Yes. And then they're a glowing beacon for the rest of the scene, and obviously an Exalt for the scene after that.

This is actually potentially more troublesome and a more meaningful limitation than the canon situation, where the canon mote respiration and willpower recovery rates are only meaningful in enforced downtime. If you're given screentime, you're simply earning motes or willpower per action. Literally, I can reliably get back 1wp for how I stunt getting out of bed, seeing the weather outside through my window and setting the scene, (unrolled actions are still actions), which is the same return a Conviction 2 person would expect for the 8 hours of sleep which preceded it.

My Skype game ST is way stricter with stunt rewards than RAW would indicate. Even for really good level 2 stunts, a lot of times we only get one die. It's annoying, but it's also probably the only reason our little 'feeding tons of refugees' problem wasn't just solved by our party Sorcerer with Summoning of the Harvest.

@Aleph and @EarthScorpion I really enjoy the idea of anima flare giving you more power and I'm wondering, how would you adapt that to the 3E rules as they stand now?

Would it make sense to leave 0-level anima as 5 motes per turn and just crank that up as you unfurl your anima further? Or would you want to add the willpower drip in too?

It could look something like this:
0-level: 5m
1-level: 8-10m (just estimating numbers from here on out)
2-level: 10-15m or 8-10m + 1wp
3-level: 15-20 or 10-15m + 1wp or 8-10m + 2wp

If you wanted to do this you'd want to tone that WAY down. You'd be hard pressed to mote-tap someone even if they were full-burning their excellency almost constantly.


Maybe this?

0- level is the normal downtime regen: 5m/hour
1- level normal combat-time regen: 5m/round
2- level 8m/round
3- level 10m/round
 
I was actually thinking of Sasi. She has Cecelyne's Excellency, and I presume she has Verdant Emptiness Endowment. Since you can regain 12 motes and 2 willpower with Cecelyne Mythos Exultant, you could just spam VEE on everyone in the scene. Just walk into the village and ask people for their wishes and them BAM, everyone is a cultist (and owes Sasi a favor or five).
Kerisgame!VEE works rather differently. Specifically, it doesn't just magically go "bing" and grant their wish, you actually have to arrange for them to get what they want yourself. And then they owe you.

This is why Sasi has a habit of asking whether people want things and then working to give them to them - if you'd seen the pre-An Teng arcs, you'd notice her doing it to Keris herself once or twice.

For instance:
"Greetings, esteemed spirit," Sasi says in an oddly formal tone of voice. "How would you prefer to be treated? Is there any chimerage you desire?"

Tear stares at her for a moment. "What does that mean?"

"Is there anything you want?" Sasi clarifies.

Tear pouts. She seems a little confused, Keris thinks. Almost like she's not used to having several people present, so she's assuming a watery form which looks like a mix between her and Sasi. "Storiessssss," she begs.

"As you wish, respected one," Sasi says, inclining her head. "Is there a particular style you would prefer?"

There, Tear is on more solid ground. "A fun one," she says simply.

"Very well," Sasi says. "Once upon a time, there lived a girl..."

...

Sasi exhales. "We'll talk about that elsewhere," she says, before turning back to Tear. "Now, would you like another story?" she asks.
and
"We're getting out of here," she announces at a volume both of them can hear as she goes. "Oil floats, right? So that stuff probably isn't under the ship. We'll go through the bottom and head back to the bank without surfacing. Let this lot fight it out themselves."

"I can't swim," Kasseni says in a whisper.

"I can," Keris fires back. "Really, really well. S- Ask Lili; this is something I've done before with her. Just hold onto me."

"She's telling the truth," Sasi says, nodding. "Do you want to get out of here safely?" she asks Kasseni.

The other woman nods.

"As you wish," Sasi says. "We can guarantee that."
 
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3E already has incentives to flare your Anima.

First, most Caste Animas have an effect that kicks in/becomes cheaper when at Bonfire-level. Dawn get higher base Initiative, Zeniths can launch a decisive attack against a Creature of Darkness without reseting their Initiative, Twilights gain five Hardness.

And then there are plenty of charms that consume anima levels as part of their cost, so if you have those you first need to flare your Anima to use them.


Of course, making mote regen dependent on Anima level is pretty elegant, and implenenting that in 3E only conflicts with the anima-charms. If you work around those, then I'd simply put the current 5 motes/turn at Bonfire-level and give Glowing 1 mote/turn and Burning 3 motes/turn.
 
Of course, making mote regen dependent on Anima level is pretty elegant, and implenenting that in 3E only conflicts with the anima-charms. If you work around those, then I'd simply put the current 5 motes/turn at Bonfire-level and give Glowing 1 mote/turn and Burning 3 motes/turn.

Actually, I don't think it does really conflict with them. It just provides an extra layer of strategy to those Charms.
 
Actually, I don't think it does really conflict with them. It just provides an extra layer of strategy to those Charms.
Not really? I mean, there are the ones that only work when your anima's up, but then there are also the ones that spend anima levels as an additional cost, which are kind of broken under this houserule, both because you can use them as much as you want, and because they let you quickly dump your anima down to nothing, eliminating one of the big downsides of going full totemic.

Also, if the maximum mote regen is still 5, it's a gigantic nerf with almost no upside, as opposed to the Kerisgame version, which pretty much triples the maximum mote regen you can reliably achieve in vanilla 2.5.
 
Thanks, Aleph, now I'm in the mood to make an Infernal Lintha-Azula... I hope you're happy!

Hmm.... Yes, make Dukantha her father and give her a brother who is both more skilled than her and more favoured by there Father. But make so they actually have some fondness for one another so that her invideable failure is more painful.

Actually, I don't think it does really conflict with them. It just provides an extra layer of strategy to those Charms.
Yep, you have to consider is lossing the increased mote regen worth the activation of the charm; like is this attack going to send me into a crash and do I need to use the anima relevent defensive charm, or is it worth the gamble of killing this guy or does he have another defensive charm up his sleeve that might leave me vunerable on the next action.
 
but then there are also the ones that spend anima levels as an additional cost, which are kind of broken under this houserule, both because you can use them as much as you want, and because they let you quickly dump your anima down to nothing, eliminating one of the big downsides of going full totemic.

Oh that's true.
 
If you wanted to do this you'd want to tone that WAY down. You'd be hard pressed to mote-tap someone even if they were full-burning their excellency almost constantly.


Maybe this?

0- level is the normal downtime regen: 5m/hour
1- level normal combat-time regen: 5m/round
2- level 8m/round
3- level 10m/round
That seems reasonable, though mote pools might need a bit of tweaking size-wise. I was trying to keep in mind the fact that every Charm we've seen so far assumes a constant 5m/turn drip. Would you keep Willpower tied to stunts or not?
 
Hmm.... Yes, make Dukantha her father and give her a brother who is both more skilled than her and more favoured by there Father. But make so they actually have some fondness for one another so that her invideable failure is more painful.

... uh

There is... uh, a problem with that. And with Dukantha being her father. Or indeed anyone's father. A Lintha problem, if you will.
 
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Yep, you have to consider is lossing the increased mote regen worth the activation of the charm; like is this attack going to send me into a crash and do I need to use the anima relevent defensive charm, or is it worth the gamble of killing this guy or does he have another defensive charm up his sleeve that might leave me vunerable on the next action.
Uhh, unless you buff the Anima-drinking charms, most of them are going to need to be buffed a lot. Like say ABV giving you motes for each success you have on the damage/attack roll and maybe give more benefits to almost all combat actions. Granted, this could lead to some interesting charms especially Resistance("HURT ME MOAR FOR MOAR POWER").
 
... uh

There is... uh, a problem with that. And with Dukantha being her father. Or indeed anyone's father. A Lintha problem, if you will.

It seems as if you can easily substitute Dukantha in as their defacto adopted father. They could both be the offspring of a powerful Terresteial exalted who were raised and indoctrinated by Dukantha personally in order to ensure their loyalty after they exalt. The tension between Lintha-Azula and Lintha-Zuko could be that even though Azula is much better than Zuko she never exalts while he does. The realization that all your previous successes and skills are meaningless in the face of exalted power seems like a fantastic trigger for an Infernal Exaltation.
 
... uh

There is... uh, a problem with that. And with Dukantha being her father. Or indeed anyone's father. A Lintha problem, if you will.
Fuck. I knew forgot something. Bastard lacks the equipment.

Actually, considering that the Lintha are for the most part matriarchal, having the imagined Lintha-Azula utterly failing her mother would be more in theme.
 
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That seems reasonable, though mote pools might need a bit of tweaking size-wise. I was trying to keep in mind the fact that every Charm we've seen so far assumes a constant 5m/turn drip. Would you keep Willpower tied to stunts or not?

Willpower is the key gating factor for Sorcery and downtime charms like Tiger Warrior Training and so on, so I'd say that any change you make to willpower recovery should be made with a full understanding of the ramifications (And, in fact, I'd be interested to learn how ES and Aleph deal with that). You might make the totemic level 10m OR 1wp per round.

If I were to really go through with this for 3e, I might look into making powering up a Simple action for each level beyond glowing, and maybe look into adjusting the 5m threshold for triggering the anima through mote expenditure. Hopefully that would keep the charms which interact with your anima level from breaking too badly in either direction, and also feeds into ES' 'let's get dangerous' reasoning by putting in a kind of DBZ powerup thing you can do.
 
Kerisgame!VEE works rather differently. Specifically, it doesn't just magically go "bing" and grant their wish, you actually have to arrange for them to get what they want yourself. And then they owe you.

This is why Sasi has a habit of asking whether people want things and then working to give them to them - if you'd seen the pre-An Teng arcs, you'd notice her doing it to Keris herself once or twice.

For instance:

and

So it's less of a training charm and more of an obligation creating charm? How does that work for increasing Abilities and Attributes? If you have to train them yourself, does it increase the speed of training?
 
So it's less of a training charm and more of an obligation creating charm? How does that work for increasing Abilities and Attributes? If you have to train them yourself, does it increase the speed of training?

Oh, that's just pumping them full of Yozi Essence to make their wishes come true without any cost whatsoever to them apart from the obligation. Perfectly normal and scientific and only a little bit "You're now a Creature of Darkness and Native of Malfeas, now you come under the jurisdiction of the Laws of Cecelyne".
 
Not really? I mean, there are the ones that only work when your anima's up, but then there are also the ones that spend anima levels as an additional cost, which are kind of broken under this houserule, both because you can use them as much as you want, and because they let you quickly dump your anima down to nothing, eliminating one of the big downsides of going full totemic.

Also, if the maximum mote regen is still 5, it's a gigantic nerf with almost no upside, as opposed to the Kerisgame version, which pretty much triples the maximum mote regen you can reliably achieve in vanilla 2.5.

Eh.....

Okay, keep in mind that even in Vanilla 3e, you can damp down your anima to fuel an effect, build it back up(which can happen really fast, and then dump it again to fuel another such charm at the end of a fight or whatever, which also eliminates one of the big downsides.*

Anima flaring takes a bit more effort in 3e than it did in 2-2.5(needing to spend at least 5 peripheral to send you up one level), but it still happens, is still visible for miles if you go high enough, and can still be dropped with the Charms, depending on circumstances.

Honestly, the Kerisgame anima hack primarily breaks those Charms on the "can go up to any anima level at any time" part.

Off the top of my head, you could adjust it so that it takes a Simple Action or a Misc Action or whatever. Maybe adding on an initial Willpower or Mote cost(the metaphorical ignition needed to start the Anima) or requiring a certain number of DV refreshes pass between dimming your Anima due to a Charm and restarting it.

Which would add another level of tactical depth, having to balance the choice of keeping your mote recovery or if you should risk shutting it off temporarily to fire off a powerful Charm.


*Sorta. I mean, people still know that an Exalt was going all out in an area, which means that depending on where you are and what you've been up to, a Wyld Hunt could be on your ass in a hurry. They just wouldn't have a giant flashing neon sign to point them at their prey and be forced to rely on their years of experience and their own magics to track down and kill an Anathema.


... uh

There is... uh, a problem with that. And with Dukantha being her father. Or indeed anyone's father. A Lintha problem, if you will.

That's what Neomah are for.

.......

Can Lintha use Neomah or is that a cultural taboo? My grasp on them is pretty bad.
 
Oh god. I just had the best idea.

Okay, so the Lintha are messed up and I've been kind of considering how to salvage something from them - I could just slaughter them all, but that would get me into hot water with Kimbery, though technically so might rescuing them from a slow death to entropy and cultural poison. W/e, I'll deal with that later. The culture is basically unsalvageable for the most part; they're too racist, too psychotic and too proud to listen to Keris. I'm kind of thinking I'll probably just wind up stealing some of them with Theft As Release to wipe their memories of where they came from and then spirit them off to a terraformed island somewhere.

I'll still need to get some anti-Crippling tech to fix the obvious, and also - and this is the fun bit - find some way to boost their Breeding. Possibly via a Genesis ritual Working, probably sacrificing other Lintha as components to sort of concentrate the purity of the blood.

The thing I just realised is that I may well, potentially, be able to do this openly by playing Keris the Baptist, come straight from Kimbery herself. If you brave immersion in the baptismal font she uses, and you are strong enough and devoted enough to the Great Mother and worthy enough, you will rise purer of blood and stronger of spirit than ever. If you don't, of course, the Great Mother will kill you for your insolence and presumption.

Or, to put it another way, the Working has two effects; "increase Breeding" and "liquify for Breeding potential", can only do the former if it has enough of the latter as fuel, and Keris decides which one to activate based on how much of a problem the Lintha in question is going to be to her. :V

Sasi: "... I'm almost impressed at the ruthlessness of the scheme. And also the fact that you've managed to keep them from realising what you're doing."
Keris: "So mean! Anyway, I told them exactly what I'm doing! I just... omitted a few details."
Sasi: "... yes. You're good at that, aren't you? ¬_¬"
Keris: "^_^"

That's what Neomah are for.

.......

Can Lintha use Neomah or is that a cultural taboo? My grasp on them is pretty bad.
Their cult is intentionally designed to be self-destructive and doom them to a slow and drawn-out death (because they pissed off Kimbery by eating Lintha flesh/losing the War/existing). So it's likely that demons "pollute the purity of their blood" and thus it's horribly taboo. After all, look at how wrong some neomah-made babes turn out! That taint lurks in others, too. You can't trust those made by such unnatural methods.
 
Willpower is the key gating factor for Sorcery and downtime charms like Tiger Warrior Training and so on, so I'd say that any change you make to willpower recovery should be made with a full understanding of the ramifications (And, in fact, I'd be interested to learn how ES and Aleph deal with that). You might make the totemic level 10m OR 1wp per round.

If I were to really go through with this for 3e, I might look into making powering up a Simple action for each level beyond glowing, and maybe look into adjusting the 5m threshold for triggering the anima through mote expenditure. Hopefully that would keep the charms which interact with your anima level from breaking too badly in either direction, and also feeds into ES' 'let's get dangerous' reasoning by putting in a kind of DBZ powerup thing you can do.
Willpower for Sorcery is less of a deal in 3E than in 2e. You get back a point of it for successfully casting. With a 2-point stunt on any of your shape sorcery actions, you end up wp-positive for Terrestrial Spells (except summoning) and wp-neutral for Celestial Spells (again, excepting summoning).

I like the idea of having a "power up" action though.
 
Well, how about this:

Anima Banner: [....]An Exalt can reflexively display their cast mark (if they have one) and raise their Anima to the Glowing level. This allows them to regain two motes per turn. Raising their Anima from Glowing to Burning takes an Unleash Anima action, but allows them to regain four motes per turn. Raising their Anima from Burning to Bonfire takes another Unleash Anima action, but allows them to regain five motes per turn and gives them one Willpower per turn that has to be spent on an attack or on defense during that turn or be lost.

Unleash Anima: Only Exalts can use this action. The Exalt draws power from their soul to fuel their supernatural effort. They raise their Anima Banner from Glowing to Burning, or from Burning to Bonfire. This action can not be placed in a Flurry with an Attack or Full Defense, but it can be placed in a Flurry with any Simple charm, despite the normal inability of Simple charms to be placed in a Flurry.


There. A power-up action. It costs you your attack, but it can be combined with slipping into a stance, using Increased Strength Exercise and other such power-up charms. I made Glowing reflexive since displaying ones cast mark is pretty easy, and to prevent you from having to spend too many actions to ramp up to full power.
That leaves the question of what to do for mote regain for non-exalts (spirits mostly), and the balance of anima-spending charms.
 
Well, how about this:

Anima Banner: [....]An Exalt can reflexively display their cast mark (if they have one) and raise their Anima to the Glowing level. This allows them to regain two motes per turn. Raising their Anima from Glowing to Burning takes an Unleash Anima action, but allows them to regain four motes per turn. Raising their Anima from Burning to Bonfire takes another Unleash Anima action, but allows them to regain five motes per turn and gives them one Willpower per turn that has to be spent on an attack or on defense during that turn or be lost.

Unleash Anima: Only Exalts can use this action. The Exalt draws power from their soul to fuel their supernatural effort. They raise their Anima Banner from Glowing to Burning, or from Burning to Bonfire. This action can not be placed in a Flurry with an Attack or Full Defense, but it can be placed in a Flurry with any Simple charm, despite the normal inability of Simple charms to be placed in a Flurry.


There. A power-up action. It costs you your attack, but it can be combined with slipping into a stance, using Increased Strength Exercise and other such power-up charms. I made Glowing reflexive since displaying ones cast mark is pretty easy, and to prevent you from having to spend too many actions to ramp up to full power.
That leaves the question of what to do for mote regain for non-exalts (spirits mostly), and the balance of anima-spending charms.
Two actions to get up to Bonfire? Yikes. That completely kneecaps anything that relies on your anima, especially things that spend it. At the same time, the willpower gain is a humongous boost to all the combat charms that spend it, since in vanilla 3e it's hard to regain willpower in combat time. I think this distorts the system way more than you're expecting it to.
 
Two actions to get up to Bonfire? Yikes. That completely kneecaps anything that relies on your anima, especially things that spend it. At the same time, the willpower gain is a humongous boost to all the combat charms that spend it, since in vanilla 3e it's hard to regain willpower in combat time. I think this distorts the system way more than you're expecting it to.

That's why I mentioned adjusting the peripheral mote threshold in my post earlier. Given the bonus, maybe have it be so that spending 10 peripheral motes kicks you up to the next level much like it does now. That way, building anima is expensive enough to make the power up action worth it in certain circumstances, but you can also go straight to it if you have a truckload of motes to burn.

It doesn't HAVE to be 10. It could be 8 or whatever, the exact number is just spitballing at this point. It could also combo with the Unleash Anima action, where if you're using it together with a different charm and that gets you to the peripheral mote threshold it kicks you up a level too. So, Unleash Anima Flurried with ISE for four dots boost you straight to totemic.
 
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I've been reading the Autochthon and Alchemical books, and have a question. What exactly happens when a mortal dies? The soulgem captures the hun and po, but what happens to them afterward? Once you are a sodilite or a populat, are you forever stuck in that caste? Do soulgems circle the 8 nations?
 
Fuck. I knew forgot something. Bastard lacks the equipment.

Actually, considering that the Lintha are for the most part matriarchal, having the imagined Lintha-Azula utterly failing her mother would be more in theme.
Lintha Woman that go outside of Bluehaven also undergo that procedure so clearly she has to stay at home and that is the reason why she is sending her useless children out.
 
I've been reading the Autochthon and Alchemical books, and have a question. What exactly happens when a mortal dies? The soulgem captures the hun and po, but what happens to them afterward? Once you are a sodilite or a populat, are you forever stuck in that caste? Do soulgems circle the 8 nations?

Autochthonians render up the soul to Autochthon, who eats the po but permits the hun to reincarnate. Unfortunately, the current shortage of po souls means that there are a lot of hun souls stuck in holding tanks located at the Pole of Metal.

I don't think Autochthonians are stuck in a particular caste for life after life, but I can't recall an exact source for that belief. So please take it with some salt. However, I'm pretty sure that Autochthonians can be reborn elsewhere in the 8 Nations, though it has nothing to do with the circulation of soul-gems.
 
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