Do you ever get that feeling when you're reading a manga or something and go '...I want to play this character in Exalted'?

Because that's what I'm doing right now.
All the goddamn time. Something like half my characters are expies. Probably more for my modern game, where I just started gabbing various supervillians to use as Infernals. And I'm probably going to start using Metal Gear characters next.
Yona of the Dawn/Akatsuki no Yona.

And I'm looking at the titular character and thinking 'okay, this is the point she'd get a Dawn Caste Exaltation'.
She's really more of a Zenith, IMHO. There's a lot of inspiration, leadership and all round drive to her character that I tend to associate with that Caste.

Hak on the other hand is a straight up Dawn.
 
Yeah, on second thought she's more of a Zenith.

With a shitload of Integrity.

(You think I'm kidding, but I'm really not)
 
Making her a Dawn is tempting because, well her name has it right there. So a Dawn with Supernal Archery is tempting.

But role-wise she is really a Zenith. Or an Eclipse who collects on oaths from a previous Incarnation. Supernal Presence fits either way, with a specialty in Intimidation ;)
 
Honestly, thinking about it, her combat growth is too gradual for Dawn to fit anyway. She's definitely a Zenith.
 
On Revlid's Elementals: Are they purely a phenomena of Creation, or can they happen anywhere there is a pole of elemental essence?

Does Autocthon spawn Oil elementals? Malfean Vitriol ones?

Or is it a mechanism like the loom, where Autocthonia and Malfeas have their own differing methods of resolving essence imbalances?


On a Creation note, besides elemental summoning, does this mean you have a choice between building a manse with care for established geomancy, or building a manse faster then having to defend it from Angels elementals trying to fix it?
 
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On Revlid's Elementals: Are they purely a phenomena of Creation, or can they happen anywhere there is a pole of elemental essence?

Does Autocthon spawn Oil elementals? Malfean Vitriol ones?

Or is it a mechanism like the loom, where Autocthonia and Malfeas have their own differing methods of resolving essence imbalances?

Not Revlid here, but I'll make a guess-statement.

Autocthonia has elemental poles, and they probably have similar mechanisms to Creation's one, because Autochthon is a sick cripple who can't self-regulate his body processes and he needs elementals to stop himself from shitting the bed and dying smoking the bed and dying.

Healthy Primordials, on the other hand, naturally self-regulate their essence flows. Sure, occasionally waves of Kimberyian essence will create horrifically poisonous toxins which melt even the things which naturally live in her, but that's just part of being Kimbery. If you get strange things in Malfeas, it'll be odd short-lived things which appear at the boundaries between the Yozis, where their Mythoi are forced up against each other and grate and rub and their essences clash. They're not exactly elementals, but they're more akin to elementals than demons.

They also have a lifespan even shorter than your average First Circle in Malfeas, and usually blow up, tear themselves apart, or are squished by the Yozis immune systems pretty quickly. They're mostly of interest only to scholars, and sorcerers who've developed spells to pluck one from Malfeas and fire it at their enemies to explode.

On a Creation note, besides elemental summoning, does this mean you have a choice between building a manse with care for established geomancy, or building a manse faster then having to defend it from Angels elementals trying to fix it?

Well, that certainly sounds fun and gameable and makes "let's make a new demesne!" into less of a no-brainer - it makes taking and holding land just so you can get access to its oil demesnes.

So I'd totally be in favour of that.
 
Is there any way to cut the connection between a third circle demon and its yozi without killing it?

I'll point you to the Scroll of Limbs here, for as far as I can see pretty much everything canon has to offer on Primordial Anatomy plus some interesting theorizing to fill the gaps.

Going from memory, demons can be changed by the wyld, survive the death of their patron, become gods, be killed and leave a hekatonkhire, or become otherwise 'dislocated' in several different ways.
 
And permanent bindings of Second and Third Circle Demons are not a thing in Kerisgame, due to tweaked mechanics of how summoning works.
Oh? Are these changes mentioned somewhere? That sort of change is something I'm pretty interested in.
Actually, I can give some more information on this. I don't recall in vast detail, but the basic problem we set out to solve was that a Twilight could effectively summon a combat-specced Second Circle and thereby do two things on the battlefield at once, which is kind of unfair. So we decided that if you summoned something, that would be your contribution, and this synergised fairly well with the fact that Second and Third Circles run on their Primordial's Mythos, not the Loom of Fate. I think one of the options discussed was that if you summon something higher than First Circle level, you pay for it - you commit the motes for as long as it hangs around in Creation, anchoring it against the Loom.

Now, if you want a permanent guard for a tomb that's at the Second Circle level? You're not completely out of luck. But instead of tying up one of the finite and limited number of the souls of the Yozis themselves for what could be a permanent absence, you just hook a sublimatus instead.
 
On Revlid's Elementals: Are they purely a phenomena of Creation, or can they happen anywhere there is a pole of elemental essence?
They were designed purely for Creation, because Creation's elementals were really poorly put together. You could certainly transfer the model to Autochthonia, but Autochthonian elementals work pretty well as they stand - and they're already rocking at least part of the immune system role, so it's not a huge change to begin with. Malfeas I'd personally rather not meddle with, because it's one of the better-designed realms in the game - but its scale is such that Malfean "elementals" could easily have slipped through the cracks. I mostly don't see much of a need for them, though - and if they do exist I'd keep them sporadic and/or inconsequential.

On a Creation note, besides elemental summoning, does this mean you have a choice between building a manse with care for established geomancy, or building a manse faster then having to defend it from Angels elementals trying to fix it?
That's one of the intended outcomes, yes. You can work with the (probably shit) geomancy you've got, or you can steal someone else's geomancy through blood and fire, and you'll have no problems. Or you can mess around with sorcery and slave labour and massive engineering projects to make your own demesne with blackjack and hookers... except now you're the villain of a Miyazaki movie, and you're going to need to hire exorcist-monks and bribe gods to help ward off sabotage and rampage from weird "creatures" that emerge to defend the land.

Much neater to just go with the blood and fire option, really.

Not sure how this'd square with another, separate bit of house rules I did for demesnes, where they each have an Essence (Demesne Rating) Elemental of the appropriate type as their locally-bound guardian - claiming the demesne means earning its respect (or getting it to submit, or bribing it), and it becomes the "soul" of any manse you build there. It'd probably work well enough.
 
Not sure how this'd square with another, separate bit of house rules I did for demesnes, where they each have an Essence (Demesne Rating) Elemental of the appropriate type as their locally-bound guardian - claiming the demesne means earning its respect (or getting it to submit, or bribing it), and it becomes the "soul" of any manse you build there. It'd probably work well enough.
What if, purely academically and out of entirely random interest, you happened to try getting it to submit by stabbing it repeatedly with something that certainly wasn't a Grief-Choking Lance and sort of accidentally permakilled it with Adorjani Charms that are definitely in no way Infernal in origin?

I'm asking for, uh, a friend. Who wanted to go unnamed. Yeah.
 
Or you can mess around with sorcery and slave labour and massive engineering projects to make your own demesne with blackjack and hookers... except now you're the villain of a Miyazaki movie, and you're going to need to hire exorcist-monks and bribe gods to help ward off sabotage and rampage from weird "creatures" that emerge to defend the land.

Nah, bro, you'll be fine. You just need to summon enough demons that you can leave them to guard the place you're trying to build the demesne, and then they can capture the elementals, chain them up, and break them to your will, possibly using demon-aided sorcery. Then you can use your enslaved guardians of nature to further your efforts to warp the land, alongside the demons.

How dare they call you the villain of a Miyazaki movie!
 
What if, purely academically and out of entirely random interest, you happened to try getting it to submit by stabbing it repeatedly with something that certainly wasn't a Grief-Choking Lance and sort of accidentally permakilled it with Adorjani Charms that are definitely in no way Infernal in origin?

I'm asking for, uh, a friend. Who wanted to go unnamed. Yeah.

Next time perhaps you should use a very large club.
 
What if, purely academically and out of entirely random interest, you happened to try getting it to submit by stabbing it repeatedly with something that certainly wasn't a Grief-Choking Lance and sort of accidentally permakilled it with Adorjani Charms that are definitely in no way Infernal in origin?

I'm asking for, uh, a friend. Who wanted to go unnamed. Yeah.
Demesne goes violently unstable until a new one spawns.
 
. Or you can mess around with sorcery and slave labour and massive engineering projects to make your own demesne with blackjack and hookers... except now you're the villain of a Miyazaki movie, and you're going to need to hire exorcist-monks and bribe gods to help ward off sabotage and rampage from weird "creatures" that emerge to defend the land.

Okay, consider me sold.
 
On further 'Yona of the Dawn in Creation' thoughts, I have the idea that the four dragon-guys may be good examples of Exigents. I'd say Dragon-Blooded, but their powers and the way those powers transfer down seem more fitting of Exigents.
 
Reminds me of this bit of homebrew I read some time ago and can't seem to find again now.

It was about this substance called Vita (I think). Can be extracted from living beings (fatally), counts as rare ingredient for Genesis projects, and can also be used as fuel. It's also a green glowing liquid, and overuse totally won't turn you into a Final Fantasy villain.

Anyone know where it can be found, incidentally?
 
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So wait.

You mean I can't solve my problems with reckless murder?

...

Hmm. This could prove a difficult hurdle to overcome.

Nah, nah, Keris has a well established solution to problems she can't solve with reckless murder.

She whines to Sasi until Sasi tells her what to do. What else is the Allies merit for?

Sasi: "... wait, do you even have the Allies merit?"

Keris: "Details, details."
 
Problems?

or...

Plot hooks?

I have heard tales of GMs who have players who are willing to sit back, not doing anything because their players just want to sit and roll dice for crafting actions. Players who refuse to talk to NPCs. Players who aren't willing to do anything which might accidentally have unforeseen repercussions and whose characters deliberately try to avoid fleeting emotional attachments.

I am not a GM with players like that. I am a GM with a player who randomly adopts street rats and steals them away to hell, blunders from catastrophe to catastrophe so I don't even bother to plan for individual sessions because my plans just end up off-course, and who accidentally a whole Nexus. :p
 
I have heard tales of GMs who have players who are willing to sit back, not doing anything because their players just want to sit and roll dice for crafting actions. Players who refuse to talk to NPCs. Players who aren't willing to do anything which might accidentally have unforeseen repercussions and whose characters deliberately try to avoid fleeting emotional attachments.

*shudders*

As someone who views RPGs as a cooperative storytelling method first and foremost, this viewpoint is utterly alien to me.

I just don't get people who do that.
 
I have heard tales of GMs who have players who are willing to sit back, not doing anything because their players just want to sit and roll dice for crafting actions. Players who refuse to talk to NPCs. Players who aren't willing to do anything which might accidentally have unforeseen repercussions and whose characters deliberately try to avoid fleeting emotional attachments.
My players occasionally sit around while a crafting character does some work.
However, they have a consistent record of recruiting unnamed bandits with no personalities beyond "your money or your life" as the beginning of their forces.

Actually, they have a pretty good record of convincing people who start off as their enemies to become their allies, even beyond bandits. Like the demon spiders infesting a library they convinced to pay rent.
 
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