That's what I thought. But I faintly remember writeups for other demons, are they collected somewhere as well, or should I exercise my Thread Combing Prana? :p
 
The Desk of Aleph
Well, yes. There's a reason for that. That's Aleph's document and I wrote a few of them in there (also, I think Revlid did some).
Did not. That's the Astrea doc. You and Revlid contributed to the Csend one.

You can find all of my publicly released Exalted homebrew via the tasteful and elegant link in my signature that says "Exalted homebrew". Except for the Kerisian demons, which are at the bottom of her character sheet (accessible via the Kerisgame link).
 
I'll admit that though I do like 3e, I want to give your changes to 2e a try as well.

(I particuarly want to try making a Slayer with Cytherea favored, which is part of why I'm asking whether there are any good Cytherea Charm trees. Although I'd settle for an Isidoros Charm Tree)
 
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.

The paranoia combo exists as a reaction to lethality, it's a statement along the lines of "I need this specific set of defensive counters available at all times or else the things I am trying to defend against instantly kill me in a game with no resurrections or takebacks, and everyone from extras and random wild animals up have the capability to do those things."

The problem of not spending motes to attack is a reaction to the paranoia combo, like "Because I need to spend my juice on not dying (otherwise, I die), my juice is actually my health bar and any juice I spend on trying to kill my opponent is effectively doing damage to myself, very likely more damage than I did to the enemy. Why would I do that when I can make him spend juice to not die simply by picking up this giant hammer which costs no juice?"

The mote reactor concept doesn't interact with either of these things, its intended function is to remove the incentive to stunt pointless bullshit to get motes, to normalize expected mote gain per unit time for balancing purposes and to make the anima banner do something other than serve as a global "hey guys I'm low on health kill me now" taunt. The dice bonus for stunts augmented by the style system is enough incentive to stunt stuff that matters, and stuff that doesn't matter doesn't get extraneous elaborate descriptions tacked on which serve no useful purpose.
 
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I'll admit that though I do like 3e, I want to give your changes to 2e a try as well.

(I particuarly want to try making a Slayer with Cytherea favored, which is part of why I'm asking whether there are any good Cytherea Charm trees. Although I'd settle for an Isidoros Charm Tree)

Hola!

That's the best write up of Izziy that I've ever seen and it includes one of more powerful Shintai charms that is in the series, though whether it's as strong Malfea's Demon-Emperor Shintai is up for debate. It literally turns you into a walking and talking singularity.
 
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I still want to play around with Metagaos myself!
 
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So I charted out the 3E Charms by Essence minimum, and the benefits Supernaling each one gives you at each Essence.

And I am pretty damn sure they didn't bother to think about this because holy shit are some Abilities way better than others.

Take a look here. I left out colors for Martial Arts because the sheer number of Charms screwed with the gradient calculation. Repurchases are ignored, because I didn't want to individually read every Charm description to be sure I found them all.
 
So I charted out the 3E Charms by Essence minimum, and the benefits Supernaling each one gives you at each Essence.

And I am pretty damn sure they didn't bother to think about this because holy shit are some Abilities way better than others.

Take a look here. I left out colors for Martial Arts because the sheer number of Charms screwed with the gradient calculation. Repurchases are ignored, because I didn't want to individually read every Charm description to be sure I found them all.
Well, you have to consider the fact that no one's buying an entire charmtree anyway. There are 39 Lore charms that you can get at E1 only if it's your Supernal, but practically speaking a character with Supernal Bureaucracy will probably have just as many high-essence charms. Supernal isn't "I get all of this stuff", it's "I can do this and this at chargen, and I'll be able to grab this before I hit E2". Supernal choices aren't balanced by the number of options available, but by whether there are enough high-essence shinies to be viable. Supernal Socialize characters are more varied than Supernal War characters, but it doesn't mean they're stronger.
 
Did not. That's the Astrea doc. You and Revlid contributed to the Csend one.

You can find all of my publicly released Exalted homebrew via the tasteful and elegant link in my signature that says "Exalted homebrew". Except for the Kerisian demons, which are at the bottom of her character sheet (accessible via the Kerisgame link).

*looks at Tenebral-Tainted Vision*

...were you reading up on Saya no Uta when you wrote this, Aleph? Because it looks like that sort of Charm.
 
I have to say, I really like the new evocation paradigm. It's kind of annoying that the artifacts I've brewed up aren't viable anymore, but the new system is just so much better. The new leaner charm trees are less of an XP-sink, and, critically, are much easier to homebrew. And the artifacts are so much more flavorful! I've updated Raging Boar to the new system, and honestly I like it a lot better. (I think I might need to bump it to Artifact 4, though.)

Raging Boar (Green Jade Breastplate, Artifact •••)

Raging Boar is ancient almost beyond reckoning. It was forged in the early days of the First Age, one of the many artifacts that emerged from the great factory-cathedrals. At the time, it was relatively unremarkable - a wonder, to be sure, but not a particularly unique or powerful one. Since then, it has passed through the hands of countless Exalts, and more than two dozen of its wearers have died in battle, including no fewer than three Terrestrials and six Raksha during the Balorian Crusade.

The centuries have changed Raging Boar. Its powers were originally straightforward, but gradually, as it bathed in the heart's blood of wearer after wearer, its magic of life and growth was tempered by an affinity for struggle. Today, it is a stubborn artifact, which becomes more powerful and more tenacious as its wearer veers closer to death.

Raging Boar has a single hearthstone socket atop the wearer's heart.

Evocations of Raging Boar

A Solar or Terrestrial Exalt may pay two extra motes when attuning Raging Boar, causing it to add her current wound penalty to the soak it grants.

Bloodied Resilience Plate
Cost:
2m; Mins: Essence 1; Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
When its wearer is wounded, Raging Boar's power surges. Tendrils of ironwood and green jade burst forth, forming an armored skirt and vambraces to better protect its wearer. This charm is activated reflexively after the Exalt suffers initiative crash or takes at least one health level of damage, and transforms Raging Boar into medium artifact armor for the rest of the scene, increasing its soak and hardness by 3 each and imposing a -1 mobility penalty. (The increased mote commitment is included in the cost of this charm.)
Furthermore, when Raging Boar's wearer is seriously injured, its power redoubles, and its physical form expands again. Armored bracers and greaves form around the wearer's limbs, and a light helmet forms around her head. This charm may be activated a second time when the wearer takes damage to a -2 health level and the first activation of Bloodied Resilience Plate is either already active or activated simultaneously. It transforms Raging Boar into Heavy Artifact Armor for the remainder of the scene, increasing its soak and hardness to +11 and 10, respectively, and its mobility penalty to -2.
At the end of the scene, the newly-grown pieces of armor wither and crumble to dust.

Beast-Body Reinforcement
Cost:
-; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
In addition to protecting its wearer, Raging Boar makes her heartier in and of herself. The Exalt gains an additional -2 and -4 health level while she wears it. Should she remove Raging Boar while these health levels are damaged, damage rolls down to the next remaining uninjured level. However, she need not fear death from this; it will at worst fill her Incapacitated health level with Bashing damage.
Furthermore, her stubborn vitality maintains itself even on the brink of death. When incapacitated by lethal damage, the Exalt usually survives even without treatment unless a foe deliberately finishes the job. However, this is not certain; sufficient overkill, or sufficiently unfavorable circumstances, may still kill the Exalt at the Storyteller's discretion.

Defiant Survival Stance
Cost:
- (+4m); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Bloodied Resilience Plate
Raging Boar's power is not wholly limited to absorbing damage. This charm permanently enhances its prerequisite, allowing the Exalt to spend an additional 5 motes with either activation. If she does so, she may ignore both wound penalties and mobility penalties to her defense for the rest of the scene.

Wounded Boar Resurgence
Cost:
- (+1wp); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Bloodied Resilience Plate, Beast-Body Reinforcement
When Raging Boar reaches its full size, the magics of life and growth it employs may spill over into the wearer, repairing her injured body. This charm enhances the second activation of Bloodied Resilience Plate. When it is activated, the wearer may spend an additional 1 willpower. If she does, she immediately rolls (Stamina) dice and recovers one bashing or lethal health level for every success rolled. Furthermore, for the rest of the scene minor injuries she suffers will rapidly repair themselves. At the end of every turn in which she lost initiative from a withering attack, she regains one point of initiative.

Striking From the Maw of Death
Cost:
10m, 2i, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Decisive-only, Perilous
Duration: Instant
Prerequisite Charms: Wounded Boar Resurgence
Even on the brink of death, Raging Boar's wearer can fight and survive. When her final health level is filled in by a decisive attack, she may use this charm to immediately make a decisive attack of her own against any enemy she can reach before her injuries bring her down. This attack ignores wound penalties, and if it inflicts at least one health level of damage, a combination of life-giving essence and sheer obstinance gives her the strength to survive - her final health level is immediately restored as if it were never damaged. This effect can heal even Aggravated damage.
 
Repurchases are ignored, because I didn't want to individually read every Charm description to be sure I found them all.
Ignoring repurchases throws the whole count off. Some of those are really good. You also have to consider essence-linked automatic upgrades to lower essence charms. Those can be incredibly significant.

And I am pretty damn sure they didn't bother to think about this because holy shit are some Abilities way better than others.
I'm pretty sure they have. It's just that they consider getting the Essence 3 charms immediately to be the most significant benefit. While I want E5 War charms, I can't really disagree. The essence 5 tricks are nice, but most of them require huge amounts of specialization. They also can't really compensate for not starting with character-defining charms like Worshipful Lackey Acquisition or Deadly Predator Method.

I don't disagree that some abilities are better choices, or at least more compelling ones, but the raw numbers are largely besides the point. Some aren't going to see as much use, but I don't think any are bad to take as supernal if they fit your character.
 
Ignoring repurchases throws the whole count off. Some of those are really good. You also have to consider essence-linked automatic upgrades to lower essence charms. Those can be incredibly significant.
If there are any you want me to add in, tell me. I was not especially inclined to read full charm descriptions of this enormously bloated charmset to find every example, but I'm not deliberately excluding them from the data either.

I don't disagree that some abilities are better choices, or at least more compelling ones, but the raw numbers are largely besides the point. Some aren't going to see as much use, but I don't think any are bad to take as supernal if they fit your character.
Blah blah if it fits your character do whatever roleplay don't pay attention to mechanics.

Yeah, sure, you can use that as an argument. It's a weak argument in general, and it really doesn't any water at all for design purposes when the Charmset is so lopsided that Lore has more E3 Charms than War has in total, and four abilities entirely lack E4 or E5 original Charms.

Edit: Also, the E3 Charms are ridiculously lopsided too.
 
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If there are any you want me to add in, tell me. I was not especially inclined to read full charm descriptions of this enormously bloated charmset to find every example, but I'm not deliberately excluding them from the data either.


Blah blah if it fits your character do whatever roleplay don't pay attention to mechanics.

Yeah, sure, you can use that as an argument. It's a weak argument in general, and it really doesn't any water at all for design purposes when the Charmset is so lopsided that Lore has more E3 Charms than War has in total, and four abilities entirely lack E4 or E5 original Charms.

Edit: Also, the E3 Charms are ridiculously lopsided too.
The point is that being lopsided doesn't really matter. How many E3+ charms are you really going to buy in your first 125 experience, anyway? That's only 15 favored charms worth of experience, for 30 total. And you have to buy all your low-essence prerequisites, too, of course. And your non-supernal charms, which you need unless you're going to be a ridiculous one-trick pony. Do you really think that even a War-supernal character is at risk of running out of good supernal charms to buy?
 
The point is that being lopsided doesn't really matter.
Really? The fact that Swordy McSword will still have room to buy more charms in his field long after General von General has run out doesn't matter?

The point is that being lopsided doesn't really matter. How many E3+ charms are you really going to buy in your first 125 experience, anyway? That's only 15 favored charms worth of experience, for 30 total. And you have to buy all your low-essence prerequisites, too, of course. And your non-supernal charms, which you need unless you're going to be a ridiculous one-trick pony.

Are you seriously arguing that there being very little to gain from Supernal War is made better by the fact that you'll naturally unlock E3 Charms -- the pinnacle benefits of War -- around the time you spend enough XP to get E3 Charms?

Or in other words, arguing that Supernal War not giving much isn't a problem because it's actually even worse than that?
 
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