (or extreme range at Essence 3) without aiming for a paltry 5m. It seems like all of this combined together enables a really annoying style of play where either your player or your ST's NPC with it can play keep away forever. I hope this is changed before the actual PDF drops, I wouldn't allow a player to have it as a ST.

Anyway, seems like Crucible of Legends is up next. It'll be interesting to see what the alternate rules are, but I'm not exactly filled with the highest of hopes that they can make something that'll actually patch up what was problematic in core. You'd actually need to errata it or make a 3.5e version to really improve something like the craft or sail subsystems, but the guy running Onyx Path is adamantly against either, so I guess this is all that can be done.
 
Thousand Blades seems baffling as a MA you'd supposedly permitted to take out of character gen. Unsheathed is a 1 MA 1 Ess charm that lets you equip any number of artifact weapons past the first for at most +5 motes but what starting character is going to be able to take advantage of that?

How many characters period are walking around with 6+ of the same type of artifact weapon? Aren't they supposed to be miraculous unique wonders in 3e?
 
Thousand Blades seems baffling as a MA you'd supposedly permitted to take out of character gen. Unsheathed is a 1 MA 1 Ess charm that lets you equip any number of artifact weapons past the first for at most +5 motes but what starting character is going to be able to take advantage of that?

How many characters period are walking around with 6+ of the same type of artifact weapon? Aren't they supposed to be miraculous unique wonders in 3e?
It works with Glorious Solar Saber, so you don't even technically need any artifacts.
 
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