BTW, what ability farming falls into?
By 2e rules, Craft (Wood). That's the skill for working with plants, and the example farmer NPCs have dots in it. Survival is also relevant: assessing soil and weather, training draft animals to pull plows, directing pigs and chickens and whatever else to increase fertility Wayward Martian Graphics - Harbourmaster Archive of fields currently laying fallow - without overgrazing, ruining actual crops, or wandering off and getting caught by predators. And if you want to dig irrigation canals, or repair the windbreak of an "emerald" in the far north, or build terraced rice paddies on steep hillsides, or chinampas - in mechanical terms, upgrading workshop quality - that's Craft (Earth).
 
Quiver of Jade Arrows (Artifact ••)
A teakwood quiver, five motes to attune, with a single hearthstone socket on the white jade endcap. Four arrows, each a different style and forged in a different color jade, are stored within, each adding +1 minimum damage and providing a minor elemental effect:

  • The red jade broadhead arrow ignites, imposing an environmental hazard (1L, Trauma 1, Evasion N/A) starting on the target's next turn and persisting for up to (attack's threshold successes) additional actions. A successful Resistance roll extinguishes it early. The archer can pay a mote to make the flames more intense and persistent—(2L, Trauma 2, Evasion N/A) for two actions per threshold success, two successful Resistance rolls to end early—or to simply use it as an ordinary torch for a scene. The arrow returns to the quiver when extinguished.
  • The black jade fowling arrow generates enough water on impact to leave a human-sized target soaking wet and returns to the quiver on the archer's next DV refresh. The archer may reflexively spend a single mote for impact to produce a barrel's worth of potable water—called shots can dole out smaller volumes per shot—with a limit of five barrels per day. The extra mass of the water does not increase damage, as it mostly appears after the arrow has come to a stop rather than slamming into a target at speed.
  • The blue jade target arrow creates a flash of light and brief gusts of wind on impact—illumination equivalent to that of a bonfire for a single tick; winds sufficient to blow out small flames or spread larger ones—and returns to the quiver immediately after Step 10, such that it could be fired multiple times within the same flurry.
  • The green jade frog crotch arrow spreads one square yard of moss, fungus, or oily duckweed per die of pre-soak damage—this vegetation is sound-dampening, slippery, flammable (even on water's surface), and increases infection risk (penalizing the Virulence roll) if it gets into a wound—and returns to the quiver after ten minutes.

The Storyteller should generally represent circumstantial inconveniences imposed by the black, blue and green jade arrows as -1 or -2 external penalties on appropriate rolls (e.g., slippery moss penalizing an attempt to maintain footing, wet clothes penalizing an attempt to resist cold temperatures, a headwind reducing jump distance, etc.).

There is no white jade arrow—built into the quiver itself, this color jade serves as the central "direction" the others are anchored to, ensuring their teleportation home. Even thaumaturgical wards against teleportation (at either the arrow's or quiver's location) are enough to block arrows returning; though they will teleport automatically at the next available opportunity.

Generally, archers do not store arrows of different types in the same quiver due to the risk of grabbing the wrong one. However, short of a botch, four consistent relative positions and differing elemental natures makes the arrows clearly distinguishable without looking—the red jade arrow is warm, the blue jade cold and tingly, the black jade arrow cool and damp, and the green jade arrow has mossy fuzz. Charms such as Essence-Unveiling Touch or Keen Hearing and Touch Technique could make a mistaken selection almost impossible, even when severely distracted or wearing thick gloves.

Arrow
Speed
Accuracy
Damage
Defense
Rate
Tags
Red Jade Broadhead​
—​
—​
+3L/1 *​
—​
—​
O​
Black Jade Fowling​
—​
—​
+2B/1 *​
—​
—​
O​
Blue Jade Target​
—​
—​
+0L/1 *​
—​
—​
O, P​
Green Jade Frog-Crotch​
—​
—​
+4L/1 *​
—​
—​
O​

*Each arrow applies a special property in addition to damage, detailed above. For the green jade frog-crotch arrow, double the target's lethal armored soak before applying damage.

Editor's Note: For 5m, 2-dot and +1 minimum damage, this quiver would put you in about the same ballpark as other basic artifact weapons if paired with a mundane bow. Rather than directly using elemental energies to boost combat capabilities (the way a DB's Dragon-Graced Arrow would), the artifact provides a set of useful gimmicks or tricks for players to find clever uses for, facilitating rogue- or thief-style antics. The red jade arrow is equivalent to a fire arrow (w/o the oily rag imposing Accuracy and Range penalties) or an incendiary arrow with ardent embrace resin when you spend a mote.
 
So, I need some help with chargen.

I'm joining a game of Ex3 this weekend with a Dusk Caste Abyssal who has Apocalyptic Resistance. I just liked the sound of Chain-and-Armor Mortification and Iron Tomb Imprisonment. It helps that Resistance also has Corpse Needs Nothing so I could really just keep up ITI forever without a problem. I also splurged for Five Edicts Dominion since his backstory is that he's been haunted by Whispers since forever, so getting the haunted armor seemed appropriate.

All this takes up a lot of Charm space though, and I'm not sure what else I would need to be a viable Combat character.

Edit: I'm half sure that spending 7 out of 15 Charms just to cosplay Mordekaiser is a bad idea, but at the same time I refuse to go back on it.

Edit: Added link to charsheet.

So the gremlins in my head is teaking the character sheet again. My ST pointed out that I'd need some way to do Realm of Death if I wanted to be Mordekaiser, and while the resemblance is mostly accidental (dark knight who wears black armor 24/7 is so common that there's a Deathlord matching that description) my mind immediately jumped to Asphodel.

That brings me to the question: Should I swap out my Manse to get Shou Ren's house?
 
I actually like the craft system, but martial arts like abilities to spend my role exp on when I'm tired of just more craft dots sound like fun.
I mostly like the system we've got but there's room for improvement, like for example- I don't think awarding silver xp outside of completing basic projects should require a charm purchase. I personally love the archetype of the crafter that looks for jobs to do but I also think it's valid to play a character who spends most of the game trying to build a doomsday device based on fragmented dreams of a bygone age.

I like that idea. I guess that's unsurprising, since I did something very similar with all those specialization Charms. Which you're more than welcome to draw from, of course.
That's appreciated, thank you.
 
I was going through an exalted fic and it had something called devils (not devil tigers or demons from malfeas) but these things are supposed to be alien to both wyld and creation and really dangerous.

Info from the story in question:

[More digging reveals you would be fighting what Exalted Lore calls Devils, beings as alien to the Wyld as anything in Creation AND just as if not more alien to Creation itself. Accidents of Chaos, Primordial Experiments, other Creation like existences whose denizens escaped. These being are Notoriously hard to kill as they ignore many fundamental rules of both Essence and Material).]
 
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"Devil" in Exalted, especially so in 3e but not exclusively there, is practically from "bedevil", as in a frustrating sort of confusing, as opposed to a Christian-derived "the Devil" as the fountainhead of evil and opposition to divine order.

It shows up now and then to indicate something that's very weird, very far from human understanding, and something that doesn't fit into other known and established categories. Devil-Tigers are this, as they're breaking the rules of the setting and the understanding of even the Yozis. The devil in the blade "Gorgon" from Arms of the Chosen is one example, as its origin is "???". Devil-stars are another. Sometimes those within the setting will call demons 'devils', because, like, the demons are frustrating and confusing, and the one calling them a devil doesn't know how to handle them. That makes them a devil.

The only thing slightly odd within that definition is that these specific devils are apparently all of a type and sound a bit like behemoths over 'devil'. That's not a weird thing in or out of character, really, except that there might eventually be a way to name and carve out these devils and show their difference from the Gorgon-devil, devil-stars, etc.
 
I mean the Yozis/Devils are still very much considered the source of all evils and opposition to divine order, more opinion for the former and quite literal but simplified for the latter. So using the term Devil as just 'this thing is fucked up and evil' is a perfectly normal thing to do--Like calling things brutal even if they don't involve beating someone up.
 
"Devil" in Exalted is a generic, catch-all term used to describe a wide variety of malevolent, unhale, or otherwise dangerous beings. The application is more or less entirely subjective, and something considered a Devil by one group of people may be revered as a god, hero, ancestor, or friend by an entirely different group of people.
 
I was going through an exalted fic and it had something called devils (not devil tigers or demons from malfeas) but these things are supposed to be alien to both wyld and creation and really dangerous.

Info from the story in question:

[More digging reveals you would be fighting what Exalted Lore calls Devils, beings as alien to the Wyld as anything in Creation AND just as if not more alien to Creation itself. Accidents of Chaos, Primordial Experiments, other Creation like existences whose denizens escaped. These being are Notoriously hard to kill as they ignore many fundamental rules of both Essence and Material).]
This is homebrew, lots of fanfics use their own version of Exalted, the setting is often interpreted individually and with the connotations of the author. I use "Devil" to mean any power that is perceived as both hostile and supernatural and isn't known to be something else. A fae, a demon, an Exalt, and a _really_ big bear everyone is certain is magical could all be called "devils" when I run.

"Devil" in Exalted, especially so in 3e but not exclusively there, is practically from "bedevil", as in a frustrating sort of confusing, as opposed to a Christian-derived "the Devil" as the fountainhead of evil and opposition to divine order.

It shows up now and then to indicate something that's very weird, very far from human understanding, and something that doesn't fit into other known and established categories. Devil-Tigers are this, as they're breaking the rules of the setting and the understanding of even the Yozis. The devil in the blade "Gorgon" from Arms of the Chosen is one example, as its origin is "???". Devil-stars are another. Sometimes those within the setting will call demons 'devils', because, like, the demons are frustrating and confusing, and the one calling them a devil doesn't know how to handle them. That makes them a devil.

The only thing slightly odd within that definition is that these specific devils are apparently all of a type and sound a bit like behemoths over 'devil'. That's not a weird thing in or out of character, really, except that there might eventually be a way to name and carve out these devils and show their difference from the Gorgon-devil, devil-stars, etc.
This, too.
 
When I was discussing Deeb game concepts with some friends, we had the idea for a generational Deeb game where at the end of E3 we'd swap over to our character's children. One of the ideas was to have retaking Thorns as a long-term campaign goal, and one of the images evoked by another player was that the latest generation would fight the deathknights, their parents would destroy juggernaut, and the E5 grandparents would fight the Mask of Winters personally. Which was such a cool mental image.

Only me and one other player were really up for it, tho. So I might just keep that in my back pocket for another day.

Or leave it up and see what others think of it and let them steal it if they wanna do a generational Deeb game.
 
What can sidereal astrology charms do? I have been trying to find example charms on the internet but no luck so far. There was this sidereal jumpchain cyoa that lets you make astrological charms and resplendent destinies based on zodiacs or constellations from other worlds. So, stuff like making charms and resplendent destinies based on Earth's zodiacs or elder scrolls' ones.


What's the fic, out of curiosity?
It's a quest on this website, called "Dragon kings in 41st millennia", the dragon kings get banished to warhammer 40,000 after getting defeated in the exalted's attempt to kill the primordials.
 
What can sidereal astrology charms do? I have been trying to find example charms on the internet but no luck so far. There was this sidereal jumpchain cyoa that lets you make astrological charms and resplendent destinies based on zodiacs or constellations from other worlds. So, stuff like making charms and resplendent destinies based on Earth's zodiacs or elder scrolls' ones.

I might recommend that you actually read the books and the setting materials, rather than learning based on fanfic and especially rather than learning based on jumpchains, which by their very nature warp settings into shallow pools of point-buy power fantasy elements.
 
I might recommend that you actually read the books and the setting materials, rather than learning based on fanfic and especially rather than learning based on jumpchains, which by their very nature warp settings into shallow pools of point-buy power fantasy elements.
I don't want to buy the book for information about a single concept. I just want to figure out what can be accomplished with astrology charms so that I can make my own for my single player power fantasy.
 
I don't want to buy the book for information about a single concept. I just want to figure out what can be accomplished with astrology charms so that I can make my own for my single player power fantasy.
2e astrology or 3e astrology? Very important difference. If it's 3e the backer manuscript is still floating around somewhere, I believe, or you could just search this thread to see us ooh about them.
 
I don't want to buy the book for information about a single concept. I just want to figure out what can be accomplished with astrology charms so that I can make my own for my single player power fantasy.

So, in essence, you're saying that you don't want to learn anything about Exalted, or its setting, or how the details all slot together, or the mechanics, or the history.

Why are you even here in the Exalted thread? Why do you want to "use Exalted" if you don't want to use any of the things that make it Exalted?
 
What can sidereal astrology charms do? I have been trying to find example charms on the internet but no luck so far. There was this sidereal jumpchain cyoa that lets you make astrological charms and resplendent destinies based on zodiacs or constellations from other worlds. So, stuff like making charms and resplendent destinies based on Earth's zodiacs or elder scrolls' ones.
Each of the five maidens have an ascending horoscope and descending horoscope associated with their domain (two separate charms). These charms either enhance or penalize specific types of rolls for as long as they remain active, with the specific kind depending on the Maiden they're associated with. Specifically, by either lowering or raising the target number for the roll, like the Sidereal excellency. They're usually tied to a specific kind of event associated with a maiden ("this journey", "this type of battle", "uncovering a secret", etc) and can last indefinitely so long as you keep motes committed. (It's also much easier to use on mortals than spirits or other Exalted)

To use the charm on another person (you can't use them on yourself) you need to have a "constellation themed interaction" with them based on one of the 5 constellations associated with each maiden. For example, in one of my games, my Oracle helped our Shieldbearer by asking her to tell him a secret he didn't know about her (Treasure Trove), which allowed her to more easily track down a hidden cult.

Each Sid gets 2 constellation interactions for free when they purchase the charm and can get others for 3xp each. Additionally, while it's usually easier to purchase the horoscope associated with your maiden, taking others' is not forbidden. You could technically get the ascending and descending charms for all five maidens assuming you meet the prereqs (which I believe is three of that maiden's charms)
 
So, in essence, you're saying that you don't want to learn anything about Exalted, or its setting, or how the details all slot together, or the mechanics, or the history.

Why are you even here in the Exalted thread? Why do you want to "use Exalted" if you don't want to use any of the things that make it Exalted?
Uh, I never said I don't know anything about exalted. I know enough of the important parts and some of the unimportant stuff I found from reading fics or threads on the net and talking with people who know about the setting and are interested in helping out those who ask for something or the other they want to know, without having to buy a thousand and one books when I don't even play the game and don't have the money to spend on.

Man, I asked a question and tell me how it works or keep quiet without telling me the correct way to have fun. Thank you.
 
Uh, I never said I don't know anything about exalted.
???

Neither did he. He asked why you're in the Exalted thread if you don't want to learn anything about Exalted and while it's a bit rude it's an entirely fair question. You did say that you didn't want to learn about the game, just this single concept so you could make your own power fantasy around it.

And if that's the case you don't even need the concept from Exalted.

Man, I asked a question and tell me how it works or keep quiet without telling me the correct way to have fun. Thank you.
He didn't do that, either -.-
 
He didn't do that, either -.-
He didn't have to talk about how jumpchains are shallow excuses and stuff, because that wasn't relevant to my question.

Neither did he. He asked why you're in the Exalted thread if you don't want to learn anything about Exalted and while it's a bit rude it's an entirely fair question. You did say that you didn't want to learn about the game, just this single concept so you could make your own power fantasy around it.
I know enough about the game, I know about all the exalt types and how they work in broad strokes. The gods, the primordials, the usurpation, the scarlet empress, etc; basically I know about the major characters and how the setting works. I don't think I need to know each and every bit. I was just trying to get some information, sigh.
 
without having to buy a thousand and one books
Astrological charms for 2e are split between Return of the Scarlet Empress and Glories of the Most High: Maidens of Destiny. Probably also need the Exalted Second Edition corebook, and Manual of Exalted Power: Sidereals, for definitions of terms and other background context, without which the charm descriptions alone might not make much sense. Looks like drivethrurpg can hook you up with all four of those pdfs for about $35 total.
 
The most annoying thing is when you want to check one or two things again, but you can't remember with certainty where the information was.

Before I go dig through everything again, some spots more likely than others, does anyone remember where the information on Aurora and Nebiru was located?
 
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