I am currently winning my fight against the vile coding of the dice roller i am creating for the third edition, but i could use some help: can someone list me all the charm which alterate the dices in any manner?

I could do it by myself, but i would probably miss something(Except for awareness, which is chock full of reroller, unreroller, ultraroller, recursive rollers and probably many other rerollers)
I am the pip of my dice
Ivory is my body, and Ink my blood
I have been rolled over a thousand times
Unknown to probability, nor known to coding
I have trawled through trees to roll the unrolled
Yet these rolls will never be good design
So as I despair
UNLIMITED 3E WORKS
 
Sure, but I bet they'd rather kill for Resources 5, which costs the same amount.
Not in any meaningful sense. NPCs don't have XP, let alone the ability to choose their starting merits.

Now, some of the other rituals are much more interesting - potentially worth the 3/5 experience for an Exalted sorcerer, even.
Agreed there.

Also, it'd be hard for a peasant to use it multiple times a day. Willpower recovery is much harder than it was in 2e; sleeping gets you a flat 1, and level 2 stunts are much harder (i.e. not trivial to do on every action).
Level 2 stunts are harder, but mortals previously needed level 3 stunts to regain willpower, so things are actually easier for them. The real loss is of stunts resonating with motivations, which previously granted willpower regardless of their level.

The main way to recover willpower is actually this:
Ex 3E said:
Your character gains one Willpower point if he undergoes significant hardship or sacrifice to uphold a Major or Defining Intimacy. He may only gain one Willpower point per scene this way. Willpower gained in this fashion may exceed his permanent Willpower rating.
While subject to ST interpretation, gaining several willpower a day this way is not unreasonable in trying circumstances.
 
I am the pip of my dice
Ivory is my body, and Ink my blood
I have been rolled over a thousand times
Unknown to probability, nor known to coding
I have trawled through trees to roll the unrolled
Yet these rolls will never be good design
So as I despair
UNLIMITED 3E WORKS
I find this most unhelpful, which means i will not translate anything from my language.(Cool verses though)

And i know that it isn't good design, but eliminating a bit of rust from my programming skill is a lot mote useful than rewriting most of the charmset by excising the stupid charms, collapsing the useful but boring ones in a single self upgrading essence 1 charm(Like a boosted Salty Dog Method which become stronger as you rise in essence)(Salty dog method is one of the better charms of this edition. Lots of effects in a single charm.) and taking some other charms and putting them in places where they make more sense.(I am looking at you, hadoken charm in Brawl.).

I was also planning on eliminating the 1/5/6 eternal rerolls, and given that all what they do is essentially decrease the dice type of the Exalted(If you activate two of them you basically roll a d8) i was going to simply allow the Solars to gain the mighty power of rolling d8(d9 and d7 only exist in a dystopic future in which the dicerollers have conquered the world. Which, thanks to the relase of EX3, may happen in a not too far future) and occasionally eliminating the chances any adversary had of using the enemy ones at their advantages(No botch nullifiers.Botch are !!FUN!!)
 
*snip*

In effect, you've given B a massive incentive not to spend Overdrive motes on actual fighting, but on the "shortly after battle" segment of the adventure where he will have a huge advantage over the other players whose Overdrives have all emptied by this point so they had no reaosn not to spam them on vaporising Legionaires.

That sort of presumes that whatever fight was easy enough he didn't have to use his Overdrive though, doesn't it? Sure, he has that incentive, but doesn't that just create a conflict with his even more massive incentive to spend Overdrive motes killing shit that's trying to end him? Granted, as I've said many times here my practical experience is greatly lacking, but it seems like it would create an interesting tension between 'I really need this guy dead' and 'well maaayyybe I can get away with saving these motes...'. Put yourself at a disadvantage now to reap increased recovery once the danger has passed.

Because motes are the fundamental currency of the system? Don't get me wrong, WP and health levels are both important (Virtue channels not so much) but things costing a certain number of motes, and the ability to eventually run people out of motes, is the very basis of Exalted combat, and...let's be honest, Exalted as a system is very combat-focused.

I was actually under the impression that WP costs were more of a constraint than mote costs in some ways.

So... Why can't I invest in combat endurance?

Immanent Solar Glory seems like it's just such an investment though.
 
I was actually under the impression that WP costs were more of a constraint than mote costs in some ways.
Thanks to the Stunt Rules, WP costs can be easily translated as four motes for WP. Of course, WP are important because they are also your HP for Social combat, so they are more of a constraint outside battle.
 
@Aleph , the system hack that Kerisgame uses for Attributes and abilities looks very interesting. How does having only 5 Attributes and 15 Abilities affect character generation?
 
@Aleph , the system hack that Kerisgame uses for Attributes and abilities looks very interesting. How does having only 5 Attributes and 15 Abilities affect character generation?
No idea, I'm afraid. We switched over some way into the game, and I transferred my dots over largely by eye and judgement. We do use flat costs for Abilities and Attributes, if that helps - 3xp for Abilities and 9xp for Attributes, as well as 2xp per Style dot. I'd advise - after a quick skim over Keris's starting character sheet and a fair amount of gut feeling - starting with something like 15 Attribute dots and 30 Ability dots? And then, oh, maybe 12-15 Style dots, since Styles are kickass and useful.

Note that it's way easier to raise Abilities and Attributes due to the flat costs, especially if you split xp into Enlightened (which can be spent on Charms and magic and so on), and Mortal (which can be spent on Abilities and Attributes and Styles and whatever), and award 1xp of the latter every session.
 
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No idea, I'm afraid. We switched over some way into the game, and I transferred my dots over largely by eye and judgement. We do use flat costs for Abilities and Attributes, if that helps - 3xp for Abilities and 9xp for Attributes, as well as 2xp per Style dot. I'd advise - after a quick skim over Keris's starting character sheet and a fair amount of gut feeling - starting with something like 15 Attribute dots and 30 Ability dots? And then, oh, maybe 12-15 Style dots, since Styles are kickass and useful.

Note that it's way easier to raise Abilities and Attributes due to the flat costs, especially if you split xp into Enlightened (which can be spent on Charms and magic and so on), and Mortal (which can be spent on Abilities and Attributes and Styles and whatever), and award 1xp of the latter every session.


Thank you.

I'd also like to thank you for posting kerisgame transcripts each weekend. It's a really enjoyable story and a great font of inspiration for Infernals.
 
Thank you.

I'd also like to thank you for posting kerisgame transcripts each weekend. It's a really enjoyable story and a great font of inspiration for Infernals.
I'm glad you're enjoying it! It's always nice to get feedback and to hear that people enjoy my characters, and Kerisgame is basically weekly writing jams between me and ES that produce ~6-8k words in one night, so it probably counts as a fic. Any favourite bits you enjoy more than the rest?
 
I'm glad you're enjoying it! It's always nice to get feedback and to hear that people enjoy my characters, and Kerisgame is basically weekly writing jams between me and ES that produce ~6-8k words in one night, so it probably counts as a fic. Any favourite bits you enjoy more than the rest?

After rereading the An-Teng parts, I'd say the parts where Keris is put in situations that are out of her area of expertise, but where she rises to the occasion. The talk with the Shalshalme, constructing the cypher-cult and disguising herself as a monk were my favourite parts. I also enjoyed the details on how she interacts with the world when sight is her weakest sense and hearing and taste offer so much more information.

I'm also fond of her interactions with her souls, and even after only knowing her the the transcript summaries, I smiled when Keris complained about them being such brats.

It'll probably be very interesting to see her cut loose in a combat situation. With her Grief-Chocking Lance and Silence in Her Wake I'm surprised she hasn't taken up White Reaper Style. I suppose that would be a Style and not a Martial Art in your game.
 
I know about charms and the like, but I see references to magic and circles of it, or something similar, can't really remember. What can be done with it in universe?

E: Perhaps a better question is how does magic work in the setting? Can it be used by everyone? Are Exalted inherently better at it than mortals?
 
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I know about charms and the like, but I see references to magic and circles of it, or something similar, can't really remember. What can be done with it in universe?

Charms are innate magic of the Exalted, as natural to them as breathing and sweating.

Sorcery is an unnatural magic, in that no Exalted (or mortal) really develops it naturally. It has to be learned and unlocked and involves learning to use your Essence in ways that are not innate to your Exalt type. You basically force your Essence to take on an unusual pattern and this pattern causes things to happen in the world. There are three "Circles" of Sorcery, broken down by the type of Exalt that can use them. Emerald Circle is the least powerful, the domain of Dragonblooded and especially gifted mortals. Sapphire Circle is the province of Celestial Exalts (Lunars, Sidereals, Alchemicals get their own version). Adamant is the sole province of Solars and their offshoots.

Charms are fast, reliable and easy. Sorcery is long, dangerous and difficult.

There are now apparently also Evokations(sp?) that are like the magic of artifacts and magical items, where you channel your Essence through an object. It too is apparently broken down into Circles because Reasons.

Martial Arts are Charms that anyone can learn, also broken down into Circles, though I'm not certain if they kept that in the new edition or not.
 
So how does magic work? How does the system work, who can use it and what can they do with it?
Assuming you mean Sorcery:

Each spell costs a number of Sorcerous Motes to cast, as well as at least one point of Willpower to start casting.
You gain Sorcerous Motes by taking the Shape Sorcery action, which is a combat action that can't be placed in a Flurry but otherwise does not drop you out of combat or make you defenseless. You then roll (Intelligence + Occult) and gain that many Sorcerous Motes. If that reaches the cost of the spell, it is cast. Otherwise, take more Shape Sorcery actions - if you don't, you loose three sorcerous motes per round.
When you succesfully cast a spell, you gain a point of willpower so most spells do not in fact cost you any willpower unless you get interrupted.

Shaping Rituals can provide free Sorcerous Motes, you learn them by initiating into a Circle of Sorcery (so you always know at least one and up to three, maybe there will be ways to learn additional ones later on?).
If you made a Bargain with Mara to learn sorcery, you might be able to draw on the unrequited love of others toward you to gain extra sorcerous motes. Or you could have learned how to harness the energy of burnt offerings, or how to brew elixirs that catalyze your ability to shape sorcery.
Those Shaping Rituals also open access to merits, for example if you made a Pact with an Ifrit Lord you could be able to call forth flames at will - usable as a weapon and for utility.

Spells that take long enough to cast that it's not feasible in combat don't bother with the Sorcerous Motes system, they just state how long it takes to cast them.

Then there are Control Spells - your signature spell(s), those that you learned first and are most familiar with. That usually provides a bonus of some sort - various Shaping Rituals are more efficient if used for your Control Spell, and various spells gain additional functions if they are your control spell. Having Infallible Messenger as a control spell for example allows you to perceive through the senses of the summoned Cherub, instead of it just being a magical telegram.
The real nifty part though is that your control spell usually changes you. If you have Death of Obsidian Butterflies as your control spell, shadowy butterflies might spill from your shadow when you are agitated and your fingernails turn into obsidian when you are angry. Invulnerable Skin of Bronze would give your skin a Bronze Taint. If Magma Kraken is a control spell, nearby flames will curl around you and small firey tentacles might appear around you when your emotions run hot. If Impenetrable Veil of Night is your control spell, you are always partially cloaked in shadow and speak with a distorted voice.

Which is really nice because it makes Sorcery weird, which it was always supposed to be fluff-wise. Though if you don't want permanent changes there are plenty of spells that don't cause them.


Terrestrial Spells in the core book:
Cirrus Skiff summons a cloud you can ride and control.
Corrupted Words prohibits the target from communicating one thing by any means, if they try they throw up violently.
Death of Obsidian Butterflies summons a swarm of obsidian butterflies. A good combat spell against large groups, not so good against single targets.
Demon of the First Circle summons and binds a First Circle demon for a year and a day.
Flight of the Brilliant Raptor launches a bird made out of fire at an enemy, exploding into flames and igniting everything around it.
Infallible Messenger creates and sends a small intangible cherub that can only be perceived by the target, to whom it delivers a verbal message.
Invulnerable Skin of Bronze does what it says on the tin, greatly enhancing your durability.
Mists of Eventide saps the initiative of those affected by it, plunging them into a day-long sleep if its effective enough.
Silent Words of Dreams and Nightmares allows you to influence the dreams of a target to whom you have a symbolic link (lock of hair etc.)
Stormwind Rider creates a dust devil that can carry you and several other characters at high speeds.
Summon Elemental doesn't actually summon an elemental, but creates a relatively weak one on the spot. Which then serves you for a year and a day.
Wood Dragons Claw transforms one of your hands into a wooden claw, which can be used for some nasty attacks.

Then there's Celestial and Solar Circle spells, which i may cover later.


In addition to all that, Sorcery can also be used for long-term projects which can do anything from creating a new spring of fresh water over permanently altering the weather for a whole town-sized region to causing a city to fly or outright altering the metaphysics of the entire world.
 
Celestial Circle Spells (require at least Essence 3, so only for experienced characters. Also only for Celestial Exalts, not Dragonbloods).

Cantata of Empty Voices causes agony, bleeding and other nasty effects to anyone within up to one mile. Lethal if not stopped.
Demon of the Second Circle summons and binds a Demon of the Second Circle. (duh). Though he is not necessarily bound, it s a contest of will.
Impenetrable Veil of Night causes supernatural darkness that also distorts sound and other senses, one mile radius.
Incomparable Body Arsenal basically assembles a power armor from rust and broken metal.
Ivory Orchid Pavilion summons a pavilion with supernaturally good food and lodgings for one day.
Magma Kraken causes tentacles of magma to spill from the earth and attack your foes.
Shadows of Ancient Past gives you echoes of a past event.
Travel without Distance teleports you up to 50 miles, but causes fatigue so it can't be spammed and shouldn't be used to go into combat.


Solar Circle Spells (require at least Essence 5, so only for high-powered characters. Also only for Solar Exalts).
Benediction of Archgenesis makes 500 square miles of land arable or causes supernatural growth on already fertile land at the cost of potentially becoming baren thereafter.
Death Ray fires an all-consuming laser that you can sweep across the landscape and that melts everything.
Demon of the Third Circle self-explanatory. only castable on one specific day per year (Calibration)
Rain of Doom summons a supernatural storm with caustic rain and other deadly niceties, easily devastating a large city.
Unity of the Closed Fist merges up to five willing characters into one being, temporarily. Which still get to act on their own using the composite body, but using the best abilities/attributes of everyone and sharing all charms etc.
 
Mortals can't really use magic.
A few lucky ones are born capable of using thaumaturgic rituals, very minor supernatural effects.
Very very dedicated mortals can learn how to use Terrestrial Sorcery.
No mortal may use charms. In 2E they could learn some supernatural martial arts, there is no way to do this in 3E currently.

As Aaron Peori said, "magic" comes in several forms.

Charms cover everything from supernatural prowess over summoning a magic weapon to altering the fate of entire regions. They are innate abilities of the various Exalt types, gods, elementals, demons etc. and not shared between them.

Supernatural Martial Arts can be something as understandable as Snake Style (just supernaturally good), but also various sword styles or even firing miniature flamethrowers for maximum righteousness.
They can be learned by any supernatural being. They used to be divided into two tiers of martial arts, but this has been removed in favor or some types of supernatural being just being better at them.

Sidereal Martial Arts are very conceptual and transcendent martial arts. Very weird, can only be learned by Sidereals and Solars taught by them.

Evocations are the inherent magic of artifacts, but are slightly different for each user and have to be gradually discovered by them. A Daiklave made out of Red Jade might be able to turn the battlefield into lava and spew forth flames, an Orichalcum Bow could invoke the spirit of an eagle and be good if you fight from elevated positions etc.
 
Mortals can't really use magic.
A few lucky ones are born capable of using thaumaturgic rituals, very minor supernatural effects.
Very very dedicated mortals can learn how to use Terrestrial Sorcery.
No mortal may use charms. In 2E they could learn some supernatural martial arts, there is no way to do this in 3E currently.

As Aaron Peori said, "magic" comes in several forms.

Charms cover everything from supernatural prowess over summoning a magic weapon to altering the fate of entire regions. They are innate abilities of the various Exalt types, gods, elementals, demons etc. and not shared between them.

Supernatural Martial Arts can be something as understandable as Snake Style (just supernaturally good), but also various sword styles or even firing miniature flamethrowers for maximum righteousness.
They can be learned by any supernatural being. They used to be divided into two tiers of martial arts, but this has been removed in favor or some types of supernatural being just being better at them.

Sidereal Martial Arts are very conceptual and transcendent martial arts. Very weird, can only be learned by Sidereals and Solars taught by them.

Evocations are the inherent magic of artifacts, but are slightly different for each user and have to be gradually discovered by them. A Daiklave made out of Red Jade might be able to turn the battlefield into lava and spew forth flames, an Orichalcum Bow could invoke the spirit of an eagle and be good if you fight from elevated positions etc.

In 2E, enlightened mortals can learn spirit charms (TCOCD:The Wyld, p.148), 1st Circle Sorcery/Necromancy, and Terrestrial Martial Arts. Mortals can also learn the first Dark Paths of the Dragon Kings (and presumably overchannel for the second ones).

That's apart from the great number of ways to gift mortals charm use.
 
Silly thought... what ablitiy would farming come under?

Survival because it lets you keep people alive?
Lore because it requires careful planning to maximize your crops?
Athletics because of the backbreaking hard work?
 
Craft in 3E is no longer divided by element, but rather "areas of expertise". Examples given are weapon forging, armoring, architecture, tailoring, woodwork, carpentry and cooking.
Architecture is a clear indicator that this covers general profession skills.

Survival is mostly about outdoors survival, but also covers handling animals.

So in 3E a farmer would have Craft (Farming) 2 or so, and Survival 1 with a Specialty towards Farm Animals.
Craft (Farming) can easily cover how to properly work a field, how to handle grain, how to craft and maintain common farm tools. Maybe even basic care for farm animal, though Survival would be required for anything advanced.
 
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