The school of sorcery are represented in the game by the Absortion Charms(Page 21/22 of the second book of sorcery): buying one of them prevent you from buying the others, but also given you the ability to chose two special powers from a list unique to every school.
Thanks. I've taken a look. They seem interesting, but I've never made a character with more than the Sorcery Spell that were useful for the group (Summoning, Countermagic, and Travel) so I don't really know if those are useful.

They're not dissimilar to artificial versions of the "organic" Yozi Initiations.
Are they? Actually, that brings up a question: Can Infernal Sorcerer's learn one of the Absorption Charms?
 
No. Yozi Initiations rule out the possibilities of learning other types. They're also the only kind of Sorcerous Initiation Infernals can learn.


Speaking of infernal sorcerers , do infernals go through the same 5 trials as regular sorcerers , or do they go through warped ones?
 
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A Singular Justice fails in every way imaginable and When the Moon Is Dark is only slightly better if only because it starts off with a decent premise before it goes off the rails.

Bronze and Bisque and The Kingdom of Honey are good portrayals of Solars, although I prefer Bronze and Bisque for how low-key it is. Exalted Among Us is okay.

The Circle Will Be Broken is a decent overview of what Sidereals do that no one else can.

I think A Resting Place at the Heart of the Mountain manages to touch upon every element of Dynast society, which is very impressive.

The Herald of Glorious Death gives Abyssal a nice pulp feel that I like.

For Love of Heaven isn't particularly amazing, but I like its portrayal of the Fair Folk.

The Maiden's Kiss, Secret In My Waters Still and What You Do Not Understand are the best stories by far and I don't think it's a coincidence that they focus on gods. They do an absolutely amazing job of showing how different spirits fit into Creation and how they relate to mortals. There's a lot of useful content for inspiration there.
 
Idea for a craft fix: Eliminate craft xp and slots entirely, as well as all charms that refer to them. Additionally, craft is now one skill, and wherever the rules refer to craft being multiple skills you have specialties instead. Additionally, you can only roll half your craft pool, rounded down, unless you have an applicable specialty. If you have a apecialty that's close, like swordsmithing when trying to do other metalworking, you can roll your normal pool.

This would indirectly nerf Wyld Crafting technique, as you can no longer use crafting xp for it, so if I use this I'd take out the xp component entirely. This would also hurt sorcerous works, so under this system they only cost xp if you are creating or improving minions. Is this a good idea?
 
Simple fix to MA: The Merit no longer has a prerequisite. Instead, each individual style has a prerequisite of one of the four combat abilities, and possibly other abilities based on the style. The Prerequisite is typically two for the combat ability, and 1 for side abilities. Each style is associated with the combat ability. When one is higher than the other, you are considered to have spent half the xp that you did on the higher one on the lower one for free. So if you had Single Point at 5, you would have 10 free xp to improve Meele. If the person wanted to take up Steel Devil, he would start with 10 xp in it. This only works for ability dots, and you still need training time. Finally, you can combo martial arts charms and normal charms freely so long as they come from the same ability.

Is this a dumb idea?
 
Eh, mixed quality is to be expected -I remeber the opening fiction for EP: Panopticon being amazing, while Rimward and Transhuman were pretty terrible.

is the anthology a kickstarted thing or can people who missed that get access?
 
Eh, mixed quality is to be expected -I remeber the opening fiction for EP: Panopticon being amazing, while Rimward and Transhuman were pretty terrible.

is the anthology a kickstarted thing or can people who missed that get access?

Honestly not sure. I got mine from being a backer so yeah *haven't read it yet*
 
Simple fix to MA: The Merit no longer has a prerequisite. Instead, each individual style has a prerequisite of one of the four combat abilities, and possibly other abilities based on the style. The Prerequisite is typically two for the combat ability, and 1 for side abilities. Each style is associated with the combat ability. When one is higher than the other, you are considered to have spent half the xp that you did on the higher one on the lower one for free. So if you had Single Point at 5, you would have 10 free xp to improve Meele. If the person wanted to take up Steel Devil, he would start with 10 xp in it. This only works for ability dots, and you still need training time. Finally, you can combo martial arts charms and normal charms freely so long as they come from the same ability.

Is this a dumb idea?
Honestly? Just cut needing to buy dots in the style, give the Charms requirements in the base combat ability (or two, possibly depending on the style). This is an unnecessarily complicated fix.
 
So, I'm working on a Martial Art (because I can, and I started it in like December, so I might as well finish it). At the moment it has a total of 21 charms.
Iron Juggernaut Style (core style): 9 charms
School of the Unstoppable Juggernaut: 6 charms
School of the Unbreakable Juggernaut: 6 charms

The core style is a mix of defensive and offensive charms, with one charm that makes your fists smashfists and your feet god-kicking boots. The capstone is a soak boost/perfect soak, in the style of Protection of Celestial Bliss.
The Unstoppable Juggernaut branch expands on the offensive capabilities, though I've got two slots that need to be filled by interesting enhancements. The capstone is an unblockable attack. It requires investment in Athletics.
The Unbreakable Juggernaut branch expands on the defensive capabilities and ability to deal with damage. The capstone is a perfect parry (which currently uses the cost of a level of agg as its Flaw). It requires investment in Resistance.

I need to fiddle with Unbreakable Juggernaut a bit; half its charms are just soak, parry, or hardness boosts. Boring.

Also, does 10m sound like an appropriate cost for a charm that lets you make an unblockable attack that adds extra damage equal to your soak? Taking into account that in getting it you pick up +(Resistance*2)+(Essence*2)+(Martial Arts) B/L/A soak from the charms along the way, and you've got a minimum of Resistance 2, Essence 5, and MA 5 (so that's +19 soak).
... Should I switch it to Hardness (since the Form charm gives you Hardness)?
Also also, is 4m or 5m an appropriate cost for doubling post-soak damage?

... Also also also, charm names remain difficult.
 
I seem to recall that there are a *lot* of ways of boosting soak. Adding soak to attack sounds iffy.
 
The capstone is a soak boost/perfect soak, in the style of Protection of Celestial Bliss.
Um. I can't really judge the Charm without reading it, but one should generally not be mapping CMAs to Solar charms. They are not supposed to be that powerful.

The capstone is a perfect parry (which currently uses the cost of a level of agg as its Flaw). It requires investment in Resistance.
Look up Bottomless Depths Defense from Water Dragon style, and make sure to check the errata. If the Charm is more powerful, tone it down.

Also, does 10m sound like an appropriate cost for a charm that lets you make an unblockable attack that adds extra damage equal to your soak? Taking into account that in getting it you pick up +(Resistance*2)+(Essence*2)+(Martial Arts) B/L/A soak from the charms along the way, and you've got a minimum of Resistance 2, Essence 5, and MA 5 (so that's +19 soak).
11m at minimum. Given all the ways there are to enhance soak, this amounts to a bad touch.

... Should I switch it to Hardness (since the Form charm gives you Hardness)?
This would make it less abusable, yes. At that point you're talking around... 8-10m depending on how much Hardness the Form gives.

Also also, is 4m or 5m an appropriate cost for doubling post-soak damage?
No. Death From Nowhere Method is the only similar effect that comes to mind. It doubles post-soak levels inflicted for 4m, for unarmed attacks, if the attack is unexpected. Keep in mind that this is:
  • Weaker than doubling post-soak dice, because the doubling takes effect after post-soak reducers come into play.
  • Can be negated for 1m by a surprise negator (which every significant opponent will have), or for free if you just beat them on the stealth roll.
I'd put it at 7m, and make sure it is Supplemental.

There's a reason I'm starting with the cost higher than a perfect defense (except Duck Fate and Serenity in Blood; poor Siddies).
Non-Solar perfect defenses cost 11m. Sid ones are actually cheaper than the baseline.

Also, it's not an armored style, so at least it's not that easy.
A Resistance-focused Solar will have (Essence x 2 + Stamina x 2 + Resistance x 4) lethal soak before factoring any non-native Charms, Lunars will get as good or better, Sidereals are very competitive as well, and then there's Invulnerable Skin of Bronze, and the various armors that don't count for purposes of MAs. It is very easy to stack ludicrous soak.
 
Um. I can't really judge the Charm without reading it, but one should generally not be mapping CMAs to Solar charms. They are not supposed to be that powerful.
Protection of Celestial Bliss: Melee 3, Essence 2
Iron Juggernaut Capstone: Martial Arts 5, Essence 4
Also, PoCB is 3 charms into the Solar Melee tree, rather than 12 charms into a Martial Art.
So... I'm using PoCB as a reference, not a balancing point. Among other things, parry and soak have massively different balancing methods.

Look up Bottomless Depths Defense from Water Dragon style, and make sure to check the errata. If the Charm is more powerful, tone it down.
More powerful in that it's a parry (so it prevents bad touch effects), but also 1m more expensive, and might not block unblockable effects. Not decided on that.

11m at minimum. Given all the ways there are to enhance soak, this amounts to a bad touch.

This would make it less abusable, yes. At that point you're talking around... 8-10m depending on how much Hardness the Form gives.
It gives (Martial Arts) hardness, so assume 5. Unbreakable Juggernaut also has a charm to give you (Essence + MA) hardness for one tick (meant for defense, but could combo in an interesting way).
And I realized it was basically a bad touch, which is why my balance point was "more expensive than the perfects I'm familiar with".

No. Death From Nowhere Method is the only similar effect that comes to mind. It doubles post-soak levels inflicted for 4m, for unarmed attacks, if the attack is unexpected. Keep in mind that this is:
  • Weaker than doubling post-soak dice, because the doubling takes effect after post-soak reducers come into play.
  • Can be negated for 1m by a surprise negator (which every significant opponent will have), or for free if you just beat them on the stealth roll.
I'd put it at 7m, and make sure it is Supplemental.
Alright, that's reasonable.

Non-Solar perfect defenses cost 11m. Sid ones are actually cheaper than the baseline.
... Huh. I know the DB perfect parry is 8m, 1wp (and can't parry magical effects, because fuck 'em), so I figured that was the standard.
My error.

A Resistance-focused Solar will have (Essence x 2 + Stamina x 2 + Resistance x 4) lethal soak before factoring any non-native Charms, Lunars will get as good or better, Sidereals are very competitive as well, and then there's Invulnerable Skin of Bronze, and the various armors that don't count for purposes of MAs. It is very easy to stack ludicrous soak.
Yeah, that's why I said "not that easy". As in, it requires actual investment. Still easy, though.

The whole thing is still being written (mostly translating concept blurbs into full charm-text), and only the Form and one post-form charm are named, but I'll share it once I finish the first draft.
 
The fiction book seems to only ship as a PDF.

Other fiction I've kickstarted ships with other formats, too (epub, mobi, etc.), and that's cool because I read on a variety of devices, but I don't see anything about alternate formats in the Exalted messages area.

Am I missing something, or is this fiction format-locked unless I extract the text myself?
 
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