It's not just that- it's the utter change. She's nearly three thousand years out of date.

So, basically, it's more for the fish out of water thing than the 'everything I know and everyone I love is dead'.
 
Is too snowflakery for my tastes. If you go for this, please don't be a twilight at least. Great Engineer from a more enlightened age is something that has been done to death.


(In the other hand, a Dawn that herself finds in an Era where she can fight in real wars that actually matter and likes it despite herself is more interesting)
 
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Another solution, and this is my favourite, is to make it so that it's impossible to make a character who is not competent at one of the things you can do in the game; Magic Users kill people and take their stuff, high-CHA characters who can't themselves fight hire people to fight for them, etc. Fighters can still be useful in talking, Math Professors can assist Hackers with research, Talkers are useful labour for Builders, etc. And not just those few cross competencies; in the game about fighting, vector calculus, hacking, talking, driving, and building, every possible character is a useful contribution to fighting, solving vector calculus problems, hacking, talking, driving, and building things.
Now I want to see someone actually make this game..
I've been in a game like that (or almost like that). Notably, challenges we encountered including combat, math (including cryptology, probability, and orbital mechanics, and even collision vector estimates), hacking, talking (and listening!), driving (actually piloting spaceships, though there was a flying car ride if that counts), and building (mostly robo-shells, and modules for our space station). And my character somewhat covered something like 4 of the 6 items there, with different levels of competence. Other PCs did too, with different competences too.

What I noticed is that with a strong incentive to generalize like that, too often you have cases of 'anything past the first point in skills is a waste, raise the most generic attributes instead'. Basically everyone seemed to rush towards raising intelligence (the campaign was very cerebral; usually one would expect dexterity to be competitive for less cerebral campaigns).
One has to be very careful when designing a game/system towards making/encouraging generalist PCs.
 
EarthScorpion, how exactly do these Cargo Ships Move? Sail, Prop, or That kinda newish water intake Propulsion method?

I figure they use Essence Fuels for propulsion, but won't need as high a grade as the High Queen's vessel.

Depends on the design and whether they built the propulsion system themselves, or managed to salvage it from another one of the countless sunken ships which litter the ocean floor of Creation (the Imperial Navy pays a huge bounty for information on such things, and also offers official pardons - quite a few pirates have managed to get the Imperial Navy off their back with information on a Shogunate ship beached on some island).

But the most common designs are either fueled by air essence and generate a constant and controllable wind for the titanic sails masted on jadesteel masts, or are fuelled by water essence and shape the ocean to generate a current to carry the vessel along with them. The air essence ones are considered more useful because with some tweaks to the wind-makers, you can generate a constant wind to carry a fleet along with the flagship - but of course, they're harder to refuel in the West because the Imperial Navy controls more water-manses which generates the water-essence fuel to refuel the vessels and which basically work as coal points. As a result, the air-essence fuelled ships are the fleet flagships, while the flagships of the line tend to be water-fuelled.

And yes. That means that if you're running a pirate campaign in the West, it may be very tempting indeed for you to hit an Imperial Navy supply depot and make off with their stocks of mid-grade fuel which will go for several talents of jade on the trading markets, or which can be used to run most smaller things that require essence fuel for years on end and which might last one of those ships a month. And also get the wrath of the Imperial Navy after you.
 
Agreed on the "no Twilight" thing.

For real hillarity, make the character as close to a "normal middle-class person" as possible. Embrace the fact that the character experienced what is basically all comforts of modern life and only ever lived in a modern society.
Now, such a character would normally not get an Exaltation - but then again, there are plenty of real-life middle-class people who "seek adventure", and during one the character happened to earn a Solar Exaltation.

Now there's two roads you can go down:
- The character experienced the corruption of the First Age exalts first-hand after exaltation.
- The character remained naive about it before being suspended in time.


Well, let's stick as close as possible to the Fallout inspiration.
The character was a clerk who one day managed to expose some corruption without specifically looking for it. That corruption was swiftly dealt with, but earned the character an Eclipse exaltation (possibly by virtue of bypassing some obstacles). That elevated the character into the highest echelons of society, but they basically had no clue about those and were played like a fiddle by their fellow Exalts. One such play involved the experiment that froze them in time.
Five-thousand years later they wake up, with absolutely no clue what happened. They're a well-trained Exalt (experienced Solar, Essence 2 in 3E) - with the only combat experience being some sparring, the only bureaucratic experience being from massive organizations, travel-experience being "use a magical train or airship, or go hiking with my lunar mate" and all notions about society being five-thousand years out of date.
And then they go out into the wasteland Creation and change the world (at least their local part of it).
 
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And then they go out into the wasteland Creation and change the world (at least their local part of it).

For example, they manage to redecorate a small area of it red with the contents of their body after they get hit with a grand goremaul.

(brotherhood of jade op, ai spawn-camps new players, kills them with vastly unequal forces before they can level up. wtf op nef plz.)
 
nah mang

Clearly this naive young inexperienced innocent from a bygone era runs into a tough, skilled, powerful Dawn from the Age of Sorrows who takes them under their wing.

Said Dawn's personality should be selected for maximum hilarity. I suggest Cohen the Barbarian.
 
nah mang

Clearly this naive young inexperienced innocent from a bygone era runs into a tough, skilled, powerful Dawn from the Age of Sorrows who takes them under their wing.

Said Dawn's personality should be selected for maximum hilarity. I suggest Cohen the Barbarian.

Nah, it needs to be a Slayer, who has to have a red twin tails and tsun-rating of 9 at the minimum.

And of course the Eclipse must be a blue-eyed young man from the East, who is quite and retreating, but has a steel underneath it all...
 
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Could you elaborate some on How would you do this? Cross competencies?

My usual solution so far has been to tighten up the story/setting so that it focuses more on a few things so players don't keep trying to cover widely divergent competencies. My preferred settings are slow burn Guerilla war or Roaming pirate/smuggler ship. You can get a lot of movement, but your core competencies are straightforward. Fighting, deception, information gathering and escape.
Mine was (ostensibly) to make one masterstat, and give characters Traits to modify it. What I ended up doing was roleplaying everything, because I simply didn't have the experience to stat it out, but I think it was a good idea anyway.
On a more technical level, I'd say that the trick lies in limiting the range of values such that the highest attainable values do not make default values insignificant. In this way, a non-Talker is not wholly outmatched in contribution compared to a Talker. Additionally, the non-Talker should be able to contribute to the Talker's efforts in a significant manner. For example, if you're trying to run a Good Cop/Bad Cop interrogation, a mediocre Bad Cop to support a skilled Good Cop is going to be a lot better than the one skilled interrogator trying to play the role of Good Cop and Bad Cop at the same time.
This helped me codify another goal for my (very nascent) roleplaying system. Thanks.
Basically Horatio, I'm somewhat baffled by why you're trying to discuss a major rewrite of Exalted when you clearly have only a loose idea of what Exalted is.
Fun, obviously. If it's not fun for you guys, please tell me. I can take it elsewhere.
If you're out of Essence, it doesn't matter what Charms you have; you die. The whole "They only have 4-5 charms at a time" thing is insane in the first place (seriously, that's half a chargen Solar's total, that is basically no Charms at all), and the fact that they change them when they run out of motes doesn't really matter in a fight.
Ah, differences in understanding of Charms, then. I was under the impression that they could be construed as general superpowers, such as "the ability to throw lightning bolts", "the ability to punch really hard" or "the ability to gain temporary competence in a skill". (Which, with the Exalted of [temporary constellation] idea, could allow really cool combos, like teleporting with a lighting aura.)
Nah, it needs to be a Slayer, who has to have a red twin tails and tsun-rating of 9 at the minimum.

And of course the Eclipse must be a blue-eyed young man from the East, who is quite and retreating, but has a steel underneath it all...
Reference?
 
Oops, had these in multi-quote instead of Reply.
A reaction to something either so baffling or so stupid that one is at a loss for words.
Oh. I think the two times I gave them i did it because they looked cool, and were a new option to rate something. Maybe we should petition the mods for a rename.
If they took Man-Machine Weaving Engine and God-Machine Weaving Engine, and the right protocols.
Thanks, I hadn't known that. Can they do it simultaneously, for free?
Asuka and Shinji from Neon Genesis Evangelion.
Can't be. For one thing, Asuka's blond.
 
@Aleph Quick question. What would be the usual signs on an Infernal with a Leluqi as their Coadjutor? The only one I've been able to come up with is that their teeth and nails clink like glass against hard objects.
 
@Aleph Quick question. What would be the usual signs on an Infernal with a Leluqi as their Coadjutor? The only one I've been able to come up with is that their teeth and nails clink like glass against hard objects.
A leluq? Hmm. Gritty skin, almost sandpaper like, and perhaps a strange inner glow to the eyes. And, yes, crystalline teeth and nails. Also occasionally an expression of one beset by a deep headache brought about by their Coadjutor sulking for a week after losing a game of Gateway against them. :p
 
A leluq? Hmm. Gritty skin, almost sandpaper like, and perhaps a strange inner glow to the eyes. And, yes, crystalline teeth and nails. Also occasionally an expression of one beset by a deep headache brought about by their Coadjutor sulking for a week after losing a game of Gateway against them. :p
Thanks. Another one that came to me a second ago was that their irises either have a pattern in them like cut gem facets, or the edges look like the edges of jewel facets.

Completely unrelated, I imagine that this is what the memetic Ebon Dragon was singing when he announced the Reclamation.
 
Ah, differences in understanding of Charms, then. I was under the impression that they could be construed as general superpowers, such as "the ability to throw lightning bolts", "the ability to punch really hard" or "the ability to gain temporary competence in a skill". (Which, with the Exalted of [temporary constellation] idea, could allow really cool combos, like teleporting with a lighting aura.)
Except charms usually aren't that broad. You can probably get four or five charms out of "throw lightning", there are multiple charm trees dedicated to "punch hard", and for Ability-based exalts (i.e. not Lunars or Infernals) there are five charms per ability based on the idea of superhuman competency: First Excellency, Second Excellency, Third Excellency, and then splat-specific stuff such as Infinite (Ability) Mastery or the Sidereal charms that messes with target numbers.
Thanks, I hadn't known that. Can they do it simultaneously, for free?
Swap out any of their charms except for permanent charms like the Weaving Engines and the Perfected Lotus Matrix? Yes. For free? No.

Literally the first rule of surviving combat for Exalts is don't run out of motes. Paranoia combat, as @Jon Chung can testify, is based around loosing as few motes as possible while trying to maximize the amount of motes your opponents have to spend.

If you run out of motes, you cannot meaningfully attack. If you run out of motes, you cannot present a sufficient defense. If you run out of motes, you can't even run away.
 
Literally the first rule of surviving combat for Exalts is don't run out of motes. Paranoia combat, as @Jon Chung can testify, is based around loosing as few motes as possible while trying to maximize the amount of motes your opponents have to spend.

If you run out of motes, you cannot meaningfully attack. If you run out of motes, you cannot present a sufficient defense. If you run out of motes, you can't even run away.
This is why I like ES' and Aleph's anima hack; motes are plentiful for all sides, so the goal is to use clever charm combinations and proper strategy to land a good hit, rather than turtle up and wait.
 
This is why I like ES' and Aleph's anima hack; motes are plentiful for all sides, so the goal is to use clever charm combinations and proper strategy to land a good hit, rather than turtle up and wait.
Is that really a result of the anima hack? The point of a P combo is that it runs lean and defends from everything. Strategy isn't exactly going to get around one.
 
Is that really a result of the anima hack? The point of a P combo is that it runs lean and defends from everything. Strategy isn't exactly going to get around one.
The Mote reactor hack doesn't do anything to Paranoia combat. That's a problem much harder to solve.
I figured if running out of motes wasn't going to happen, then people would be more willing to spend them on actual fighting.

I guess crunch development isn't my thing.
 
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