Thanks for the feedback.

The eager mallet strikes me as a solution looking for a problem. There aren't very many Craft or Larceny rolls that use Strength to begin with. I can think of a couple of reasons to make one, but it still seems awfully narrow.

Yeah, that's why it's a 2-dot. It was inspired by the fact that Bracers of Universal Crafting only work for fine manipulation, and that Craft is no longer defined to be min(Dex/Per/Int). So forging a sword would reasonably be a Str + Craft, as would breaking down a wall. I agree this is still niche.

As for the cauldron, how are you supposed to work on your ideas in the cauldron if you can't think about them while they're in the cauldron?

When you're actively working with them you can think about them (and see them). The idea is to be a sort of mystical AutoCAD, but with a price.
 
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A few more artifacts. These are vaguely inspired by the question "what sort of stuff would I create with Words-as-Workshop Method", excluding generic "jade drills" and stuff already printed in 2E:

Two dots

This thin rod of crystal glass contains a line of mercury alloyed with trace amounts of moonsilver. When vibrating, it shimmers with color; exposed to music, this produces an interesting if generally useless visual accompaniment. However, when a mote of essence is fed into it its operation reverses, and it converts the light exposed to it back into sound. Paired with a device capable of trapping or recording the light generated, it could be used to record and replay sounds or music. Capped with electrum, it has a tendency to produce sparks alongside the colors (some scholars have speculated this could be useful in some way, but the suggestion is generally ridiculed).

The bristles of this paintbrush are taken from animals born in Air-aspected demesnes or that live in burrows near deposits of blue jade. When twisted in just the right way as it is stroked through space, its paint is suspended in the air. While some adventurous artists have attempted to use this to produce novel paintings, this has rarely been successful due to the fragility of the result and the difficulty in transporting it. Instead, it primarily finds use in carpentry and construction as an outlining tool. For any applicable major or superior project, this eliminates the cost to create a crafting slot, although superior project slots still require fusing.

Each spirit whistle is attuned to a particular type of spirit that can dematerialize (such as a god, demon, or ghost). Its sound is deeply unpleasant to dematerialized spirits, and they have a Major Intimacy of dislike for it. Blowing the whistle can be used to attempt to convince them to leave or materialize… but can also lead to them attacking the user.

The frame of this loom is constructed of elinvar wood harvested from trees grown in the crater of a fallen star, and its reed is made of starmetal. The frame is nonstandard and at certain places contains four or more beams at mutual right angles. When used to weave a tapestry, the weaver can weave and re-weave it over and over until it contains an entire animated scene or story. People observing the resulting tapestry see its threads shift and vary to animate the woven scene. (Possibly 3 dots instead.)

Four dots

This lamp is made of pure orichalcum. When filled with oil that has been used to grease a mechanical contraption, to clean a sword, or for some other maintenance task, its light allows communication with an artifact made out of the magical materials. Under this light messages scribed onto the artifact in ink will burn off, to be replaced by a response in glowing golden letters.

Artifacts spoken to with this lamp will communicate only in the language and terminology of their creators; communication with First Age artifacts requires an (Intelligence + Lore) roll at a difficulty of 5 + the artifact's rating (8-10 for N/A). If successful, communication reduces the difficulty of repair rolls by 2.

Five dots

A metacreation workshop harnesses the power of the Wyld to allow Exalted artisans to apply their skills to wholly inappropriate crafts. Each is of unique design, incorporates several of the magical materials (especially starmetal), and at its core must contain a bound-but-living raksha.

Each metacreation workshop is associated with a pair Craft subskills, and allows the artisan to use her skill with the first to produce works of the latter. For example, one workshop may let her weave a sword; another could let her forge a cake. For every two motes she commits to the workshop, she may use one dot of the input skill in producing a work of the output skill. This pair of skills cannot be changed after the creation of the workshop.
 
Adorjan = Adorjani
Malfeas = Malfean
She Who Lives in Her Name = Pyrian
Cecelyne = Cecelynian
Ebon Dragon = Ophidian

Why reinvent the wheel when we already have five perfectly good terms for "related to a specific Yozi"?
 
Can Bluesids use the additional Performance Successes provided by their Anima Banner to enhance their Dodge DV if they have Defense of Shining Joy up?

I ask because I've heard mention of Bluesid dance battlers being really effective, but I hadn't realized the potential until I read DSJ.

Amusing fact: This was the original "2-7 mote-positive filter" in Exalted 1. Take a Sidereal, give him Blade of the Battle Maiden, Joy in Adversity Stance, Impeding the Flow and Dance of Shining Joy. Be a Serenity Caste. If someone took a swing at you, try to dodge it with your automatic dodge with large autosuccess boost. If that worked, gain motes from Joy in Adversity Stance, shrug. If that didn't work, look how much is left after your dodge took a massive chunk out of it. If it's still pretty big, pop Impeding the Flow and kill it for 3 motes, if not, parry it down to zero with a saved manual parry and/or Five-Dragon Blocking and gain motes from Joy in Adversity Stance. Keep Serenity in Blood in reserve for stopping Accuracy Without Distance. As long as the enemy had a less than 50% chance of forcing you to pop Impeding the Flow, you were immortal.

And people wonder why I think paranoia combat started there instead of the 2E corebook.
 
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Amusing fact: This was the original "2-7 mote-positive filter" in Exalted 1. Take a Sidereal, give him Blade of the Battle Maiden, Joy in Adversity Stance, Impeding the Flow and Dance of Shining Joy. Be a Serenity Caste. If someone took a swing at you, try to dodge it with your automatic dodge with large autosuccess boost. If that worked, gain motes from Joy in Adversity Stance, shrug. If that didn't work, look how much is left after your dodge took a massive chunk out of it. If it's still pretty big, pop Impeding the Flow and kill it for 3 motes, if not, parry it down to zero with a saved manual parry and/or Five-Dragon Blocking and gain motes from Joy in Adversity Stance. Keep Serenity in Blood in reserve for stopping Accuracy Without Distance. As long as the enemy had a less than 50% chance of forcing you to pop Impeding the Flow, you were immortal.

And people wonder why I think paranoia combat started there instead of the 2E corebook.
Interesting tidbit. Everything I've learned about 1st Edition kinda makes me wish I had been playing Exalted when it happened, rather than buying the Corebook right at the end of 2e's lifecycle like I did.

On further contemplation, I'm pretty sure only the Second Excellency can use successes to enhance an unrolled value. So the answer is probably no to my question? Unless I'm reading it wrong, and my initial thought was right.
 
On further contemplation, I'm pretty sure only the Second Excellency can use successes to enhance an unrolled value. So the answer is probably no to my question? Unless I'm reading it wrong, and my initial thought was right.

This is mistaken. Defense Values are not unrolled, they are a dicepool that are abstracted into an average to cut down on the amount of rolling that has to be done and prevent characters from dying to a random roll of the dice because they ended up with a botch while defending. You could, absolutely, instead roll your defense dicepool instead if you wanted, although it'd be a houserule in that case.

Defense of Shining Joy mechanically declares that your Dodge Defense Value is equal to (Dodge+Performance+Dexterity+Essence)/2. Performance autosuccesses are part of your dicepool. Therefore, the Serenity Anima Power of granting Performance autosuccesses equal to the Serenity's (Essence) adds directly to the DDV of anyone using Defense of Shining Joy.

Also, all Reflexive Charms can be used in 2nd Edition to boost a DV, Excellencies and perfect defenses are usually the only ones worth noting.
 
What is the upper limits of what a mortal society could make in terms artifacts? My craft game is weak, so use small words;)
 
Three dot artifacts, made really slowly and painfully.

(Well, going by 2e rules anyway. Lore wise it may depend of your Creation)
 
What is the upper limits of what a mortal society could make in terms artifacts? My craft game is weak, so use small words;)

To create a (rating) artifact you need (rating+2) level appropriate skills, including at least one craft. Rolls are also very slow.

So yes, a mortal society can make the artifact armours and weapons in the corebook. Well, the simple 'this is a better sword/polearm/armour' stuff anyway.
 
Except for the part where the design and key elements are Autobot's doing, and Autobot's craft tree at a minimum matches that of a hypothetical infinite-XP solar.

Eh, no.

If you go by 2nd edition, then sure.

But in 1st edition, Alchemicals were the products of five different societies in Autochtonia, working together constructing their Humaniform-Deity-Machine, while carefully guarding their secrets from the other groups.
 
This is mistaken. Defense Values are not unrolled, they are a dicepool that are abstracted into an average to cut down on the amount of rolling that has to be done and prevent characters from dying to a random roll of the dice because they ended up with a botch while defending. You could, absolutely, instead roll your defense dicepool instead if you wanted, although it'd be a houserule in that case.

Defense of Shining Joy mechanically declares that your Dodge Defense Value is equal to (Dodge+Performance+Dexterity+Essence)/2. Performance autosuccesses are part of your dicepool. Therefore, the Serenity Anima Power of granting Performance autosuccesses equal to the Serenity's (Essence) adds directly to the DDV of anyone using Defense of Shining Joy.

Also, all Reflexive Charms can be used in 2nd Edition to boost a DV, Excellencies and perfect defenses are usually the only ones worth noting.
Mistaken? The description of enhancing unrolled values refers to them pretty explicitly:
Core 183 said:
Characters can also use this Charm to enhance unrolled uses of the relevant Ability, usually to increase a Defense Value, for example, by increasing (Dexterity + Dodge) to protect against a physical attack
Or here:
Core 185 said:
For unrolled activities such as DV . . .
 
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Except for the part where the design and key elements are Autobot's doing, and Autobot's craft tree at a minimum matches that of a hypothetical infinite-XP solar.
That is because Holden did not, and does not understand Infrastructure or issues of Scale, which are the primary keystone to understanding the Alchemical Exalted. It is his "there is no Bureaucracy system" of 2e, and you would be well-advised to take anything he says about the subject with a grain of salt, because this is the same man who ALSO broke the "you cannot be Exalted Twice" rule within mere pages of being handed the reins to the Autobots book even before that awful short fiction. It is fanwankery of the highest order, even beyond the part were he then went on to spin up his own version of "someone steals the secrets to Exaltation" bullshit plots to create backstory for both the Exigents and the Getimens of Ex3.

Like, lets take a deep, critical look behind why Demiurge exists: It is an attempt to justify out why a single Solar cannot simply stealth inside Autochthonia, steal the secret of Alchemical Exaltation from all five of the Sodalities under the heaviest guard and secrecy they are capable of as a society, and duplicate it themselves elsewhere. Okay fine, fair enough, assuming good faith here Holden was trying to treat Exaltation as a setting-meaningful subject, and one which should remain meaningful. But in the event you even have the full thaumaturgical recipe at your disposal, what are the 1e requirements to make an Alchemical in the first place?

- One, a suitably Exaltation-worthy soul and a soulgem to contain it. Someone with a long and thorough history of generations-spanning heroic deeds which will resonate with the Caste it is being used to energize. It must explicitly be that of a mortal human being, because Celestial Exalted gain their power through one-off feats of world-shaking importance, inherently incompatible with the process.
- Second, rare and valuable clays, waxes and various other materials culled from the Far Reaches of Autochthon's own body, which even the Eight nations themselves with all their sprawling economies have difficulty keeping in ready supply to meet the demand. That is before you factor in the Magical Materials costs numbering in the multiple 5 Resource dot purchase ranges.
- Third, you need a Vats complex for the assembly of these materials, which requires not only a Manse-equivalent structure rated as 4+ dots, yet another 5 dots of Resources to build it, but also a staff of highly skilled thaumaturge-technicians trained for maintaining and operating it, using regular infusions of 4-5 dot Resource purchases with every use of the complex, not just those intended to install Charms and upgrade Essence scores.
- Fourth, actual Charms this time, which are system-wise treated as interchangeable with Artifacts of a rating equal to the Essence minimum listed. So those require exotic materials and assembly as well, starting with a minimum 8 dots worth even for a single Alchemical with what could be seen as "chargen" competency.
- Fifth and finally, you need access to Autochthon himself, and the thought-lightning cables from his Godhead to weld the soulgem and body together as one. Its explicitly noted that Alchemicals flatly cannot be constructed within Creation without the Great Maker's presence there, which means that either "Exaltation" as a concept is deeply connected to Autochthon's domain of power similarly to that of Malfeas and vitriol acids, or it requires directly tapping into his power as a component of the process beyond the "spark of life."

That is by no means an easy list of things to accomplish, and this whole production delivers you only One Exalt, not even an entire batch of them. This is the refined process of almost five thousand years of advanced industrial processes, literally twice as long as modern civilization, using extremely high-end material costs and a setting-locked access requirement. We're looking at well beyond "I have CNNT, Words-As-Workshop and Wyld-Shaping Technique, I think I can make this happen."

But lets even set all that aside, and assume our hypothetical Craftmaster Ultrathief Solar somehow has all of these things by hook or by crook, by developing some kind of means to not only subvert one of the existing Vats inside Autobot to her will and convey a sizable enough amount of Wyld-shaped materials in there with her, to kickstart assembling her own independant Alchemical army literally within the guts of the primordial himself. With the sheer SCALE of the planning, logistics and infrastructure being put to work here, that Solar could be making literally any other thing she conceivably wants and it would be similarly setting-redefining for the costs and time she has been investing into it, not to mention the ST permission for it to actually come to pass to begin with.

There isn't anything particularly special about setting "rules" when you hit that point of sweeping permissiveness and readily-available means to accomplish goals. It could have been a fully-functional Directional Titan, or a new Five-Metal Shrike, or even carving out a Realm Defense Grid of her own. It could BE another, entirely brand new Exalt-type for that matter, one unconnected to Auotchthon at all, given how this all is naturally dependent on the Seal being broken from the outset to permit the knowledge of it being Possible.

At the point where "making an Alchemical Exalt" is a valid approach to a problem, you are well beyond the average scope of the common campaign and the structures of the setting to maintain its internal consistency anyway. So looking at that considerable list and saying "that doesn't sound like enough shitwork to dissuade anyone, lets add another complication to the mixture, which takes the most unique and defining aspect of this Exalt-type and actively undermines its value into an aesthetics footnote mincing over whose hands hold the tools," shows a Shocking lack of awareness or insight towards the material.

And then he goes and makes Independent/Exalt-created Exalts a thing anyway. Guess it just sucks to be mortals with literally any amount of time or resources, doesn't it?
 
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You just send swarms of 2e nWoD neonates after that Solar, they get like one lethal damage per half hour in the sun and no dice cap, numbers will get to them eventually :V
Yes but then they count as a battle group and suddenly become incapable of tying their shoelaces :(

You have to make sure the Solar knows their names and their unique backgrounds first
Man now I actually want to write up a battlegroup of Vampire neonates.

And throw it at my Gloam players.

Their tears will be delicious.
/me coughs pointedly.

I will make no apologies.

Mekhet Draugr

This beast is almost feral, but possessed of a devious, predatory cunning. Her long black hair are matted with blood, and her flesh speckled with red. Her mouth is slightly unhinged, showing two protruding canines. She seems to be always cast in shadows, and is easy to forget when not looking at her. She has spawned dozens of lesser vampires which she keeps enslaved to her own blood, and revels in their bestial adoration.

Essence: 2; Willpower: 6; Join Battle: 11 dice
Health Track: -0x1/-1x2/-2x2/-4/Incap
Actions: Stealth: 11 dice; Senses: 9 dice; Command: 8 dice; Tracking: 7 dice; Threaten: 4 dice

Combat:
Attack (Claws): accuracy 14, damage 10
Attack (Grapple): accuracy 10, control 7
Combat Movement: 8 dice
Evasion 5, Parry 5
Soak/Hardness: 3/0 (Unarmored)

Special Powers:


Blood-Sucking Bite:
Every health level of damage inflicted by the Vampire to an enemy in a grapple restores one health level of damage he's suffered.

Faster Than A Heartbeat:
Once per scene, may add two automatic successes to a combat movement check. If it is a rush, success allows the Mekhet to immediately catch up to close range of the target.

Quicker Than Lightning:
Once per scene for one turn, may act as if Initiative were four higher than it is. The Mekhet gain two automatic successes on attacks against opponents who have yet to act on this turn, and +2 Defense against attacks by opponent who act after them. Reset by a successful Blood-Sucking Bite.

Dark Side Of The Night:
The Mekhet uses her stealth pool as her Join Battle pool. If she wins Join Battle, she automatically goes under stealth.

Merits:


Frenzy:
a Nosferatu who enters his -2 health levels enters frenzy, and suffers no wound penalty, instead adding her wound penalty to his attack and damage rolls.

Blood Scent:
Vampires add three successes on any Perception roll to sense the presence of spillt blood; when specifically attempting to detect or track a character who is bleeding, they gain one automatic success for each point of wound penalty that character is suffering.

Flaws:


Bane of Day:
The Nosferatu takes one level of lethal damage for every minute spent under the sun, and flee its presence.

Bane of Fire:
Individual vampires suffer aggravated damage from fire. Vampires undergoing routs from fire-based attacks raise the difficulty of the check by 1.

Larvae Swarm


These wretched creatures barely look human anymore. Their pallid, bloated flesh is veined with dark, and their bulging eyes have a glassy look to them. When at rest they wriggle on the ground like great worms, but the mere hint of blood is enough to rouse them to attention; their many jagged fangs drool on their chins while they hunt, moving on all four until the moment to rise for the strike.

Essence: 1; Willpower: 4; Join Battle: 6 dice
Size: 2; Might: 1; Drill: Poor
Magnitude Track: [ ][ ][ ] [ ][ ][ ] [ ][ ][ ] [ ] (= x10)
Actions: Senses: 6 dice; Tracking: 5 dice; Threaten: 5 dice

Combat:

Attack (Tear It Apart): accuracy 13, damage 14
Attack (Suck It Dry): Accuracy 11, damage 16
Combat Movement: 6 dice
Evasion 4, Parry 4
Soak/Hardness: 4/0 (Unarmored)


Special Attacks:

Blood-Sucking Bite:
Every point of health damage inflicted by a larva's Suck It Dry attack against a crashed character restores one point of Magnitude to the group.

Stronger Than A Rushing Tide:
Once per scene, may declare Vigor while performing a Tear It Apart attack against a crashed character. Success adds two automatic health levels of damage. Reset by a successful Blood-Sucking Bite.

Merits:


Blood Scent:
Vampires add three successes on any Perception roll to sense the presence of spillt blood; when specifically attempting to detect or track a character who is bleeding, they gain one automatic success for each point of wound penalty that character is suffering.

Frenzy:
If the larvae succeed on their rout check upon losing one Size, they enter frenzy. They ignore all penalties from fear and gain +2 die to all attack, damage and combat movement rolls for the rest of the scene.

Flaws:


Bane of Day:
Larvae take one level of lethal damage for every half-hour they spend under the sun, and flee its presence. The first time in a scene a larvae battle group is exposed to a Solar anima at the bonfire level, they undergo an automatic rout. That effect may be removed through careful training.

Bane of Fire:
Individual larvae suffer aggravated damage from fire. Larvae undergoing routs from fire-based attacks raise the difficulty of the check by 2.


Ventrue Huntmaster


This man was once a lord of the wild, forsaken barbarians of the East. There is still a haughty look in his face and he carries himself with pride, but it is now mixed with a feral hunger. His face is handsome, but his shoulders and forearms show the trace of many scars - mainly cuts and burns. He leads a pack of younger vampires into battle, hurling javelins while they move into melee.

Essence: 2; Willpower: 7; Join Battle: 7 dice
Health Track: -0x2/-1x3/-2x2/-4/Incap
Actions: Command: 8 dice; Senses: 6 dice; Tracking: 7 dice; Threaten: 6 dice, Stealth: 5 dice

Combat:

Attack (Dagger): accuracy 13, damage 10
Attack (Javelins): accuracy 13 at close range, damage 12
Attack (grapple): accuracy 11, control 7
Combat Movement: 6 dice
Evasion 3, Parry 5
Soak/Hardness: 6/0 (Chainmail)


Blood-Sucking Bite:
Every health level of damage inflicted by the Vampire to an enemy in a grapple restores one health level of damage he's suffered.

Harder Than Death:
Once per scene, the Ventrue may increase his soak by 3 against a withering attack, or reduce the raw damage of an incoming decisive attack by 2. Reset by a successful Blood-Sucking Bite.

Mesmerize:
Once per scene, the Ventrue may roll 9 dice against the Resolve of an opponent in Initiative crash, adding two automatic successes if he caused that Crash. If successful, the opponent is put in a trance; they will take no further action unless they suffer lethal damage, and they will have Defense 0 against the Ventrue's grapple attack.

Merits:


Frenzy:
a Ventrue who enters his -2 health levels enters frenzy, and suffers no wound penalty, instead adding his wound penalty to his attack and damage rolls.

Blood Scent:
Vampires add three successes on any Perception roll to sense the presence of spillt blood; when specifically attempting to detect or track a character who is bleeding, they gain one automatic success for each point of wound penalty that character is suffering.

Flaws:


Bane of Day:
The Nosferatu takes one level of lethal damage for every minute spent under the sun, and flee its presence.

Bane of Fire:
Individual vampires suffer aggravated damage from fire. Vampires undergoing routs from fire-based attacks raise the difficulty of the check by 1.


Gangrel Pack


These were once berserkers, warriors working themselves into a battle rage through training and drugs. They need no drug now; the rage is part of them, shifting under their skins. They have discarded their weapons; when at night they prowl their domain for prey, the hide of their hands hardens, and their nails turn into great talons.

Essence: 1; Willpower: 6; Join Battle: 7 dice
Size: 1; Might: 2; Drill: Average
Magnitude Track: [ ][ ][ ] [ ][ ][ ] [ ][ ][ ] [ ][ ] (= x11)
Actions: Senses: 7 dice; Tracking: 8 dice; Threaten: 5 dice, Stealth: 5 dice

Combat:

Attack (Claws): accuracy 14, damage 13
Attack (Suck It Dry): Accuracy 12, damage 15
Combat Movement: 6 dice
Evasion 4, Parry 5
Soak/Hardness: 10/0 (Breastplate)


Special Attacks:


Blood-Sucking Bite:
Every point of health damage inflicted by a vampire's Suck It Dry attack against a crashed character restores one point of Magnitude to the group.

Harder Than Death:
Once per scene, the Gangrel may increase their soak by 3 against a withering attack. Reset by a successful Blood-Sucking Bite.

Merits:


The Red Surrender:
When reduced to Size 0, this battlegroup may spend one Willpower and make a rout check. On a success, they reform with Size 1, Poor Drill, perfect morale, and +1 die to attacks, damage and combat movement for the rest of the scene.

Blood Scent:
Vampires add three successes on any Perception roll to sense the presence of spillt blood; when specifically attempting to detect or track a character who is bleeding, they gain one automatic success for each point of wound penalty that character is suffering.

Flaws:


Bane of Day:
Vampire take one level of lethal damage for every ten minutes they spend under the sun, and flee its presence. The first time in a scene a vampire battle group is exposed to a Solar anima at the bonfire level, they must roll for rout at Difficulty 2. That effect may be removed through training.

Bane of Fire:
Individual vampires suffer aggravated damage from fire. Vampires undergoing routs from fire-based attacks raise the difficulty of the check by 1.

Ghoul Hounds


These are the faithful companions of the gangrel hunters. These dogs, trained for hunting the fiercest of beasts, have drank vampiric blood, and now hunger for a more human prey. As long as they are fed often enough, their violence can be channeled easily; they seem possessed of an intelligence far more acute than any common dog.
Essence: 1; Willpower: 4; Join Battle: 4 dice
Size: 1; Might: 1; Drill: Poor
Magnitude Track: [ ][ ][ ] [ ][ ][ ] [ ][ ][ ] (= x9)
Actions: Senses: 6 dice; Tracking: 7 dice; Stealth: 3 dice

Combat:

Attack (Bite): accuracy 11, damage 12
Attack (Grapple): Accuracy 8 (7 dice to control)
Combat Movement: 8 dice
Evasion 5, Parry 4
Soak/Hardness: 6/0 (Breastplates)

Harry:
On the turn that a hound moves into close range of an enemy, if it deals 5+ damage to them with a withering attack, that enemy cannot disengage or withdraw on their next turn.

Pack Hunting:
When the hound attacks an enemy, it adds one automatic success to the attack roll for each allied pack member in close range to that enemy, to a maximum of three successes. A gangrel hunting pack and a huntmaster count as an ally each. On a decisive attack, it may also pay a point of Willpower to add that many dice to the raw damage of the attack, representing its packmates joining in the attack.

Hold at Bay:
After successfully impeding a foe's movement with its harry attack, the canine may pay a point of Willpower to reflexively attempt to grapple them, converting extra successes on the attack roll to bonus dice on the control roll. The hound can only restrain or savage an enemy clinched this way—it cannot throw, slam, or drag them. Grappling in the case of this battle group represents multiple dogs holding onto and tearing into their quarry.

Foe-Maiming Guardian's Fangs:
Once per scene when the canines make a decisive bite attack against an enemy who has attacked or threatened its master, they may apply the double 10s rule to the damage roll. If they are is currently suffering any wound penalties due to a confrontation involving that enemy, then his wound penalties are added as bonus dice to the pack's attack roll.

Nosferatu Warleader

Undeath twisted this woman's visage into a mask of horror akin to the demon-masks of her childhood's theater plays. Her lips upturned, four fangs raising from her upper and lower jaw, her eyes shine golden when the hunger frenzy overtakes her. There is an aura of darkness, of danger always surrounding her, but the years she spent fighting in the front lines of the Legions make her a respected leader; she still carries her spear and shield, beaten and chipped though they may be.

Essence: 2; Willpower: 6; Join Battle: 7 dice
Health Track: -0x1/-1x2/-2x2/-4/Incap
Actions: Command: 7 dice; Senses: 6 dice; Tracking: 7 dice; Threaten: 6 dice, Stealth: 5 dice

Combat:

Attack (Sword): accuracy 11, damage 14, minimum 2
Attack (grapple): accuracy 9, control 10
Combat Movement: 6 dice
Evasion 3, Parry 6
Soak/Hardness: 8/0 (Chainmail)

Blood-Sucking Bite:
Every health level of damage inflicted by the Vampire to an enemy in a grapple restores one health level of damage she's suffered.

Stronger Than A Rushing Tide:
Once per scene, may declare Vigor to supplement a decisive attack. If successful, add three automatic health levels of damage. This effect is reset by a successful Blood-Sucking Bite.

Dread Presence:
All characters within short range of the Nosferatu are treated as having a Minor Tie of Fear towards her for the purposes of her own social influence. This effect may be resisted by spending one Willpower.

Face of the Beast:
Once per scene, the Nosferatu may roll 10 dice against the Resolve of an opponent within short range, adding one automatic success if he is in Initiative Crash and one automatic success if she is the cause for that Crash. On a success, the opponent must spend one Willpower every time he wishes to attack the Nosferatu, as he is overcome by fear. This effect may be resisted for one scene by spending two Willpower. This effect is reset by a successful Blood-Sucking Bite.

Merits:


Frenzy:
a Nosferatu who enters his -2 health levels enters frenzy, and suffers no wound penalty, instead adding her wound penalty to his attack and damage rolls.

Blood Scent:
Vampires add three successes on any Perception roll to sense the presence of spillt blood; when specifically attempting to detect or track a character who is bleeding, they gain one automatic success for each point of wound penalty that character is suffering.

Flaws:


Bane of Day:
The Nosferatu takes one level of lethal damage for every minute spent under the sun, and flee its presence.

Bane of Fire:
Individual vampires suffer aggravated damage from fire. Vampires undergoing routs from fire-based attacks raise the difficulty of the check by 1.


Daeva Commando


Once, these tan men and women fought side by side in the great armies of the south, carrying shield, spear and axe and forming walls where each soldier had to count on the next for their life. Though they no longer have a lord or an army, they still have each other - and that is enough. Now when their spears dart from behind the wall, it is with the speed of a demon and a synchronicity that passes words.

Essence: 1; Willpower: 5; Join Battle: 7 dice
Size: 1; Might: 2; Drill: Elite
Magnitude Track: [ ][ ][ ] [ ][ ][ ] [ ][ ][ ] (= x9)
Actions: Senses: 6 dice; Tracking: 8 dice; Threaten: 5 dice, Stealth: 5 dice

Combat:

Attack (Spears): accuracy 15, damage 16
Combat Movement: 8 dice
Evasion 4, Parry 9
Soak/Hardness: 10/0 (Lamellar)

Vigor:
Once per scene, may declare Vigor while attacking a crashed character. Success adds two automatic health levels of damage.

Faster Than A Heartbeat:
Once per scene, may add two automatic successes to a combat movement check. If it is a rush, success allows the group to immediately catch up to close range of the target.

Quicker Than Lightning:
Once per scene for one turn, may act as if Initiative were four higher than it is. The Daeva gain two automatic successes on attacks against opponents who have yet to act on this turn, and +2 Defense against attacks by opponent who act after them.

Merits:


Blood Scent:
Vampires add three successes on any Perception roll to sense the presence of spillt blood; when specifically attempting to detect or track a character who is bleeding, they gain one automatic success for each point of wound penalty that character is suffering.

Flaws:


Bane of Day:
Vampire take one level of lethal damage for every ten minutes they spend under the sun, and flee its presence. The first time in a scene a vampire battle group is exposed to a Solar anima at the bonfire level, they must roll for rout at Difficulty 2. That effect may be removed through training.

Bane of Fire:
Individual vampires suffer aggravated damage from fire. Vampires undergoing routs from fire-based attacks raise the difficulty of the check by 1.
 
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Already posted this to the OPP forums, but since there's not an enormous amount of overlap between there and here: I've adapted the 3e Solar Charmset to briefer, hopefully less ambiguous language. Credit to @Roadie for inspiring some of the revised Charm formatting here.

Flavor text is omitted, for obvious reasons; otherwise, all descriptive Charm text is my own.

A few notes:

Some Charms are marked "Modified," where something about the original is substantially changed (which may be as simple as tagging it with a new keyword).

Other Charms are marked "Optional," for effects that I thought were not worth taking but didn't, y'know, break anything. In my game, any player who has the prerequisites for an optional Charm counts as having the optional Charm itself for the purpose of prerequisite chains; he can also purchase the Charm itself, if he wants, as normal.

Still other Charms are marked "Removed," for effects I thought were unhealthy for the game. In my game, any player who has the prerequisites for a removed Charm counts as having the optional Charm itself for the purpose of prerequisite chains; he cannot purchase the Charm as normal.

Neither Optional nor Removed Charms count for effects that say "X Charms from ____ Ability" or similar unless they're actually purchased.

General houserules note, new keywords, etc.

Solar Charm Rewrite

Lunar Homebrew, while I'm at it
 
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I thought that was BlueWinds project?
Similar, but separate, projects. BlueWinds is pulling off a reimagining to eliminate some dice tricks, etc.; my project keeps the same overall Charm effects and just rebuilds them for mechanical clarity. (Except in Craft, which gets cut pretty heavily, but, y'know, Craft.)
 
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Hey can someone (or the man himself) link me to or summarize the crunch of Chung's "Handful of mortals with sledgehammers can wreck a (young) Solar" exploit? I've been trying to find the details and google is failing me, and I can't find all the pieces in 2E core (I don't even feel bad about this because of how scattered all the crunch shit is in sidebars and boxes).
 
Hey can someone (or the man himself) link me to or summarize the crunch of Chung's "Handful of mortals with sledgehammers can wreck a (young) Solar" exploit? I've been trying to find the details and google is failing me, and I can't find all the pieces in 2E core (I don't even feel bad about this because of how scattered all the crunch shit is in sidebars and boxes).
Broadly: sledgehammers are one of the best weapons to actually hit someone with; they'll do significant damage even through heavy soak. Per the rules on surprise attacks, if you are surrounded by 5 enemies, one of them benefits from surprise - that is, your DV is 0 against him, and you can't use Charms like Heavenly Guardian Defense to protect yourself.

So. Five or more dudes with sledges come at you. One of them benefits from surprise, so he hits. He's carrying a sledge, so he does at least a couple of health levels to you. Now you're into wound penalties. Next round, unless you kill at least one of them, the cycle repeats. It only takes a couple of spins of that wheel for you to die, and there's basically nothing you can do about it unless you:
a) can kill enough of them to prevent the "fifth man" rule from triggering,
b) are packing the one single Charm that allows you to defend against automatic-surprise attacks, or
c) are carrying enough soak tools to outlast the beating.

Not a lot of young Solars qualify for any one of those options, given that many starting players default to something more like, "An Excellency, two cool attack Charms, maaaaaaybe stuff towards a perfect defense in my combat Ability," none of which help.
 
Keep in mind that Peony Blossom Attack is a valid defense against this trick, through simple virtue of having more actions to kill the mortals with.
 
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