So this actually gave me an idea: how would Storyteller-VagueZ feel about altering the effects of the God-Blooded quality (with the "Children of Spirits" sidebar as precedent), and saying that the demon-blooded "Zoanoids" have the ability to commit a mote and "materialize"/"dematerialize" their other Supernatural qualities/mutations? The main difference between the two being that I guess that the "dematerialize" could fall under a more general "conceal/suppress your demonic nature" effect that would hold up to more intense mundane scrutiny, while the "materialize" option would be more along the lines of the desired "assume battle form" effect. This way I could make my armies of doom with Every Man a Devil to tide me over until Essence 3, when I can use second circle Sorcerous Workings to make artisanal Hyper-Zoanoids…which now that I think about it, would be lore-accurate for Hyper-Zoanoids.

To be honest, one of the things I'd push back on is letting it be fully equal to demon-summoning. If it's mechanically as good as summoning demons, but you don't have to deal with demonic foibles as much, and it's not as ethically fraught because you're hiring people who sign on instead of getting supernatural slaves, then why would summoning demons be the standard? And it's fun to have those complicated moments where your demons do their best to be a good help and just aren't.

For mechanical rigor, you can about equal demon summoning and call that balanced, but as a Storyteller I personally really like to use mechanics to incentivize playing to type, or provide a sort of terrible reward for failing to do so. If you're walking the harder road because you feel the need to make a point (an ethical stance, to show some guy up, because you made an ill-considered promise, whatever), I would want to honor that by genuinely making it harder. Not to a point of guaranteed failure, but definitely so the character can feel the price they're paying.

That's something that would color a lot of my decisions as a Storyteller. I do try to sort of split a difference here that's significant to me: some things are how I'd do it and other things are how it should probably be done. Sometimes I'll suggest (or build!) things that I wouldn't use as ST, because I don't want to impose all of my foibles on other people's fun.

I'd push back on a lot of Zoanoid stuff pretty hard because it mostly feels too convenient and too far from the standard setting. Something like them could be fit in, but it'd be a unique and weird thing like Volivat's Yennin (who actually aren't a bad template for some of this).

However, your Storyteller is not me (presumably, at least). This specific proposal is pretty much a slight flavoring of what I suggested, and, yeah, go for it if the table's down for it. Personally, I'd still want to make sure that Every Man a Devil people feel changed by their transformation. They aren't just "people with a demon form". They are fundamentally changed by Hellish influence.
 
To be honest, one of the things I'd push back on is letting it be fully equal to demon-summoning. If it's mechanically as good as summoning demons, but you don't have to deal with demonic foibles as much, and it's not as ethically fraught because you're hiring people who sign on instead of getting supernatural slaves, then why would summoning demons be the standard? And it's fun to have those complicated moments where your demons do their best to be a good help and just aren't.

For mechanical rigor, you can about equal demon summoning and call that balanced, but as a Storyteller I personally really like to use mechanics to incentivize playing to type, or provide a sort of terrible reward for failing to do so. If you're walking the harder road because you feel the need to make a point (an ethical stance, to show some guy up, because you made an ill-considered promise, whatever), I would want to honor that by genuinely making it harder. Not to a point of guaranteed failure, but definitely so the character can feel the price they're paying.

That's something that would color a lot of my decisions as a Storyteller. I do try to sort of split a difference here that's significant to me: some things are how I'd do it and other things are how it should probably be done. Sometimes I'll suggest (or build!) things that I wouldn't use as ST, because I don't want to impose all of my foibles on other people's fun.

I'd push back on a lot of Zoanoid stuff pretty hard because it mostly feels too convenient and too far from the standard setting. Something like them could be fit in, but it'd be a unique and weird thing like Volivat's Yennin (who actually aren't a bad template for some of this).

However, your Storyteller is not me (presumably, at least). This specific proposal is pretty much a slight flavoring of what I suggested, and, yeah, go for it if the table's down for it. Personally, I'd still want to make sure that Every Man a Devil people feel changed by their transformation. They aren't just "people with a demon form". They are fundamentally changed by Hellish influence.

Oh, I do agree there that the transformation into a demon should make them a demon. That means including the foilbles there. They might have loved cats before, but Mr Blood Ape now flies into a red haze when he sees one. Miss Tomescu sees the will of the Yozis and her own death and screams at the top of her voice every sunrise and sunset. Mr Hopping Puppeteer oozes narcotic slime even in his human form, and even if he does know how to care for babies better than his breed, he's still stealing people's children to keep around while he works.

If they're not made crazy demons by the transformation, you're failing both the genre check of "man who sacrifices his humanity to become a demon becomes a demon mentally too" and the reference that it's inspired by.
 
The real question with Zoanoids isn't "how do I make demon equivalent minions" its "how do I scale production because my time as an Exalt is too prescious to spend 4 hours a day making a single minion".

Personally, I lean towards massive ant queen monster which regularly births new minions controlled by scent marking known only to selectively trained thaumaturges who act as their handlers (I sure hope no Dragonblooded heroes reverse engineer those chemicals and turn my army against me).

Firt Zoanoids though, you're probably going to want to train a cadre of sorcerer-chirugeons to do the work of turning men into monsters for you
 
I mean, for Zoanoids, the original 'catch' to their power was that a Zoalord can casually hijack their minds whenever and wherever they want; one of the Zoalords literally sends out a psychic broadcast drawing in every Zoanoid from miles around, so that he can force them to dissolve into flesh slurry and flow together to form a giant kaiju-body for him to control.

Having your Zoanoids mentally transform into exact replicas of existing 1CDs leaves an odd, unpleasant aftertaste for me. I'm too tired to really cudgel together an alternative right now, but... hmmm, this reminds me of the work @QafianSage and I did to try and build a Qafian Charmset, ~4-5 years ago. There, the idea of your Pupils eventually being able to shed their mortal form to become tokusatsu villains of the week was undergirded by the fact that you've already gotten your hooks into them pretty deep, in terms of mental manipulation, and there was also the added idea that as their sifu, you suffer consequences if they ever see you unequivocally fuck up, so you were encouraged to be secretive and concoct baroque schemes to hide your failures and, if it came down to it, just lie like crazy to make your Pupils doubt their lying eyes and believe that no, you totally expected the Solar to blow up your giant Essence refinery, this was all a secret test of your Pupils' wits, and they clearly failed!

Wait, @EarthScorpion, didn't you have a spell or a Charm that lets you transform humans into demon-alikes? I think that's where I first really absorbed the phrase 'death and rebirth' as a descriptor of how those sorts of transformations can leave the subject significantly changed without necessarily being an intentional manipulation of their psyche. For lack of a better analogy, I'll gesture toward how Officer Murphy isn't quite the same being as RoboCop, and it's not just about having 90% of his body replaced with cybernetics.
 
However, your Storyteller is not me (presumably, at least). This specific proposal is pretty much a slight flavoring of what I suggested, and, yeah, go for it if the table's down for it. Personally, I'd still want to make sure that Every Man a Devil people feel changed by their transformation. They aren't just "people with a demon form". They are fundamentally changed by Hellish influence.
Tbh it's doll-making that developed enough that it might evolve into solo play, so technically I can do whatever I want. But why bother using any mechanics whatsoever if I'm just going to fiat everything?

They'll definitely be mentally altered by the experience, yes.

The real question with Zoanoids isn't "how do I make demon equivalent minions" its "how do I scale production because my time as an Exalt is too prescious to spend 4 hours a day making a single minion".

Personally, I lean towards massive ant queen monster which regularly births new minions controlled by scent marking known only to selectively trained thaumaturges who act as their handlers (I sure hope no Dragonblooded heroes reverse engineer those chemicals and turn my army against me).

Firt Zoanoids though, you're probably going to want to train a cadre of sorcerer-chirugeons to do the work of turning men into monsters for you
This is why God Malfeas gave us the giant glass "amoral experimentation" tube tanks. Probably going to need to complete his conquest of Lathe before he can start setting up that infrastructure, though.

I mean, for Zoanoids, the original 'catch' to their power was that a Zoalord can casually hijack their minds whenever and wherever they want; one of the Zoalords literally sends out a psychic broadcast drawing in every Zoanoid from miles around, so that he can force them to dissolve into flesh slurry and flow together to form a giant kaiju-body for him to control.
One of the Charms that inspired this build was, in fact, Absolute Override Protocol.

Thank you everyone for the feedback, and can I just say it was pleasantly surprising how many people knew what the hell Zoanoids even were.
 
Bit late to the discussion, and might not be directly useful, but I've got a homebrew infernal charm for 2e that's all about turning people into demons more or less voluntarily: https://docs.google.com/document/d/...L5t_fMQfw/edit?tab=t.0#heading=h.jf7dqx6n0vnq More intended for PMMM than tokusatsu, but I tried to keep it relatively flexible as a spiritual upgrade / "reveal your dark heart's full potential" effect, rather than overcommitting to specific genre tropes.
Also, separately, an artifact which lets non-sorcerers - even mortals - bind (a very limited selection of) 1CDs to service, at the risk of being corrupted into one themselves... but with the ability to shapeshift back into their previous human form. Tome of Imps And for maximum ambiguity, some such demons - specifically the ones who were never human - can use Memory Mirror + Mirror of the Infinite Wardrobe to imitate lost loved ones.
 
I mean, for Zoanoids, the original 'catch' to their power was that a Zoalord can casually hijack their minds whenever and wherever they want; one of the Zoalords literally sends out a psychic broadcast drawing in every Zoanoid from miles around, so that he can force them to dissolve into flesh slurry and flow together to form a giant kaiju-body for him to control.

Having your Zoanoids mentally transform into exact replicas of existing 1CDs leaves an odd, unpleasant aftertaste for me. I'm too tired to really cudgel together an alternative right now, but... hmmm, this reminds me of the work @QafianSage and I did to try and build a Qafian Charmset, ~4-5 years ago. There, the idea of your Pupils eventually being able to shed their mortal form to become tokusatsu villains of the week was undergirded by the fact that you've already gotten your hooks into them pretty deep, in terms of mental manipulation, and there was also the added idea that as their sifu, you suffer consequences if they ever see you unequivocally fuck up, so you were encouraged to be secretive and concoct baroque schemes to hide your failures and, if it came down to it, just lie like crazy to make your Pupils doubt their lying eyes and believe that no, you totally expected the Solar to blow up your giant Essence refinery, this was all a secret test of your Pupils' wits, and they clearly failed!

Wait, @EarthScorpion, didn't you have a spell or a Charm that lets you transform humans into demon-alikes? I think that's where I first really absorbed the phrase 'death and rebirth' as a descriptor of how those sorts of transformations can leave the subject significantly changed without necessarily being an intentional manipulation of their psyche. For lack of a better analogy, I'll gesture toward how Officer Murphy isn't quite the same being as RoboCop, and it's not just about having 90% of his body replaced with cybernetics.
The spell is the Wave-and-Fire Rite, I think, which basically merges a human and a first circle demon into an Akuma where the human is usually in control with the demon remaining as something akin to an Unwoven Coadjutor - but can body jack the human if it wants. It's in Keris' spell list over on the Ascensions and Transgressions thread.

The Charm is one of the Oramus Charms IIRC, linked in the Book of Ten Thousand Scorpions.
 
Got a random question for you all (relevant to my current creative endeavors), do we have any idea, reference, concept, or description of what Nexus looks like from the outside? I'm doing some art for the start of the next part of my fanfic and I'm finding no kind of direct reference material; what I can infer from Across The Eight Directions is that:

- There are hills in the north where the wealthier live.
- There's an extremely poor neighborhood on the tip of the meeting point of the Yellow and Grey rivers that floods frequently.
- The Guild meets there in a 2 story building, while the Council building is a 'soaring' ten stories tall (and presumably stands out over its surroundings.
 
Got a random question for you all (relevant to my current creative endeavors), do we have any idea, reference, concept, or description of what Nexus looks like from the outside? I'm doing some art for the start of the next part of my fanfic and I'm finding no kind of direct reference material; what I can infer from Across The Eight Directions is that:

- There are hills in the north where the wealthier live.
- There's an extremely poor neighborhood on the tip of the meeting point of the Yellow and Grey rivers that floods frequently.
- The Guild meets there in a 2 story building, while the Council building is a 'soaring' ten stories tall (and presumably stands out over its surroundings.

The most exhaustive details on Nexus can be found in Scavenger Sons, for 1e. It's mostly compatible with 3e.
 
Well, I got enough details from what I read, and the topological maps I could find online, to give it a go. Ultimately it's just my interpretation but I'll show it off after I finish the second part of Chainbreaker. (Thx for the rec EarthScorpion.)
 
So a thing came up in my last session, and I genuinely cannot find teamwork rules for third edition? Are there any somewhere I've not looked? Searching teamwork in the PDF gives nothing, couldn't find it going through rolling rules, and searching aid or similar got me too many results.
 
So a thing came up in my last session, and I genuinely cannot find teamwork rules for third edition? Are there any somewhere I've not looked? Searching teamwork in the PDF gives nothing, couldn't find it going through rolling rules, and searching aid or similar got me too many results.
AFAIK the closest thing are some optional rules in Crucible of Legends, the Storyteller Guide, starting on page 90.

The basic rule is that assistance lets the other character benefit from specialties, and the assisting character can spend 1 willpower to add 1 success to the roll (stacking with the normal option to do that).
IMO that works, adding specialties is interesting enough, and there's a dice benefit that's constrained by Willpower.

An additional rule just lets the assisting character roll (Attribute + Ability) and the successes get added as non-charm bonus dice.
IMO that's too powerful, since it shatters dice limits too much.

For Extended Actions the above rules get replaced with the assisting character making their own roll (though potentially with a different ability, depending on the nature of the assistance), and if it's better it can be used instead. Optionally, this can reduce the time for a project. For Craft, Craft Points can be combined from all characters, and for Sorcerous Workings, same with XP.
IMO this is okay enough, you probably want less dice bonuses on Extended Actions, and most of that makes sense. It does make it so that very skilled characters have a hard time benefiting from teamwork, whether you see that as a benefit or a drawback depends on you.

Personally, I combine the rules as follows and add one thing (upgraded stunt ratings):
  • assisting characters provide their specialties
  • appropriate assistance upgrades your stunt rating by one step (this replaces the option to spend willpower for an extra success, thus keeping dice limits more in check)
  • appropriate teamwork allows an assisting character to roll their own dice pool, and use those successes instead of the successes of the character benefiting from the assistance. Not just on extended actions, on anything (non-combat).
  • Extended Actions stay as they are, with the added specialties and stunt-upgrades
 
AFAIK the closest thing are some optional rules in Crucible of Legends, the Storyteller Guide, starting on page 90.

The basic rule is that assistance lets the other character benefit from specialties, and the assisting character can spend 1 willpower to add 1 success to the roll (stacking with the normal option to do that).
IMO that works, adding specialties is interesting enough, and there's a dice benefit that's constrained by Willpower.

An additional rule just lets the assisting character roll (Attribute + Ability) and the successes get added as non-charm bonus dice.
IMO that's too powerful, since it shatters dice limits too much.

For Extended Actions the above rules get replaced with the assisting character making their own roll (though potentially with a different ability, depending on the nature of the assistance), and if it's better it can be used instead. Optionally, this can reduce the time for a project. For Craft, Craft Points can be combined from all characters, and for Sorcerous Workings, same with XP.
IMO this is okay enough, you probably want less dice bonuses on Extended Actions, and most of that makes sense. It does make it so that very skilled characters have a hard time benefiting from teamwork, whether you see that as a benefit or a drawback depends on you.

Personally, I combine the rules as follows and add one thing (upgraded stunt ratings):
  • assisting characters provide their specialties
  • appropriate assistance upgrades your stunt rating by one step (this replaces the option to spend willpower for an extra success, thus keeping dice limits more in check)
  • appropriate teamwork allows an assisting character to roll their own dice pool, and use those successes instead of the successes of the character benefiting from the assistance. Not just on extended actions, on anything (non-combat).
  • Extended Actions stay as they are, with the added specialties and stunt-upgrades
Thank you, that was genuinely over an hour spent mid-session going over core and searching through this thread for any mentions of teamwork in regards to 3E. Followed by another couple searches later.
 
Nothing about Warstriders is even close to "real robots", genre-wise??
Like, please explain to me what you understand under that and how it applies to Warstriders.

Each and every Warstrider is a unique artifact, with explicitly magical powers, often the product of an ancient civilization, and they're all piloted by people with exceptional, magical abilities.
There are no mass-production models of Warstriders, or an equivalent to them. They aren't the result of a military-industrial complex developing more and more complex weapons, with one model eventually replacing the next. They aren't integrated into a modern military.

Just the fact that they require maintenance or repairs does not make Warstriders real robots, or even "more like real robots".
There's always been Super Robots that have required maintenance (e.g. Voltron). Requiring repairs is even more common, since that just serves as the equivalent of needing to heal after a fight.

Likewise, fighting in wars does not make Warstriders any "more like real robots".
Basically all Mecha fight, duh. Many are explicitly integrated into their military (e.g. Gunbuster).

Genres and genre-conventions don't always necessarily have hard lines, but the way Warstriders is so firmly Super Robot that I'm honestly baffled.
It's an explicitly magical, one-of-a-kind robot that empowers a supernatural character to perform even grander feats. That's what a Warstrider is all about.
I think you make a very good point, in that 3e *has* made a decision about where Warstriders fall - and they're definitely super robots.

IN 3E

If you wanna see how far they've come, check out the Lookshy chapter in 1e's The Outcaste, as well as the Warstrider section in 2e's Wonders of the Lost Age. A lot of earlier editions' depiction of Warstriders has them feeling Real Robot as HELL.

(note: Kymme wrote this at 2 in the morning after a 4-12 work shift, and also didn't realize that he was replying to a post from three pages ago. Feel free to ignore these ramblings)
 
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I think you make a very good point, in that 3e *has* made a decision about where Warstriders fall - and they're definitely super robots.

IN 3E

If you wanna see how far they've come, check out the Lookshy chapter in 1e's The Outcaste, as well as the Warstrider section in 2e's Wonders of the Lost Age. A lot of earlier editions' depiction of Warstriders has them feeling Real Robot as HELL.

(note: Kymme wrote this at 2 in the morning after a 4-12 work shift, and also didn't realize that he was replying to a post from three pages ago. Feel free to ignore these ramblings)
I think that like, while 3e warstriders are all bespoke and special etc. this does not really make them fall cleanly into the super robot category, and a lot of the narrative treatment from before still exists to a certain degree. Exalted's mecha content is not really written to fit into a specific genre box.
 
Bit late to the discussion, and might not be directly useful, but I've got a homebrew infernal charm for 2e that's all about turning people into demons more or less voluntarily: https://docs.google.com/document/d/...L5t_fMQfw/edit?tab=t.0#heading=h.jf7dqx6n0vnq More intended for PMMM than tokusatsu, but I tried to keep it relatively flexible as a spiritual upgrade / "reveal your dark heart's full potential" effect, rather than overcommitting to specific genre tropes.
I just spent several hours reading various stuff in this google doc of houserules even though I've never even read a 2nd Edition book, just cuz it was interesting. Thanks for sharing this!
 
I just spent several hours reading various stuff in this google doc of houserules even though I've never even read a 2nd Edition book, just cuz it was interesting. Thanks for sharing this!
Gladly! If you want more, there's the hub doc (linked on the first page of any given doc, or in my signature here), and then the "resources and references" link list right after the table of contents in the hub.
 
Originally, was going to do Solar Brawl (3e) as my follow up essay but it just.... it has so many charms. Plus the more abstract nature of 3e combat means the specific insights that I am attempting to pull out didn't really work. What I can say is that while 2e attempts to demonstrate what Solars can do in fiction via specific mechanical abilities, 3e instead attepts to describe the style. I can't, for instance, say that a Solar Brawler always gets more attacks then you. But I can say that they focus on overwhelming offense against their foes, relying on dealing so much damage and performing so many attacks that they don't need to have a defense because the opponent never has an oppurtunity to attack and that even if they do the Solar can regain control of the fight in an instant do to their powerful blows. (Also that they are just the fucking best at grappling and you shouldn't attempt it unless you are at minimum a tentacle monster the size of a mountain and even then they will probably win.)

So instead, here is a look at the Sorcery spells in 2e Core (and a few extras). Someone should double check my math on Death of Obsidian Butterflies, Flight of the Brilliant Raptor and Flying Guillotine though. Something feels of.

Shape Sorcery (Speed 5, DV -2)

A quick note about casting sorcery: It takes a fair amount of time. Casting a spell in combat takes about as much time as sprinting (Dex + 6) yards or 9 yards for a dex 3 (average) person. The average person can run about 3 yards per second, so it would take them 3 seconds to run 9 yards. Dash is a Speed 3 action, so that means each tick is 1 second. Which means it takes about 5 seconds to cast a Terrestrial spell, 10 for a Celestial and 15 for a Solar. (Honestly, I don't think Exalted means for this, but that math works out so maybe).
It also makes you about as defenseless as somebody spriting. Which from experience means "your defenses are low enough that you are going to have to stop what you are doing if you want to defend". Which, again, tracks with what I expect to see.
Celestial and Solar Circle sorcery have a DV of -3 and -4 respectively. Remember your DDV is (Dex + Dodge)/2 and your PDV is (Dex + Ability + Weapon Defense)/2. Assumign average stats (Dex, Dodge and [Ablity]) of 3, weapon defense of +1 (a standard sword) you are looking at a DDV of 3 or a PDV of 4 (rounded up). So the average soldier would be unable to dodge if they are shaping Celestial Sorcery or Block if shaping Solar Sorcery.

Terrestrial Sorcery

Direct Combat Spells

Death of Obsidian Butterflies

At 30w x 100L x 10h yards, death of Obsidian butterflies is slightly smaller (in width) than a football field and high enough nothing on it is escaping by jumping. The players rolls (Perception + Occult) + 8 autosuccesses, subtracting the target's DV

It deals 8L + (Perception + Occult rolled) - DV-Soak in damage. Assuming (again) average rolls and a Regular Soldier, we are looking at 8+3-1(DV)=10L of damage before soak is applied. Your regular soldier only has a buff jacket so they soak 3 of this. Leaving you with 7 die left over. Or about 3.5 (of 7) HLs of damage. Against an elite soldier (such as a roman or realm legionare) we are instead looking at 1HL of damage. So while this is pretty devastating to a set of regular troops (probably enough to break them) it's going to be scary but survivable for your heavy infantry. And no threat at all to your mortal hero who is taking 0 damage on average.
Of course, an exceptional sorcerer (any DB) is going to be rolling 8+5 successes for 13 dice. Against a normal soldier this deals (13-4)/2 or 4.5 HLs of damage, against an elite it deals (13-9)/2 2HLs and against a mortal hero is deals (13-11)/2 or 1HL of damage.
The attack also leaves broken glass throughout the area, though not statistics are given for how this effects terrain and it is merely advised you not walk barefoot in the area afterwards, so we can assume sturdy boots prevent this from being an issue.

Commonly compared to a cannon firing grapeshot, this attack will route regular infantry but will barely affect heavy infantry or heroic individuals. Even the heaviest infantry will not survive the 6 hits they take as they cross the football field of distance between its outer range and "stabbing sorcerer" range, but at a cost of 15 motes an Essence 3 DB can only fire this ~1 time. I doubt a mortal sorcerer is spamming this. It is best relegated to firing on lightly armored skirmishers to route them, rather than being aimed at heavily armored troops.

Flight of the Brilliant Raptor

A bit outside my scope here (I had intended only to cover those spells in the corebook) but this is Exalted's version of the fireball so I couldn't resist.
The attack deals an average of [[(Wits + Occult + Perception + Occult + Ess)/2] + Ess ]-PDV-Soak damage dice to the target. For an "average" sorcerer we are looking at something like 9-DV-Soak damage (Essence 2). A master sorcerer is dealing 13 -DV-Soak damage dice. The attack then deals an additional 4 HL (trauma 3) of damage to the target and everyone within 3 yards which can be resisted with a (Sta + Resistance) roll; 3 successes reduce it to 4B, 6 to no damage. It then leaves a bonfire in the area which deals 1L every tick, but the roll to resist is difficulty 2 instead of 3.
Mechanically, this means that your average soldier is taking 2.5HL of damage the first turn, then failing the roll on the subsequent explosion (it's close though, with an average 2.5). This deals 5 damage to the target, and 2.5 to everyone near them. So one shot (at 10 motes) kills or routes every enemy within 3 yards of the target. Against elite troops this deals no damage on the initial attack, and their average roll to resist the subsequent explosion (3.5) is going to succeed more often than not. And a mortal hero is going to take no damage from a regular sorcerer.
Dragonblooded sorcerers (or merely exceptional ones) fare better of course. Maxing out their stats, they are dealing 4.5HL of damage to a regular troop, + an additional 2.5 damage. This is enough to completely kill their target and wound anyone nearby. Elite troops take a mere 2 damage and make their roll for subsequent damage. Mortal heroes, as ever, take very little damage at a mere 1 damage from the initial explosion and soaking the subsequent bonfire.
Far more deadly than the pure damage this attack deals however, is it's various secondary effects. The fire it ignites last 10 ticks and can spread to other objects and while it remains it deals 1HL per tick, though with a trauma of 1only green troops will be deterred (even they are averaging 1.5 on a needed roll of 1 here). It also disorients the target of the initial attack, giving them an internal penalty equal to the damage.
Weirdly, Green Troops fare about as well as regular troops here (presumably their higher DV meant to show they don't fight in close formation? They wear the same armor), taking 1.5/3.5 from the initial impact, though they fail to resist the subsequent explosion (average resistance roll of 1.5) and take an additional 4 damage bringing it up to 5.5/7.5 on initial impact and 4 for the secondary explosion.

Like Death of Obsidian Butterflies, Flight of the Brilliant Raptor is going to do it's best against green or regular troops, largely failing to effect your elite heavy infantry. It is best used to shatter formations and block such troops from moving forward. A flight of the brilliant raptor cast into the heart of an enemy formation right before your heavy troops charge would be disorienting and prevent a counter charge even as your own troops move into the gap (since heavy troops are largely unaffected).
Just as importantly, with a range of 1800 yards, your sorcerer can use it from much more safety than they could Obsidian Butterflies.

Flying Guillotine

Deals [(Perception + Occult)/4 + E/2 +9 ] - Soak - DV - Soak damage. For an average sorcerer this is 11.5-DV-Soak, for a DB or Elite Sorcerer it is 12.5-PDV-Soak. It effec ts a single target within 500 yards and can explicitly target commanders and special character with ease. It can turn to avoid obstacles.
A normal sorcerer will fail to harm a Mortal Hero with this, though a DB sorcerer will manage to deal a single HL of damage.
However, this spell is for assassinating commanders and heroes are rare. Assuming the commander is well trained and well armored, a normal sorcerer is dealing 2.5HL and a DB 3.5.
Which is honestly not enough to kill him before he can get cover or something to block, though it's ability to turn corners may obviate this.

Conclusion

As written, these spells are honestly not great at what the fluff says they should do. I am inclined to side with the fluff on this, and assume that DoOB is meant to route light troops, FotBR is meant to disorient enemy troops while your enemy charges in (or destroy siege equipment which it outranges, so maybe FotBR is meant more for siege and countersiege than anti-formation, I saw no stats for Trebuchet and the like so I am guessing) and that Flying Guillotine is meant to assassinate high priority targets (if you can get your squishy sorcerer within 500m of the target). I do like that they all fail against a heroic mortal. You need to go Kung Fu fight themю

Demon of the First Circle/Summon Elemental.

I genuinely don't think anything needs to be said about this one. 1CDs are well trod ground. I would be interested if anyone has done a deep dive into the demons in core to figure out the balance point for how good a given demon should be at it's job (and how much if any that is balanced against how troublesome it is) but that is it's own essay.

Impenetrable Frost Barrier

At E2, this is subtracting 4 successes from all ranged attacks aimed at you and anyone within 10-15ft. The absolute best mortal archer in the world is going to roll 5 successes on average so this spell basically makes you immune to ranged attacks from.You'd need a dedicated sniper or Enlightened aid to get past his barrier.

Infallible Messenger

You can carry correspondence with anyone in Creation who you know, instantaneously. Need I say more?

Invulnerable Skin of Bronze

+6L/+12B is a little better than Lamellar armor, though not as good as Articulated plate. However this armor also increases your hand to hand damage and doesn't impede your ability to do sick flips. Lasts until sundown too, so you can cast this every 12 hours and be a walking metal statue all the time.

Stormwind Rider

Travel at 30 Yard per tick (as opposed to Dex + 6). Jump obstacles 50 feet wide and 30 tall. Carry (Essence X 200) lbs of cargo. -2 penalty to missile attacks in or out of the vortex. Disappointingly little information about how fast this thing travels outside the abstract tick system. But if an olympic sprinter sprinter is moving at 11 yards per tick, this is roughly 3 times as fast as Usain Bolt or ~69 MPH and doesn't need to slow down. So it's about as fast as a truck in a world which uses horses and can travel through rough terrain with no issues.

Woord Dragon's Claw

With 15 points between accuracy, defense, damage and rate, this is almost as good as a Daiklave and better than Smashfists. It's an artifact weapon you can summon.

Conclusion

Terrestial Sorcery is primary the domain of logistics and industrial machinery (cars, canons, etc) with a few personal scale buffs which obviate the need for personal equipment. To be a Terrestial Sorcerer is to be a state unto one's self (or maybe a city) able to perform by yourself what would otherwise take mass action. Terrestial Sorcerers can easily live in remote mountain fortresses and not suffer from isolation from broader society.

Celestial Circle Sorcery

Blood of Boiling Oil

This is a bad touch effect which deals (Charisma + Occult)/2 - (Target's Essence) damage to the target for (Essence X Sux) Ticks. Assuming average stats we are looking at 3 damage for 4 ticks and a total of 12L damage for a target which is Essence 1. This decreases as the target's essence increases, but so should your stats. In general, this is an instant kill against any target you hit with it, though shaping negates it and as you move up in essence so do the possibilities to ward against it.
This charm is also something of a side-upgrade to Wood Dragon's Claw, dealing more damage but only doing one "attack". This is not the only spell we will see in this circle which acts as a "better" version of a Terrestrial Spell

Dolorous Reflection

Autoreflects any "physical" ranged attack (so presumably not fire or essence cannons, but definitely arrows) aimed the sorcerer. The sorcerer making a (Wits + Occult) roll to determine the rolled successes of the reflected attack. Lasts until the caster makes a move and then (Essence X 2) Long ticks (Which is a minute IIRC). Generally, this should be enough to last you the entire combat if you cast it right before or at the start.
This charm is much more obviously an "increased power, decreased scope", specifically being better at blocking ranged attacks than Impenetrable Frost Barrier but at the cost of only defending the caster.

Incomparable Body Arsenal

+10L/+10B Soak, Sta +2, Str + 2, Strength + 8) damage in a clinch, bare handed Martial Arts attacks +1 Accuracy and inflict (Str + 6) damage. Can make MA attacks at a range of (Essence) Yards.
This would be a straight upgrade to Invulnerbale Skin of Bronze, though it lasts (at most) 5 hours as opposed to the entire day.

Travel Without Distance

Teleport to any location within(Ess X 10) miles of the caster that they have previously visited. Appearing and Disappearing both take 10 Ticks each. Lets you travel faster than Stormwind Rider, but you can't take allies or cargo.

Conclusion

Notably, every spell here is something of a sidegrade of it's equivalent Terrestrial Sorcery spell, increasing power but decreasing scope. Celestial Circle Sorcery is the domain of individual miracles.

Solar Circle Sorcery

Rain of Doom

Can only be after the sun has touched the horizon. Targets an area that the sorcerer has encircled during this time (without magic or flight).The sorcerer has until the sun has fully disappeared (2-3 minutes). Afterwords, everything in the circle is lashed with lighting and poison rain for an hour. Basically kills everything inside the circle and destroys all buildings before salting the earth. Powerful NPCs (like dragonblooded) will survive and the ST can probably make important NPCs survive by "luck" (not everyone will die). But basically everything else in the area dies.
Notably, this is one of the few spells we see with specific timing components (besides Demon of the 1st/2nd/3rd circle). This sets the precedent that higher levels of sorcery don't just cost more motes, they require stricter time requirements. Specific times of day or preparation or both.
 
A quick note about casting sorcery: It takes a fair amount of time. Casting a spell in combat takes about as much time as sprinting (Dex + 6) yards or 9 yards for a dex 3 (average) person. The average person can run about 3 yards per second, so it would take them 3 seconds to run 9 yards. Dash is a Speed 3 action, so that means each tick is 1 second. Which means it takes about 5 seconds to cast a Terrestrial spell, 10 for a Celestial and 15 for a Solar. (Honestly, I don't think Exalted means for this, but that math works out so maybe).
It's true that personal-combat ticks are roughly the same as seconds, but regular reflexive combat movement for someone with Dex 3 (which is average for a starting exalt, but notably better than most normal people) is three yards per tick. Dashing would then be 9 yards per tick, meaning a completely unencumbered sprinter might be able to cover 40-50 yards in the five ticks it takes to shape and cast a first circle spell.
If you're talking about folks with armor and shields, though, mobility penalties will cut that distance down by quite a bit. Infantry maintaining close formation add a further unfavorable multiplier. Also, someone trying to run full speed across rough terrain is at risk of tripping and falling. At that point they'd be stuck crawling until their next DV refresh, and would need to include a miscellaneous action to stand back up.
At 30w x 100L x 10h yards, death of Obsidian butterflies is slightly smaller (in width) than a football field and high enough nothing on it is escaping by jumping.
Mortals definitely can't jump that high, but an exalt or other essence user could with the right charms, or even just a good Strength + Athletics pool and careful timing. Given a bit more advance warning, anybody might climb a tree or three-story building, if such a structure happened to be available (and somehow easier than escaping horizontally).

Impenetrable Frost Barrier

At E2, this is subtracting 4 successes
How are you casting spells at Essence 2? Emerald circle initiation requires minimum Essence 3 in second edition. I'm having some trouble following your math on some of the other examples, so might want to lay things out more carefully step by step. In the case of mortal heroes successfully defending, remember that their DV could be suffering penalties, or the attack roll might get an above-average result.
Flying Guillotine, in particular, is described as inflicting eighteen levels of damage (not dice!) even on a threshold-zero hit, so a mortal hero with only 6L soak, a two-point walkaway talisman, and ten or fewer health boxes would be killed outright if it connected, and there's a non-negligible chance they'd be stuck at DV 0 due to surprise.
Invulnerable Skin of Bronze adds to natural soak, meaning it works against environmental hazards and can stack with conventional armor; Incomparable Body Arsenal is explicitly not compatible with armor, but provides the side benefit of storing whatever the caster was wearing Elsewhere, and adds blanket immunity to suffocation or other metabolic hazards, since it's transforming them entirely into an iron golem rather than just a surface layer.
Blood of Boiling Oil seems more like an upgrade to Internal Flame, or Assassin's Fatal Touch - the closer celestial circle equivalent of Wood Dragon's Claw would be Incomparable Body Arsenal, or maybe God-Forged Champion of War, or Magma Kraken.

Travel Without Distance

Teleport to any location within(Ess X 10) miles of the caster that they have previously visited. Appearing and Disappearing both take 10 Ticks each. Lets you travel faster than Stormwind Rider, but you can't take allies or cargo.
Travel Without Distance can bring a group with Magnitude up to the caster's Essence along, if you shape it in long ticks, same as Stormwind Rider can - and unlike Stormwind Rider it doesn't mention a weight limit. At essence 4 you could safely manage three such castings of TWD per hour, 40 miles per casting, for an average speed of 120mph, only barely faster than Stormwind Rider, significantly slower than Conjuring the Azure Chariot (though that one can't bring armies along) or Swift Spirit of Winged Transportation (which can), and prohibitively expensive in terms of motes and willpower across long distances.
Main niche for Travel Without Distance is bypassing solid barriers. Trapped by a cave-in? Not for long. Enemy fortress guarding the only pass through the mountains? Approach within twenty miles, then skip straight to twenty miles past it. Strictly speaking you don't have to have visited the destination before, just seen it, including through magic. Thus, scry-and-die tactics are possible. That's where the follow-up shaping actions become particularly relevant: choice between the caster being busy during moments when they'd otherwise be most able to exploit the element of surprise, or entire raiding crew taking a penalty that probably lasts until the heist is over.
 
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It's true that personal-combat ticks are roughly the same as seconds, but regular reflexive combat movement for someone with Dex 3 (which is average for a starting exalt, but notably better than most normal people) is three yards per tick. Dashing would then be 9 yards per tick, meaning a completely unencumbered sprinter might be able to cover 40-50 yards in the five ticks it takes to shape and cast a first circle spell.
If you're talking about folks with armor and shields, though, mobility penalties will cut that distance down by quite a bit. Infantry maintaining close formation add a further unfavorable multiplier. Also, someone trying to run full speed across rough terrain is at risk of tripping and falling. At that point they'd be stuck crawling until their next DV refresh, and would need to include a miscellaneous action to stand back up.

Mortals definitely can't jump that high, but an exalt or other essence user could with the right charms, or even just a good Strength + Athletics pool and careful timing. Given a bit more advance warning, anybody might climb a tree or three-story building, if such a structure happened to be available (and somehow easier than escaping horizontally).

How are you casting spells at Essence 2? Emerald circle initiation requires minimum Essence 3 in second edition. I'm having some trouble following your math on some of the other examples, so might want to lay things out more carefully step by step. In the case of mortal heroes successfully defending, remember that their DV could be suffering penalties, or the attack roll might get an above-average result.
Flying Guillotine, in particular, is described as inflicting eighteen levels of damage (not dice!) even on a threshold-zero hit, so a mortal hero with only 6L soak, a two-point walkaway talisman, and ten or fewer health boxes would be killed outright if it connected, and there's a non-negligible chance they'd be stuck at DV 0 due to surprise.
Invulnerable Skin of Bronze adds to natural soak, meaning it works against environmental hazards and can stack with conventional armor; Incomparable Body Arsenal is explicitly not compatible with armor, but provides the side benefit of storing whatever the caster was wearing Elsewhere, and adds blanket immunity to suffocation or other metabolic hazards, since it's transforming them entirely into an iron golem rather than just a surface layer.
Blood of Boiling Oil seems more like an upgrade to Internal Flame, or Assassin's Fatal Touch - the closer celestial circle equivalent of Wood Dragon's Claw would be Incomparable Body Arsenal, or maybe God-Forged Champion of War, or Magma Kraken.

Travel Without Distance can bring a group with Magnitude up to the caster's Essence along, if you shape it in long ticks, same as Stormwind Rider can - and unlike Stormwind Rider it doesn't mention a weight limit. At essence 4 you could safely manage three such castings of TWD per hour, 40 miles per casting, for an average speed of 120mph, only barely faster than Stormwind Rider, significantly slower than Conjuring the Azure Chariot (though that one can't bring armies along) or Swift Spirit of Winged Transportation (which can), and prohibitively expensive in terms of motes and willpower across long distances.
Main niche for Travel Without Distance is bypassing solid barriers. Trapped by a cave-in? Not for long. Enemy fortress guarding the only pass through the mountains? Approach within twenty miles, then skip straight to twenty miles past it. Strictly speaking you don't have to have visited the destination before, just seen it, including through magic. Thus, scry-and-die tactics are possible. That's where the follow-up shaping actions become particularly relevant: choice between the caster being busy during moments when they'd otherwise be most able to exploit the element of surprise, or entire raiding crew taking a penalty that probably lasts until the heist is over.
Dash is a speed 3 action, not a speed 1 action so you are only doing those 9 yards every three ticks.

As for the essence minimums, I just completely forgot that and need to redo the calcs. Will check the others when i have the book in front of me

edit: I misunderstood the movement rules here. Strange_Person was right
 
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Originally, was going to do Solar Brawl (3e) as my follow up essay but it just.... it has so many charms. Plus the more abstract nature of 3e combat means the specific insights that I am attempting to pull out didn't really work. What I can say is that while 2e attempts to demonstrate what Solars can do in fiction via specific mechanical abilities, 3e instead attepts to describe the style. I can't, for instance, say that a Solar Brawler always gets more attacks then you. But I can say that they focus on overwhelming offense against their foes, relying on dealing so much damage and performing so many attacks that they don't need to have a defense because the opponent never has an oppurtunity to attack and that even if they do the Solar can regain control of the fight in an instant do to their powerful blows. (Also that they are just the fucking best at grappling and you shouldn't attempt it unless you are at minimum a tentacle monster the size of a mountain and even then they will probably win.)
The Solar combat abilities from 3e all have distinct archetypical leanings and lend themselves to specific combat styles, and people can and have done interesting analysis on these both in terms of what they imply in the fiction and their mechanical design. I don't think that Third Edition like, finds the idea that every Solar who is invested into a given ability always has access to the exact same powers to be desirable from either perspective, though. The reason why 3e charmsets have a million charms is so you can do interesting things which your specific blorbo.

I do not think you're going to be able to write essays of any kind about 3e's charm design unless you like, commit yourself to actually understanding how its combat works and are prepared to read that many charms, though. Is there a reason you tried to start with Brawl? It's neither the first ability in the book (they're alphabetical), nor the mechanically simplest, nor the one with fewest charms.
 
Originally, was going to do Solar Brawl (3e) as my follow up essay but it just.... it has so many charms. Plus the more abstract nature of 3e combat means the specific insights that I am attempting to pull out didn't really work. What I can say is that while 2e attempts to demonstrate what Solars can do in fiction via specific mechanical abilities, 3e instead attepts to describe the style. I can't, for instance, say that a Solar Brawler always gets more attacks then you. But I can say that they focus on overwhelming offense against their foes, relying on dealing so much damage and performing so many attacks that they don't need to have a defense because the opponent never has an oppurtunity to attack and that even if they do the Solar can regain control of the fight in an instant do to their powerful blows. (Also that they are just the fucking best at grappling and you shouldn't attempt it unless you are at minimum a tentacle monster the size of a mountain and even then they will probably win.)

Okay, so let's talk about Solar Brawl.

Solar Brawl

Solar Brawl is widely considered one of the most powerful Charmsets in the entire game, and it's also a very large set, which gives us an opportunity to look at how Ex3 constructs Charmsets, how Solars are designed, and why they're so overpowering.

Fundamentals

There are four Solar Brawl Charms with Prerequisites of "None," forming the root of the ability tree. They are Fists of Iron Technique, Ferocious Jab, Vicious Lunge, and Thunderclap Rush Attack. FoIT is a simple damage enhancer, but it's incredibly efficient: For just 1m, you add between +1 and +9 damage (it "ignores soak," which is somewhat different, but since it ignores untyped soak it's effectively the same as adding raw damage). The closer you are to the end of the curve, the better the Charm is. And because it keys off Intimacies, that means that the first thing Brawl is saying is: It wants you to care. Solar Brawl is not a style for dispassionate professionals. It can function as basic self-defense tools, but that's not where it's strong. FoIT's strength scales directly with how much your personal beliefs, connections and passions are at stake in this fight. That can mean caring about your opponent - if you have a Major Tie of Hatred or Friendly Rivalry or "I Must Surpass Them," you'll be stronger than against some random assassin who jumped you in an dark alley. But you will be strongest if you just start the game with something like a Defining Principle of "I exult in violence." That means FoIT will always add +5 damage for 1m at E1, and will grow stronger with your Essence rating. But it also means that your optimal Brawl Solar is always going around with a Defining Principle that people can tap for social influence to get them to act unwisely. You'll be extremely easy to provoke into fights, for one thing.

That's the first narrative-mechanic interaction of Solar Brawl: To be the strongest Solar Brawler, you should be deeply emotionally invested in the fight, and that's something that will remain true outside the fight and that people can use to manipulate you, but that you can use in turn to reject influence that oppose the source of your investment.

Vicious Lunge, meanwhile, is 1m, add +1 NCS to a grapple attack roll and (higher of Essence or 3) dice to the Initiative roll to confirm that grapple, which is a mild improvement in efficiency, but is really just the gatekeeper to the grapple tree. We'll talk more about Ferocious Jab later. As for Thunderclap Rush Attack, it's crazy. TRA lets you move a range band without using your reflexive movement to make an attack, regardless of your place in the initiative order. The attack cannot be clashed, and does not have to be a Brawl attack. TRA is omni-compatible. For 3 Brawl dots an one Charm, you get to always act first in a fight scene, or can keep it in reserve to fuck with an enemy's expected timing. TRA is once per scene per target, and resets for a target every time you crash them. Multiple opponents? Just TRA all over the place. Single opponent? Just crash them and you get to use it again. It costs 3m. It's ridiculous.

What is Thunderclap Rush Attack saying? Well, again: This Charm requires only three dots and has no prerequisites. What TRA is saying is that Brawl fundamentals can serve as universal fundamentals, that the Solar Brawler hits first, hits hard, and can use their basics in Brawl to gain the initiative for an attack from any ability, enabling synergy with Martial Arts and Melee. And more importantly, it's saying Solar Brawl is faster than you. "Regardless of her position in the turn order." TRA has a short range limit, but within that short range - if anyone dares to engage you in close combat, essentially - you always get to go first, or twice in a row, or to fuck with an enemy's timing, and it's a card you can reset and play again easily at least once per fight.

Defense

Solar Brawl has the following defensive Charms: Iron Battle Focus, Wind and Stones Defense, Reckless Fury Discard, Solar Cross-Counter, Force-Rending Strike (with Intercepting Fury Smite as an upgrade), Blade-Rebuking Wrath, Dancing With Strife Technique, Wicked Dissolve Dust. What do these tell us? Well, for one thing, there are far fewer defensive Charms than offensive Charms. Second, there's only a limited number of "bread and butter" tricks here compared to, say, Solar Melee. Iron Battle Focus lets you spend 3m to ignore further onslaught penalties until your next action after having been already attacked (but still suffer -1 from the first one). It's turn-long, so it's efficient if you're going to be suffering attacks from multiple sources, but by contrast Dipping Swallow Defense in Melee lets you spend 2m to ignore all Defense penalties against one attack. That's generally a better Charm in a duel.

Wind and Stones Defense, meanwhile, is a very strange Charm at first glance. It costs 3m and increases your Defense by your opponent's onslaught penalty. Again, in a duel, this isn't very good. It's only more efficient than the Brawl Excellency if the enemy has -2 onslaught or higher, so (again, at first glance), this Charm will only be worth it in battles with lots of characters on both sides, where people are likely to stack up huge onslaught penalties. There's a catch we'll get to later.

Reckless Fury Discard is another funny Charm. 3m, 1i, Perilous: Activate this Charm after your opponent's attack roll and raise your Defense by the number of 1s on the enemy's attack roll. These are Charm dice. That means that if you have already maxed out Defense up to your cap, you cannot gain any benefit from this Charm. But if you haven't, and your opponent rolls two 1s or more, then suddenly this becomes an efficient, post-attack defense adder. You just have to not max out your defense deliberately, and hope the enemy rolls poorly. Notably, this Charm takes precedence over attack Charms that reroll 1s, which means it specifically counters Excellent Strike from Solar Melee. The Charm sets are designed in relation to one another.

As for Solar Cross-Counter, Force-Rending Strike, Blade-Rebuking Wrath, Dancing With Strife Technique, Wicked Dissolve Dust: They're a special decisive counterattack after being hit by withering attack, a reflexive decisive-only clash, a cheaper reflxive clash that deals no damage but automatically disarms the enemy, an upgrade that enhances FRS if you use an improvised weapon in the clash and destroy it, and a Charm that lets you use a clinched enemy as a shield against a decisive attack. And Dancing with Strife, which is just an opportunistic reward Charm - it doesn't enhance your defense in any way, just gives you a Willpower drip if you ever successfully defend.

What does that tell us, all put together? That Brawl's primary defense is relentless offense. Your very first defensive Charm tells you "I can't do anything to protect you against the first attack each turn, only further attack if the enemy dogpiles you." The next one increases your Defense by how much relentless assault the opponent is suffering from. The next one wants you to not spend motes raising your Essence and gambling on post-attack raises. Everything else is some manner of "attack as defense," whether that's counterattacks or clashes or using a grappled (ie attacked) enemy as a human shield. Solar Brawl doesn't want you to defend. It wants you to be relentlessly attacking, always on the offensive, willing to let your guard slip and take it on the chin, facetanking through enemy assault.

And that ties into the most important mechanic of Solar brawl.

The Onslaught Engine

If Solar Brawl was a Magic: the Gathering deck, this would be its nickname, the core mechanical keyword on which everything else resolves. I said above that Wind and Stones was strange and only sometimes worth it, right? Well, that's not quite true.

The most important Charm in E1 Solar Brawl is Falling Hammer Strike. It's another 1m wonder, and its effect is simple: The onslaught penalty inflicted by your attack does not refresh until the next turn. This is regardless of decisive/withering attacks, and regardless of whether the attack succeeds. As long as the Solar is making a Brawl attack at you this turn, your onslaught doesn't regenerate. This is cumulative: You inflict -1 onslaught which doesn't refresh, which means your next attack leaves the enemy at -2 onslaught, then at -3 onslaught... As long as you don't stop attacking, the enemy's Defense will eventually reach 0.

Now, that's not in itself as much as a killer app as it could be, because every splat has some means of reducing or negative Defense penalties, particularly Onslaught. But because you're spending 1m on that effect and the opponent is spending more mitigating it, you're ahead on the mote game. That's not all, though, because of a very important Ex3 rules: A penalty that is negated still exists. If I have a -3 penalty from being poisoned, and I use a Charm that lets me "ignore poison penalties," I get to not reduce my dice pools, but a character who uses a Charm that says "add dice equal to the target's poison penalty" would still count the full -3 penalty for the purposes of adding dice. Why does that matter?

Ferocious Jab: 1m, add withering/decisive damage dice equal to target's onslaught penalty.
Wind and Stones Defense: 3m, raise Evasion/Parry by attacker's onslaught penalty.
Ox-Stunning Blow: 4m, 1i, 1wp: A finishing move that inflicts a potentially considerable penalty that lasts until the victim's onslaught penalty wears off.

If this is the fourth time you attack your opponent, they have a -3 onslaught penalty to Defense. Even if they negate it, you add +3 dice of damage, and when they next attack you, you can spend 3m to gain +4 Defense. If you hit them with OSB, they suffer a penalty to attacks and defense that lasts until they can make you stop attacking them.

Every time a Solar attacks you, your defenses grow worse, their attacks hit harder, and their Defenses become more efficient. Using Falling Hammer Strike + Ferocious Jab + Wind and Stones Defense every turn costs 5m, exactly the amount of motes they regain every turn, so they can do this literally forever.

That's the core of Solar Brawl: Relentless continued aggression against a single target. No time or energy wasted on defense, tank through everything, hit faster and harder every turn while your defenses grow passively more efficient. If the enemy can shut you down for even one turn, prevent you from making an attack action, then it all resets to 0 and you have to build up the bonuses again. That's why you have Resistance and Athletics, it's why you have Thunderclap Rush Attack to move out of turn order and cross the distance, it's why your very first Charm tells you "pick an Intimacy that makes you really, really want to stay in that fight." And then start hitting, and. Just. Keep. Going.

...

This isn't the strongest aspect of Solar Brawl. I've already typed nearly 2k words on the topic, so I'll stop here, but I have not touched on either 1) Grappling, 2) The "attack from base Initiative engine" that makes it so you will never throw a withering attack again in your life, instead hitting decisives frome base, resetting and immediately doing decisives again, or on the passive buffs like Adamantine/Orichalcum Fists of Battle. There's a lot more to say and @Kaiya would have more experience than me with the set.

But Solar Brawl is very much saying something, and it very much wants you to have a specific tactic. You can pick one of several - grappling Solar doesn't necessarily want the same things as striking Solars, Heaven Thunder Hammer obviates a lot of the need for "build up" shenanigans, the set is large because it contains multiple playstyles. But these playstyles are coherent "card decks" trying to achieve specific outcomes through specific tactics, and those translates to a particular fighting style within the narrative.

Hope this was instructive.
 
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Dash is a speed 3 action, not a speed 1 action so you are only doing those 9 yards every three ticks.
Article:
DASH (3/-2)
The character runs flat out, sprinting at speeds up to (Dexterity + 6 – current wound penalties – armor mobility penalty) yards per tick. The minimum rate of a dash is two yards per tick.
Source: 2e corebook p.143

Clearly says yards per tick, not per action, and it replaces and supersedes normal movement which is also per-tick
Article:
MOVE (0/NONE)
The character sprints up to (Dexterity) yards per tick over land. Wound penalties (see p. 150) subtract from this speed, as does the mobility penalty (see p. 374) of any armor worn. The value cannot drop below a speed of one yard per tick. Unlike most actions, move is reflexive and does not normally require a roll, unless the terrain is particularly treacherous or slick. The only restriction on movement is that a character can either move or dash on the same tick, but not both (as the dash maneuver replaces and supersedes lesser movement).
Source: 2e corebook p.145

...meaning you'll go that far three times over the course of a speed 3 action, or five times during the five ticks it takes to shape most first-circle spells (assuming you dash the whole time). Jump distance is limited to once-per-action, but that's a whole different mess.
 
Okay, so let's talk about Solar Brawl.

Solar Brawl

Solar Brawl is widely considered one of the most powerful Charmsets in the entire game, and it's also a very large set, which gives us an opportunity to look at how Ex3 constructs Charmsets, how Solars are designed, and why they're so overpowering.

Fundamentals

There are four Solar Brawl Charms with Prerequisites of "None," forming the root of the ability tree. They are Fists of Iron Technique, Ferocious Jab, Vicious Lunge, and Thunderclap Rush Attack. FoIT is a simple damage enhancer, but it's incredibly efficient: For just 1m, you add between +1 and +9 damage (it "ignores soak," which is somewhat different, but since it ignores untyped soak it's effectively the same as adding raw damage). The closer you are to the end of the curve, the better the Charm is. And because it keys off Intimacies, that means that the first thing Brawl is saying is: It wants you to care. Solar Brawl is not a style for dispassionate professionals. It can function as basic self-defense tools, but that's not where it's strong. FoIT's strength scales directly with how much your personal beliefs, connections and passions are at stake in this fight. That can mean caring about your opponent - if you have a Major Tie of Hatred or Friendly Rivalry or "I Must Surpass Them," you'll be stronger than against some random assassin who jumped you in an dark alley. But you will be strongest if you just start the game with something like a Defining Principle of "I exult in violence." That means FoIT will always add +5 damage for 1m at E1, and will grow stronger with your Essence rating. But it also means that your optimal Brawl Solar is always going around with a Defining Principle that people can tap for social influence to get them to act unwisely. You'll be extremely easy to provoke into fights, for one thing.

That's the first narrative-mechanic interaction of Solar Brawl: To be the strongest Solar Brawler, you should be deeply emotionally invested in the fight, and that's something that will remain true outside the fight and that people can use to manipulate you, but that you can use in turn to reject influence that oppose the source of your investment.

Vicious Lunge, meanwhile, is 1m, add +1 NCS to a grapple attack roll and (higher of Essence or 3) dice to the Initiative roll to confirm that grapple, which is a mild improvement in efficiency, but is really just the gatekeeper to the grapple tree. We'll talk more about Ferocious Jab later. As for Thunderclap Rush Attack, it's crazy. TRA lets you move a range band without using your reflexive movement to make an attack, regardless of your place in the initiative order. The attack cannot be clashed, and does not have to be a Brawl attack. TRA is omni-compatible. For 3 Brawl dots an one Charm, you get to always act first in a fight scene, or can keep it in reserve to fuck with an enemy's expected timing. TRA is once per scene per target, and resets for a target every time you crash them. Multiple opponents? Just TRA all over the place. Single opponent? Just crash them and you get to use it again. It costs 3m. It's ridiculous.

What is Thunderclap Rush Attack saying? Well, again: This Charm requires only three dots and has no prerequisites. What TRA is saying is that Brawl fundamentals can serve as universal fundamentals, that the Solar Brawler hits first, hits hard, and can use their basics in Brawl to gain the initiative for an attack from any ability, enabling synergy with Martial Arts and Melee. And more importantly, it's saying Solar Brawl is faster than you. "Regardless of her position in the turn order." TRA has a short range limit, but within that short range - if anyone dares to engage you in close combat, essentially - you always get to go first, or twice in a row, or to fuck with an enemy's timing, and it's a card you can reset and play again easily at least once per fight.

Defense

Solar Brawl has the following defensive Charms: Iron Battle Focus, Wind and Stones Defense, Reckless Fury Discard, Solar Cross-Counter, Force-Rending Strike (with Intercepting Fury Smite as an upgrade), Blade-Rebuking Wrath, Dancing With Strife Technique, Wicked Dissolve Dust. What do these tell us? Well, for one thing, there are far fewer defensive Charms than offensive Charms. Second, there's only a limited number of "bread and butter" tricks here compared to, say, Solar Melee. Iron Battle Focus lets you spend 3m to ignore further onslaught penalties until your next action after having been already attacked (but still suffer -1 from the first one). It's turn-long, so it's efficient if you're going to be suffering attacks from multiple sources, but by contrast Dipping Swallow Defense in Melee lets you spend 2m to ignore all Defense penalties against one attack. That's generally a better Charm in a duel.

Wind and Stones Defense, meanwhile, is a very strange Charm at first glance. It costs 3m and increases your Defense by your opponent's onslaught penalty. Again, in a duel, this isn't very good. It's only more efficient than the Brawl Excellency if the enemy has -2 onslaught or higher, so (again, at first glance), this Charm will only be worth it in battles with lots of characters on both sides, where people are likely to stack up huge onslaught penalties. There's a catch we'll get to later.

Reckless Fury Discard is another funny Charm. 3m, 1i, Perilous: Activate this Charm after your opponent's attack roll and raise your Defense by the number of 1s on the enemy's attack roll. These are Charm dice. That means that if you have already maxed out Defense up to your cap, you cannot gain any benefit from this Charm. But if you haven't, and your opponent rolls two 1s or more, then suddenly this becomes an efficient, post-attack damage adder. You just have to not max out your defense deliberately, and hope the enemy rolls poorly. Notably, this Charm takes precedence over attack Charms that reroll 1s, which means it specifically counters Excellent Strike from Solar Melee. The Charm sets are designed in relation to one another.

As for Solar Cross-Counter, Force-Rending Strike, Blade-Rebuking Wrath, Dancing With Strife Technique, Wicked Dissolve Dust: They're a special decisive counterattack after being hit by withering attack, a reflexive decisive-only clash, a cheaper reflxive clash that deals no damage but automatically disarms the enemy, an upgrade that enhances FRS if you use an improvised weapon in the clash and destroy it, and a Charm that lets you use a clinched enemy as a shield against a decisive attack. And Dancing with Strife, which is just an opportunistic reward Charm - it doesn't enhance your defense in any way, just gives you a Willpower drip if you ever successfully defend.

What does that tell us, all put together? That Brawl's primary defense is relentless offense. Your very first defensive Charm tells you "I can't do anything to protect you against the first attack each turn, only further attack if the enemy dogpiles you." The next one increases your Defense by how much relentless assault the opponent is suffering from. The next one wants you to not spend motes raising your Essence and gambling on post-attack raises. Everything else is some manner of "attack as defense," whether that's counterattacks or clashes or using a grappled (ie attacked) enemy as a human shield. Solar Brawl doesn't want you to defend. It wants you to be relentlessly attacking, always on the offensive, willing to let your guard slip and take it on the chin, facetanking through enemy assault.

And that ties into the most important mechanic of Solar brawl.

The Onslaught Engine

If Solar Brawl was a Magic: the Gathering deck, this would be its nickname, the core mechanical keyword on which everything else resolves. I said above that Wind and Stones was strange and only sometimes worth it, right? Well, that's not quite true.

The most important Charm in E1 Solar Brawl is Falling Hammer Strike. It's another 1m wonder, and its effect is simple: The onslaught penalty inflicted by your attack does not refresh until the next turn. This is regardless of decisive/withering attacks, and regardless of whether the attack succeeds. As long as the Solar is making a Brawl attack at you this turn, your onslaught doesn't regenerate. This is cumulative: You inflict -1 onslaught which doesn't refresh, which means your next attack leaves the enemy at -2 onslaught, then at -3 onslaught... As long as you don't stop attacking, the enemy's Defense will eventually reach 0.

Now, that's not in itself as much as a killer app as it could be, because every splat has some means of reducing or negative Defense penalties, particularly Onslaught. But because you're spending 1m on that effect and the opponent is spending more mitigating it, you're ahead on the mote game. That's not all, though, because of a very important Ex3 rules: A penalty that is negated still exists. If I have a -3 penalty from being poisoned, and I use a Charm that lets me "ignore poison penalties," I get to not reduce my dice pools, but a character who uses a Charm that says "add dice equal to the target's poison penalty" would still count the full -3 penalty for the purposes of adding dice. Why does that matter?

Ferocious Jab: 1m, add withering/decisive damage dice equal to target's onslaught penalty.
Wind and Stones Defense: 3m, raise Evasion/Parry by attacker's onslaught penalty.
Ox-Stunning Blow: 4m, 1i, 1wp: A finishing move that inflicts a potentially considerable penalty that lasts until the victim's onslaught penalty wears off.

If this is the fourth time you attack your opponent, they have a -3 onslaught penalty to Defense. Even if they negate it, you add +3 dice of damage, and when they next attack you, you can spend 3m to gain +4 Defense. If you hit them with OSB, they suffer a penalty to attacks and defense that lasts until they can make you stop attacking them.

Every time a Solar attacks you, your defenses grow worse, their attacks hit harder, and their Defenses become more efficient. Using Falling Hammer Strike + Ferocious Jab + Wind and Stones Defense every turn costs 5m, exactly the amount of motes they regain every turn, so they can do this literally forever.

That's the core of Solar Brawl: Relentless continued aggression against a single target. No time or energy wasted on defense, tank through everything, hit faster and harder every turn while your defenses grow passively more efficient. If the enemy can shut you down for even one turn, prevent you from making an attack action, then it all resets to 0 and you have to build up the bonuses again. That's why you have Resistance and Athletics, it's why you have Thunderclap Rush Attack to move out of turn order and cross the distance, it's why your very first Charm tells you "pick an Intimacy that makes you really, really want to stay in that fight." And then start hitting, and. Just. Keep. Going.

...

This isn't the strongest aspect of Solar Brawl. I've already typed nearly 2k words on the topic, so I'll stop here, but I have not touched on either 1) Grappling, 2) The "attack from base Initiative engine" that makes it so you will never throw a withering attack again in your life, instead hitting decisives frome base, resetting and immediately doing decisives again, or on the passive buffs like Adamantine/Orichalcum Fists of Battle. There's a lot more to say and @Kaiya would have more experience than me with the set.

But Solar Brawl is very much saying something, and it very much wants you to have a specific tactic. You can pick one of several - grappling Solar doesn't necessarily want the same things as striking Solars, Heaven Thunder Hammer obviates a lot of the need for "build up" shenanigans, the set is large because it contains multiple playstyles. But these playstyles are coherent "card decks" trying to achieve specific outcomes through specific tactics, and those translates to a particular fighting style within the narrative.

Hope this was instructive.
Solar Brawl, as you note, is meant to synergize with Athletics as well as Resistance. Those three especially. There's a lot of counters to the most degenerate stuff Solar Brawl can do. Run away, strike from range, hit them REALLY REALLY HARD. Athletics and Resistance both contain means of mitigating these counters.

The Attack From Base Initiative Engine
For this one, you want to dip Athletics. Athletics has Increasing Strength Exercise. This adds to your Strength directly for 3m or 3i per dot, one dot per point of Essence you have. At Essence 1, this is Strength +1, which is +1 withering damage, yes, but also +1 raw decisive damage because that's how ISE rolls.

You want to be a Dawn. The Dawn Anima adds +Essence/2, round up, to your initiative. +1, +2, +3 at E1, E3, and E5 respectively. So, now, with an Essence 1 Solar, we have +1 raw decisive damage, +1 base initiative. When we attack, we reset to 4i, and add +1 for 5 base damage on any decisive attacks that we make. This beats Light Artifact hardness, which is 4, but loses to Medium, which is 7. Hold onto that, though!

Enter One With Violence and Striving Aftershock Method. They have Falling Hammer Strike as the core prerequisite to purchase them so they're integrated with the Onslaught Engine. One With Violence awards the lesser of (Essence or 5) as a bonus to the initiative gained from Crashing an opponent, as a free, permanent effect. Initiative break is permanently enhanced, growing in power as you do, capping at +10 for crashing someone at Essence 5. Striving Aftershock Method lets you spend 2m to gain +2 Base Initiative upon resetting after a decisive attack.

Both are Essence 2 effects, young Solars get them, though baby Solars need Supernal. So, we're up to raw decisive damage of 7 now for an Essence 1 Solar with the Dawn Anima, ISE, and Striving Aftershock when attacking from base initiative after making an initial decisive attack. We now can also freely attack opponents in medium artifact armor and many forms of megafauna.

Adamant Fists of Battle. This is a very important scenelong Charm. Add Strength to minimum damage, so +5 because you're a Solar Brawler, and double 10s on decisive attacks. This is an Essence 3 Charm, you need Supernal, Ferocious Jab, and Burning Fist Burial to qualify. Our base initiative attack is now 7 dice, double 10s on the damage roll, defeating medium artifact armor unless someone has one of the extremely rare "increase armored hardness" effects.

Increasing Strength Exercise, Thunderclap Rush Attack, Falling Hammer Strike, Ferocious Jab, Burning Fist Burial, Adamant Fists of Battlex2, One With Violence, Striving Aftershock Method. We're up to 9/15 Charms. for an E1 Solar...but 9/20 for an E2 Solar, and Adamant Fists as our only Supernal pick.

You probably want Wind-and-Stones Defense and maybe Iron Battle Focus for your basic defense options here, but it's not mandatory to pull this trick off. Call it 11 out of 15 anyways.

So the next one up is "fun!" Orichalcum Fists of Battle. Flashy, expensive Charm. 8m,3a, 1m per turn of upkeep, but we'll get back to that. You can generate the anima easily by maxxing JB in order to make an immediate Decisive attack with Adamantine Fists of Battle out of Join Battle. This lets you turn Adamantine Fists into a supplemental Charm so long as you damage them, saving you a precious turn of set-up. Unless you get a bizarre JB roll you'll almost certainly have more than 10 decisive dice, so just attack whoever you're certain you can hit for 6m,1wp to set up Adamantine Fists as a Scenelong Charm which enhances this attack, plus 10m on Join Battle to bring you to +2 Anima from JB, +1 from your actual attack.

I'll note, this can be a Withering attack, and it should be a withering attack if your opponent has any anti-decisive panic buttons or seems like they might that could threaten your ability to activate the scenelong effect. A decisive strike from a Solar Brawler must be avoided if at all possible because of how Heaven Thunder Hammer is triggered, it's a post-roll activation based on damage that does a huge chunk in one big burst. It's totally opportunistic, and they need to deny you the opportunity.

What you're actually doing is so so much worse, of course, but they don't know that. A Withering attack with no accuracy boost is an attempt to pressure you into spending motes. Take it on the chin, tbh, try to avoid with your defense, do the Shounen thing of exchanging basic hits while figuring each other's combat style out. A decisive is a set-up to HTH and must be evaded at all costs. A fun bit of tactical psychology at play in a very degenerate approach to combat!

So, Orichalcum Fists, though. Once you have Adamantine Fists up as a scenelong effect, next turn you activate Orichalcum Fists. You now ignore Hardness entirely for the scene and reroll 1s and and explode 10s on the damage roll for decisive attacks. It also increases base initiative by 1.

At Essence 1, we now reset to Initiative 3, +1 Dawn Anima, +2 Striving Aftershock, +1 Orichalcum Fists, +1 raw damage from ISE for a total of 8 damage dice. You ignore hardness, so you can't ping off people. You double 10s on the damage roll, you roll 1s away so you have more chances to roll 10s, and 10s explode, you roll them until no more 10s show up, keeping each result of 10.


12/15 Charms. Congratulations, you broke the combat engine! You no longer need to make Withering attacks! You roll something like 5 health levels of damage per hit on average. 1m per turn upkeep, but just have a high accuracy pool! Strength 5, Dex 5, Stamina 5 is hard to get at chargen but you can do Strength 5, Dex 5, Stamina 3 and raise that over time.

For the last Charms, I strong recommend that one purchases two Ox-Bodies and a Charm of your choice for maximum hilarity. If you're using Advanced Chargen, Spirit Strengthens the Skin, Durability of Oak, Iron Skin Concentration, Ox-Bodyx2. Grow (Stamina) -0 health levels the first time someone seriously hits you with a Decisive and have 12 health levels before becoming incapacitated.

And this is just Supernal Brawl and E1 Resistance! Resistance further Durability-of-Oak Technique, 6m, halve all Withering damage for the whole turn, Essence-Gathering Temper, regen motes based on soaking damage, Adamant Skin, soak decisive attacks, Battle-Fury Focus, cut your wound penalties and gain +1 bonus die on attacks to save on your Excellency, Bloodthirsty Sword-Dancer Spirit, cut all wound penalties, gain another +2 bonus dice to attacks, and regen a mote extra per turn to spend on combat effects, canceling out the upkeep for Orichalcum Fists. It's a nightmare!

Athletics has Monkey-Leap, Graceful Crane, Spider-Foot, Racing Hair, Mountain-Crossing Leap for escaping and running other people down, to say nothing of Thunderbolt Attack Prana (aka "kaio-what-?!").

I might come talk about how fucked up grapples are later if anyone is interested because Solar Grapple is so fucked up.
 
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