Wouldn't making mote regeneration quicker actually make combats more turtly-eternal, as people would be more able to JustNope enemy attacks? There's little that is worth spending more than 8 motes on in a single attack, if anything.
 
The Mote Reaction hack only changes how you regain motes, becoming a base power of the anima instead of a effect of stunts. It doesn't change the regen speed.
 
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.
You are nissing the point of Paranoia combos. They point isn't just that they run lean. It's that they defend against everything while running lean. I can stack as many damage adders and status effects I want on my attack, but if they use a perfect defense and/or keyword defenses that means nothing. And if you have a p combo then you have those charms.

The Mote Reaction hack only changes how you regain motes, becoming a base power of the anima instead of a effect of stunts. It doesn't change the regen speed.
EarthScorpion's hack does.
 
The Mote Reaction hack only changes how you regain motes, becoming a base power of the anima instead of a effect of stunts. It doesn't change the regen speed.
I thought it provides more than 4 motes/DV_refresh under some conditions? Or was that a discarded idea / misremembering on my part?

You are nissing the point of Paranoia combos. They point isn't just that they run lean. It's that they defend against everything while running lean. I can stack as many damage adders and status effects I want on my attack, but if they use a perfect defense and/or keyword defenses that means nothing. And if you have a p combo then you have those charms.
Well, in 2½e it's a bit harder to defend against everything while running lean: perfects are now 8/use, and it takes 7 post-soak dice to make non-perfect defences non-competitive (soak up 6 dice for 6 motes + reduce minDamage for another 2 motes).
 
...I've got a slightly silly character idea now, inspired by the Fallout 4 trailer- First Age Solar, newly Exalted when the Usurpation happened, and escaped it because either her Lunar Mate or one of the Circlemates put her in suspended animation outside Fate. Suspended animation which she's only just come out of.

"So, yeah, I came from a city... it was a bit near the edge of Creation, but hopefully it wasn't damaged too badly by what was going on- why is everyone wincing?"
I feel like it would be better with a mixed circle. You could have the setup as something like this:

"A small group of newly-Exalted Solars were fleeing the fires of the Usurpation with the help of their Lunar Mates and a few dissenting Sidereals when they were ambushed by a group of (relatively) inexperienced Dragonblooded (some of whom were maybe a bit unsure about the whole kill'em all approach), and their revolutionary Sidereal leader(s). Wounded as they all were from fighting their way out of the original ambush, the loyal Sidereals made a desperate decision to do Something Stupid with Fate, casting the whole lot of them into Elsewhere for over two millennia. Eventually, the Pattern Spiders found the twist in the skein of Fate that was sustaining the banishing and decided to fix it, dropping all of them back into Creation. However, it dropped them directly into a hotspot of demonic, necrotic, or Wyld-based trouble, necessitating that they join forces to defeat this greater evil. Unfortunately, only [insert PCs here] survived the conflict, all of them horrified with the state of Creation in the Age of Sorrows and resolved to do their best to make it better."

This way, you could have the initial "dumped into Creation" play out as kind of a (largely demechanized) prologue, a bit like fleeing Lothering in Dragon Age 2. You could have the players desperately trying to escape [some Deathlord's citadel / a Fae court / the path of a rampaging behemoth / other overwhelming threat, delete as appropriate] as a hell of a start to a campaign. Also, you could have the players each make three or four character outlines to control during the "prologue" and let them decide which one they want to play, sacrificing the others to keep their pick alive during the escape. I feel that this would work best with an Eclipse in there somewhere to facilitate the initial enemy-of-my-enemy situation, but it could work just as well without one.

Fuck. After writing this out, I really want to play it. Anyone up for it?

Thoughts?
 
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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.

That's not a "problem" in the sense that sit-in-a-corner is though. It's a somewhat weird state, since the ability to increase Skills beyond the first skill point is pointless, but it doesn't itself create undesirable metagame situations. It's also a problem somewhat endemic to GURPS, where the point-efficiency of increasing IQ quickly outstrips the efficiency of increasing skills the more IQ-linked skills are relevant. It's also very noticeable in GURPS, since there's no general way to balance the costs and IQ covers nearly half the skills in the game.
 
Hell, now i want to play it too.
Seriously! Think of the possibilities! You could have internal drama based on who died saving who during the escape or the characters disagreeing on what about the First Age is worth bringing back! But at the same time, they are all so goddamn confused about what the actual fuck happened to Creation that made something like half of it just disappear into the Wyld, and why the Yozis suddenly have Exalts serving them, and why there are superghosts attacking Creation and why no one seems to be doing anything about this stuff! Where the fuck is the Celestial Bureaucracy and why hasn't the Realm Defense Grid been used to wipe Thorns off the goddamn map?
 
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That's not a "problem" in the sense that sit-in-a-corner is though. It's a somewhat weird state, since the ability to increase Skills beyond the first skill point is pointless, but it doesn't itself create undesirable metagame situations. It's also a problem somewhat endemic to GURPS, where the point-efficiency of increasing IQ quickly outstrips the efficiency of increasing skills the more IQ-linked skills are relevant. It's also very noticeable in GURPS, since there's no general way to balance the costs and IQ covers nearly half the skills in the game.
What would you think of having the base for all rolls be Essence? Then you could add an appropriate Skill or Attribute rating, with stunts letting you add both. I'm kinda cribbing off of the Lunars from the leak with this, but it seems like it might work.

Edit: I'm going with Essence because in the 3E leak you can't really powerlevel Essence, and it would scale fairly steadily as characters get more and more powerful.
 
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That's not a "problem" in the sense that sit-in-a-corner is though. It's a somewhat weird state, since the ability to increase Skills beyond the first skill point is pointless, but it doesn't itself create undesirable metagame situations. It's also a problem somewhat endemic to GURPS, where the point-efficiency of increasing IQ quickly outstrips the efficiency of increasing skills the more IQ-linked skills are relevant. It's also very noticeable in GURPS, since there's no general way to balance the costs and IQ covers nearly half the skills in the game.
It creates an undesirable metagame situation in that it encourages PCs to be built largely similar (particularly in the more cerebral campaigns like those I lately run and recently played in), and usually means that you need to optimize hard if you want to have an area in which you are significantly better than the party average with more-or-less the same IQ level while not wasting points. IQ being underpriced for generalists is not news, it's mostly the recognized consensus of SJGF. The problem is aggravated by the fact that as a Man-to-Man descendant, GURPS has a certain lack in the number of independent mental attributes.

Bringing this back to Exalted/Storyteller, we have Dexterity filling a similar role for anyone physically oriented: hitting, parrying, dodging, running, pickpockiting, lockpicking, balancing etc. - way too many things are covered by it, so basically the system encourages everyone to play the dextrous one, whether the knifey rogue, the graceful dancer, the balanced knight, the sneaky archer, the casty sorcerer, or even the burly barbarian.
This worsens the situation with choosing archetypes: if I pick the graceful archetype, my choice's impact is diminished, because everybody and her sister is also dextrous as my PC or (in rare cases) is 1 Dex lower; if I pick a bulky-clumsy archetype, I either pick Primary Physical and still get Dex4+ (thus betraying my concept), or I get punished by the system out of proportion for sticking to my concept.
 
Seriously! Think of the possibilities! You could have internal drama based on who died saving who during the escape or the characters disagreeing on what about the First Age is worth bringing back! But at the same time, they are all so goddamn confused about what the actual fuck happened to Creation that made something like half of it just disappear into the Wyld, and why the Yozis suddenly have Exalts serving them, and why there are superghosts attacking Creation and why no one seems to be doing anything about this stuff! Where the fuck is the Celestial Bureaucracy and why hasn't the Realm Defense Grid been used to wipe Thorns off the goddamn map?

I would avoid the 'bunch of randomly friendly Sidereal and Dragonsblood.' The first didn't happen because if the Fivescore Fellowship had missed any sympathizers, there would be no Usurpation. The second I would avoid because it means the players aren't scared/paranoia of all Dragonsblood. Confusion and paranoia are important for a game idea like this.

Also, a Storyteller whose willing to rewrite big portions of canon. You don't want the players to feel like they know more then their characters. Gem is the safest city in creation, while everything and it's mother has put a doom on Nexus. The Perfect of Paragon is deep in the Realms pockets, and The Church of Balor is the the last remaining bastion of truth and justice in the deep south.

Because a fish out of water story needs the fish to actually be out of the water.
 
I'm not so sure about the DB thing. If done right you could still have some of that drama. Though it would be tricky. The interparty drama would be lessened.

Actually, it could be really funny if it was all pro-solar DB and Bronze Sidereals that survived.
 
So here's my try at rewriting a couple of Charms to ditch legacy formatting, legacy use of Reflexive as a pseudo-Supplemental that originated just as a way to circumvent the combo rules, and ~natural language~.

Dipping Swallow Defense (Melee 1, Essence 1)
Prerequisites none
Cost 2m; Keywords none
Supplements parry attempt

Ignore all penalties on the parry attempt, except penalties from a surprise attack.

If the parry attempt is successful, gain 1i.

Excellent Strike (Melee 2, Essence 1)
Prerequisites none
Cost 3m; Keywords Uniform
Supplements Melee attack

Add +1s to the attack.

Cascade reroll each 1 on the attack.

One Weapon, Two Blows (Melee 2, Essence 1)
Prerequisites Excellent Strike
Cost 3m; Keywords none
Action Reflexive (Instant)
Requirement You make a withering attack that lowers an opponent's Initiative from greater than yours to less than yours.

Make a withering or decisive Melee attack against the same opponent.

Agile Dragonfly Blade (Melee 5, Essence 2)
Prerequisites One Weapon, Two Blows
Cost 3m; Keywords none
Supplements One Weapon, Two Blows

For the requirement of One Weapon, Two Blows, treat your Initiative as if it was 3 higher.
 
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I would avoid the 'bunch of randomly friendly Sidereal and Dragonsblood.' The first didn't happen because if the Fivescore Fellowship had missed any sympathizers, there would be no Usurpation. The second I would avoid because it means the players aren't scared/paranoia of all Dragonsblood. Confusion and paranoia are important for a game idea like this.
I didn't really think that bit out. What would you suggest as a way to let players play Sidereals or DBs while avoiding this stuff? Also, I was kind of assuming that there would be roleplayed tension between the Solar/Lunar group and the Sidereal/DB group during the majority of the campaign. Kind of a "I don't exactly trust you, but is sure as hell trust this fucked up world less" thing. But also, if they hadn't worked together, they all would have been killed by The First and Forsaken Lion or inhaled by Kamila. Not to mention the fact that they think that the PCs are the only people left who actually have shared history with them. Everything else that they would think of as familiar is gone.

Also, a Storyteller whose willing to rewrite big portions of canon. You don't want the players to feel like they know more then their characters. Gem is the safest city in creation, while everything and it's mother has put a doom on Nexus. The Perfect of Paragon is deep in the Realms pockets, and The Church of Balor is the the last remaining bastion of truth and justice in the deep south.

Because a fish out of water story needs the fish to actually be out of the water.
Again, I'm assuming that the players are good at roleplaying and keeping IC and OOC knowledge separated as best they can. I feel like moving the main continuity forward a bit (so that it's been 7 or 8 years since the Empress disappeared) and switching some things like you suggested might be enough though. That way you get changes like having Mnemon or the Roseblack on the Scarlet Throne or the Mask of Winters having conquered half of the Scavenger Lands.
 
Because a fish out of water story needs the fish to actually be out of the water.
Toss em at an Infernal; one that isn't a complete monster. For effect, make their past lives someone dear to them. So that the Infernal, who should a brutal and monstrous in terms of power, to emphasis that shit has happened and he isn't in Meru any more and that they have reason not to shank the Eclipse caste at the first sign of trouble, who doesn't favor Crafting, but spent a long time honing his technique so that he could become a master artiest.

EDIT: Monster, not idiot.
 
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Hmm, there are some decent ideas there, I like some of the Cytherea charms, I especially like the idea of her Mythos charm, The Infernals as a whole lack healing charms outside of SWLIHN and Kimbery.

But some of them need a reworking, most just cleaning up the wording and some re-working of the Growth Key-word. (I'm not sure that needs to be there, maybe it should be altered or ditched for something new.)
 
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I didn't really think that bit out. What would you suggest as a way to let players play Sidereals or DBs while avoiding this stuff? Also, I was kind of assuming that there would be roleplayed tension between the Solar/Lunar group and the Sidereal/DB group during the majority of the campaign. Kind of a "I don't exactly trust you, but is sure as hell trust this fucked up world less" thing. But also, if they hadn't worked together, they all would have been killed by The First and Forsaken Lion or inhaled by Kamila. Not to mention the fact that they think that the PCs are the only people left who actually have shared history with them. Everything else that they would think of as familiar is gone.


Again, I'm assuming that the players are good at roleplaying and keeping IC and OOC knowledge separated as best they can. I feel like moving the main continuity forward a bit (so that it's been 7 or 8 years since the Empress disappeared) and switching some things like you suggested might be enough though. That way you get changes like having Mnemon or the Roseblack on the Scarlet Throne or the Mask of Winters having conquered half of the Scavenger Lands.

If you want (a) Sidereal party (Sidereal's are RARE, even for Exalted, so you really shouldn't have a Sidereal party in a game that isn't a Sid game), simply have a mortal with them at the time Exalt.

Mixed Dragonsblood/Solar parties only work when the Dragonsblood are significantly older then the Solars, so that they start more powerful and are gradually eclipsed. If you want some Dragonsblood party members, make them Elderly (and hence badass) retainers on one of the Solars previous incarnations, or the loyal retainers of one of their circlemates.

It's unlikely the players are all from the same circle, unless an entire circle of Solar's had a TPK right before the Usurpation. That means, for instance, one of your players could be the just Exalted circlemate of the Hierophant (or similar), who would have a stable of Dragonsblood whose loyalty is guaranteed (and hence were all doomed during the Usurpation). He (or some other important even for a Solar Exalted) Eldar could have lent his newly incarnated brother a household staff including said badass Elder Dragonsblood Retainers.

That would also create some tension between the Dragonsblood and the Solars. They're theoretically servents, but they're both more experienced, and expendable. They're loyal to their long dead master, they're working with this patchwork circle out of loyalty to HIM. Team Solar wants to restore the Solar Deliberative, Team Dragonsblood want's the Solars to survive, restoring anything is to big and confusing an idea to really care about.

So their goals aren't aligned.
 
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Here's some more. For an extra lol, compare my version of Inverted Ego Mask below to how the one in the book talks about "piercing Guile" and "uncovering Intimacies" without ever actually saying what action it's talking about.

Battle Fury Focus (Resistance 5, Essence 2)
Prerequisites Willpower-Enhancing Spirit
Cost 5m; Keywords none
Action Simple (One scene)
Requirement You must be engaged combat or attempting to engage in combat. If you make a withdraw action the Charm ends.

Your combat-related dice pools are increased by +1d.

Your wound penalties are reduced by 1.

Your Intimacies related to combat are increased in intensity by one (up to +5 or -4).

You can only use social influence for commands related to combat or persuasion that's simple intimidation.

Whirlwind Horse-Armoring Prana (Ride 5, Essence 3)
Prerequisites Harmonious Tacking Technique
Cost 1m to 3m or 5m, 1wp; Keywords none
Action Reflexive (Instant)

Choose one:
- Pay 3m. You send your mount's tack, barding, and up to three weapons to Elsewhere.
- Pay 1m per round for up to three rounds. Each round you pay the cost, you call from Elsewhere (in order) your mount's tack, barding, and up to three weapons.
- Essence 3+ only: Pay 5m, 1wp. You call your mount's entire set of gear from Elsewhere.

You don't need to dismount to use this Charm.

If you know Glorious Solar Plate, you can use that Charm for 5m as a reflexive action when you use this Charm. Your mount gains the benefits instead of you.

Inverted Ego Mask (Socialize 5, Essence 2)
Prerequisites Penumbra Self Meditation
Cost 2m, 1wp; Keywords none
Action Reflexive (Instant)
Requirement An opponent succeeds on a read intentions action against you.

You supply false motives of your choice to the opponent's read intentions action.

If the opponent also determines one of your Intimacies, you may also supply a false context for that Tie or changed wording for that Principle. If you do, this remains as a false Intimacy for the purpose of opponents' read intentions actions (but not for other purposes) until the end of the story. If you experience Limit Break during that time, you gain it as an actual Intimacy until the end of the story.
 
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