AST is actually quite a bit better than you're implying here. For decisive attacks ~15 dice is what you're normally looking at to have a good chance of gibbing your average combatant, with fewer dice attacks being mostly to inflict wound penalties.
Correction: 17.5 initiative is where you have a statistically even chance of getting a kill: 7 HLs / 0.4 successes per die = 17.5 dice. If, of course, you're actually going for a one-shot kill, you probably want to get a bit more than that before going for a decisive attack, because decisive attacks leave you quite vulnerable when they don't work.
 
So, a while back the 3e Charms were counted by Ability requirement. I've done the same for Essence requirement, both including and excluding repurchases.

Without repurchases:
Archery: 7-7-8-3-1
Athletics: 11-7-7-3-2
Awareness: 11-5-4-2-0
Brawl: 11-10-18-5-3
Bureaucracy: 11-5-7-2-1
Craft: 16-14-15-5-4
Dodge: 10-11-7-0-1
Integrity: 6-3-2-0-0
Investigation: 6-3-5-2-1
Larceny: 9-9-7-1-2
Linguistics: 10-7-10-2-0
Lore: 7-7-20-9-4
Medicine: 5-5-6-4-2
Melee: 11-13-9-1-2
Occult: 13-9-8-3-3
Performance: 15-10-8-1-2
Presence: 4-6-11-3-0
Resistance: 10-8-7-0-1
Ride: 8-14-14-0-0
Sail: 13-15-11-0-0
Socialize: 8-12-19-4-3
Stealth: 6-7-7-3-0
Survival: 3-11-10-0-0
Thrown: 7-8-8-1-0
War: 6-6-5-0-0

With repurchases:
Archery: 7-7-9-4-5-2*
Athletics: 11-7-7-3-2
Awareness: 11-5-4-2-0
Brawl: 11-10-20-5-3
Bureaucracy: 11-5-7-2-1
Craft: 17-15-18-5-5**
Dodge: 10-11-7-0-1
Integrity: 7***-3-4-0-1
Investigation: 6-3-5-2-1
Larceny: 9-9-7-2-2
Linguistics: 10-7-11-3-3
Lore: 7-7-20-9-5
Medicine: 5-5-6-4-2
Melee: 11-13-9-1-2
Occult: 13-9-8-3-4**
Performance: 15-10-8-2-2
Presence: 4-6-11-3-0
Resistance: 10-8-7-0-1
Ride: 8-14-14-0-0
Sail: 13-15-11-0-0
Socialize: 8-12-20-6***-4
Stealth: 6-7-7-3-0
Survival: 3-11***-10***-0-0
Thrown: 7-9-8-1-0
War: 6-6-5-0-0

*Searing Sunfire Interdiction has two Essence 6+ repurchases.
**Dual Magnus Prana has been counted in both Craft and Occult.
***There is a Charm which may be repurchased many times with no essential change in function in this tree at this Essence level.

I have not counted automatic upgrades with Essence level, mostly because I wasn't sure how best to display the results of such a count in my tables.
 
Neat table.
And no worries, automatic upgrades are not a purchase decision after all, you just get better at them.

Total amount of possible charm purchases (without Ox-Body Technique and the like)
Archery: 26, 9 repurchases
Athletics: 30,
Awareness: 22
Brawl: 47, 2 repurchases
Bureaucracy: 26
Craft: 54, 6 repurchases
Dodge: 30
Integrity: 11, 3 repurchases
Investigation: 17
Larceny: 28, 1 repurchase
Lore: 47, 1 repurchase
Medicine: 22,
Melee: 36
Occult: 36
Performance: 36, 1 repurchase
Presence: 24
Resistance: 26
Ride: 36
Sail: 39
Socialize: 46, 3 repurchases
Stealth: 23
Survival: 24
Thrown: 24, 1 repurchase
War: 16
That's a total of 726 charms and 27 repurchases.

The same for martial arts styles:
Snake: 10
Tiger: 11
Shining Point: 9
White Reaper: 9
Ebon Shadow: 8
Crane: 10
Nightingale: 11
Righteous Devil: 9
Black Claw: 9
Dreaming Pearl: 9
Steel Devil: 13
So there are a total of 108 martial arts charms.

There are also 25 sorcery spells and 116 evocations.


As a grand total there are 1002 possible power-purchases in the core rules.
Plus quite a few merits and shaping rituals and some eclipse charms and various artifacts and hearthstones and so on.
 
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Emerald circle sorcery can be used to perform adamant circle workings, albeit at greatly increased cost and difficulty.
Incorrect. A Sapphire Circle Sorceror can attempt Adamant Circle workings, but an Emerald Circle Sorceror cannot, ever.


This charm may have some problems, but it's pretty clearly intended to be balanced primarily by ST fiat. It's a lot less broken if you sharply reduce the range or even require it to use an extension cord to get around anti-scrying wards.
I would have included a clause to the Doombot Charm that allows someone to "see through it" PRE-actively.

Like, if another Solar uses Eye of the Unconquered Sun to determine if you are you or just a Doombot, you must either IMMEDIATELY spend the 30 white points to use Dual Magnus Prana, or you may absolutely NOT use Dual Magnus Prana until you can next re-establish surprise.

In essence, you can collapse the Schrodinger's Cat waveform of Doombot/Not with at least the one Charm in the game that should reveal the truth -- even to the point of reversing Lunar shapeshifting!

If Dual Magnus Prana is going to be the Solar equivalent to Duck Fate, it really should have ways to beat it just as Duck Fate does. Not necessarily the SAME ways, because of course they have very different justifications, but it should be possible to counter this.

And if Eye of the Unconquered Sun can't counter this, that needs Errata or Houserules.


EDIT: Eye of the Unconquerd Sun doesn't specify Lunars; it says it returns a shapeshifter to a natural form.

Time will tell if stolen forms count as natural enough for the Lunar Exalted to ignore this imposition entirely. If not, a Solar may expose a Lunar just to get a Tyrant Lizard or Deadly Beastman in his face for his trouble.
 
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I really like the idea posted upthread: "Spirit-killing charms cause a resonating cascade down the link between the Doombot and pilot, with fatal consequences for both."

I mean, that alone goes a long way towards making this charm less like a five year old going "no you can't kill me, I'm invincible"
 
Incorrect. A Sapphire Circle Sorceror can attempt Adamant Circle workings, but an Emerald Circle Sorceror cannot, ever.
Uh, yes he can. It's even specified in the first bullet point.

Ambition 3 Solar workings require you to be initiated into at least the Celestial Circle, though.

But Ambition 1 & 2 are fine. Well, if you don't mind spending 10 years per attempted roll.
 
They do start out at a 1-week Interval, which is reasonably short - not something you can throw up on the spot, but certainly feasible without too much downtime.
Of course, the intervals rise to three months if you are working one circle above yours, and one year if its two above yours.

But no, there is no way to reduce the time below a 1-week interval.
 
Maybe it will be possible with N/A rating artifacts, but we need to wait for the reveal of their working(we only know how you can create them).
 
If you want to perform workings faster, you'll need to attack the other end of the problem: give yourself more time. Meddling with the flow of time in a region (like your laboratory) is only an Ambition 2 Solar working. Perfect doable for a puissant and ambitious sorcerer. Sure, there may be side effects, but are you really going to let all those other sorcerers get ahead of you?
 
Is there a recommended book/source for information on the Yozi/Primordials themselves? Nature of their existence and other such things?
 
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Is there a recommended book/source for information on the Yozi/Primordials themselves? Nature of their existence and other such things?
Games of Divinity, Compass of Celestial Directions: Malfeas, and a few of the Ink Monkeys articles on them.

Everything else is 'meh' (Rolls of Glorious Divinity II) to 'sweet merciful Sol, kill it with fire' (MoEP: Infernals). OK, the charms chapter might give some insights, but read it after everything else.
 
Hm.

MoEP: Infernals (due to the fact that Yozi are basically 'made' of their Charms in 2e, their Charm trees are an in-depth look at the character of a Primordial), I... think the Games of Divinity from 1e?

EDIT: To clarify, focus on the Charm trees from MEoP: Infernals and nothing else.
 
So, I have a question about the leak that's being discussed. I remember hearing about a playtest version of the rules getting leaked awhile ago, is this the same one? Mostly I just want to know if what's being talked about is a nearly definite version of what we'll be getting or if it's one that's still in beta and could get changed.

Thanks.
 
So, I have a question about the leak that's being discussed. I remember hearing about a playtest version of the rules getting leaked awhile ago, is this the same one? Mostly I just want to know if what's being talked about is a nearly definite version of what we'll be getting or if it's one that's still in beta and could get changed.

Thanks.
Pre-layout. Nearly definite.
 
So, I have a question about the leak that's being discussed. I remember hearing about a playtest version of the rules getting leaked awhile ago, is this the same one? Mostly I just want to know if what's being talked about is a nearly definite version of what we'll be getting or if it's one that's still in beta and could get changed.

Thanks.
This is the final pre-cutting version.
 
Basically, there might be some cuts (there likely will be cuts) but what we see's very close to the final version.
 
=(

I might track this down then, I already paid for a copy through Kick Starter and it's so overdue it's not even funny.

Thanks for the heads up.
 
The fact that it is so complete means that you're very close to getting your backer copy, mind you (although 'very close' is a bit of a relative term, here).

I'm not going to exactly say 'don't', because that would make me rather hypocritical, but I would say that people shouldn't get it unless they either fully intend to pay for a copy or have already backed the thing. I gave in partially because I wanted to at least have an idea what the hell people were arguing about, partially because LET ME AT THAT CHARACTER CREATIONS SYSTEM GIMME GIMME GIMME (I tend to have a lot of character ideas, generally a lot more than I ever get to play and some that are frankly pretty weird/take assumptions about the setting and take a different angle on them.
 
I tracked it down because I had been planning to run an Exalted game with my love mate once 3E is out, it was soon-to-be Valentines day and they had this awesome idea to spend it in a geeky threesome (well, V) and I just didn't want to inflict 2E or 2.5 on them even though we were running the game rules-light.

Since I backed the Kickstarter I don't feel bad about it - and the game was loads of fun and actually accessible to someone who had never before played a TTRPG in their life.
Just beware that it's 950 pages of non-indexed non-cross-referenced rules (well and stories, those are already in there too.)
 
I now REALLY want to be a sorceror, which is a totally new development.


I like what they've done with Martial Arts, on first glance.

Except for that four-dot gateway Merit that does nothing by itself. I have no idea what's up with that, but I'm going to reserve judgment for later.


Lunars would seem to be the weakest Celestial Martial Artists, but since their Charms are Attribute-based, wouldn't they be able to combo Simple/Supplemental-type Dexterity and Strength Charms with MA Charms in a way that Ability-based Exalted can't with their native Ability Charms?

That would be a neat way to sell "overwhelming beast power rather than supernal-levels of kung fu skill".

Still, I imagine we'll see a return of a First Edition element to some Lunar Charms, where some of them explicitly can't be used with the Martial Arts Ability. So as to prevent broken combinations as those which might have resulted from unrestricted Solar Brawl/Melee + MA combinations.


Reading the setting sections on Lunars has given me a strong idea for their particular Curse (Limit Triggers and Virtue Flaws), but I'll talk more about that later.

I love what they've done with the Solar Curse. The variability of Limit Breaks and giving each a conditions for ending it early is cool.
 
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