At this point you've pretty much reinvented "test of speed" as a mechanical definition, except we don't actually know for sure if it's the same one the authors intended.

I don't think it's an unreasonable assumption, given that test of speed refers to extended actions, and Withdraw is one of the few extended actions where initiative is relevant?
 
Honestly, somebody just needs to go bug the devs about this and maybe get them to clarify just what the hell said charms and terminology are supposed to do and mean; as opposed to devouring each other in a futile attempt to make sense of it on our own.
 
Honestly, somebody just needs to go bug the devs about this and maybe get them to clarify just what the hell said charms and terminology are supposed to do and mean; as opposed to devouring each other in a futile attempt to make sense of it on our own.

The only charm that references tests of speed and initiative simultaneously is Hurricane Spirit Speed, where one can spend initiative for successes on rush actions, and where it can be used in each interval for a test of speed.

The part about spending initiative for successes on rushing is very clear cut, and where the bulk of the charm's use comes from. The latter case is really only applicable for extended rolls occurring in combat. Like Withdrawing, or when trying to simultaneously race someone you are also fighting. Like in Wacky Races or the movie Death Race.
 
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@EarthScorpion , I noticed in your Kerisgame hacks document that Attributes cost 9xp to Abilities 3xp, but they both cost 1 point during character creation. As charms, which cost 8-10xp, cost 2 points during character creation, shouldn't the same be true of Attributes to avoid the bp/xp problem?
Yeah, good point. I kinda threw the chargen rules together since we never had to do it for this system ourselves. I'll edit that when I get a chance.
 
Could you elaborate on that? I'm reading your post as implying that the Primordials weren't really reality-shapers in 1e, but reality-warping seems like such an indispensible ability when one needs to build Creation . . . so maybe I'm misunderstanding.
They weren't people, more antagonism or more corporations.

Now they are characters only ya know with reality hax. Kinda big damned problem. Especially leading to GSP being codeword for Munchkin in my mind with the game so far.
 
So I made another for-funs Artifact.

Maelstrom Blade
Artifact 4
Attune: 8m

Wrought from Blue and Black Jade, this Grand Daiklave trembles in the hand of its wielders, shaking with the chained fury of thirteen bound storm-gods.

This weapon offers considerable if gross control over water and weather, allowing the wielder to summon a storm

The wielder may spend 2 motes per point of Trauma, Damage Level, Penalty and area affected in miles. Eight motes for example could make a Trauma 1, 1B, -1 penalty windstorm. This can be added to any existing ocean or storm-based elemental hazard, like a crushing wave or tornado. The wielder cannot add more than five points to any trait this way.

With a Simple [Wits+Survival/Sail] roll at a difficulty equal to the modified Trauma, the wielder can even bend the weather to their aide, allowing it to affect only their enemies or negating the negative effects. A clever warrior could summon a storm to slow pursuing ships and speed their own travel. Any penalties applied by applicable Hazards instead add dice as appropriate, or modify a vessel's speed or other traits. This control can even allow for directed lightning strikes, treating the above roll as an Attack, subtracting the Trauma as a called-shot penalty.

Lightning: Speed 6, Accuracy +0, Damage [5+Trauma]L, Rate 1, Range: Anywhere beneath the storm, Tags: -

If the weather is somehow supernaturally calm (or there simply is no weather at all), the storm gods within the blade seethe helplessly.

If the weapon is not attuned, the spirits within rage against any wind and water they can reach, be it a literal tempest in a teacup or the historic Hundred-Year Riptide that sank untold numbers of vessels in the Inland Sea. (The weapon was lost beneath the ocean for some time.) The weapon's area of effect is no more than ten miles, bolstering gentle breezes to hurricanes and the tiniest opposing currents to raging whirlpools, extending them out to the artifact's maximum range.
 
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Mostly the Abyssal Book.

Void Avatar Prana, in the Dark Messiah Style, gives a 1 mote perfect defense that makes Its user completely untouchable due to how the combat system works.

Ebon Lightning Prana in the Melee Tree is incredibly powerful, or so I've heard, but I don't know how broken it might be.

There is a huge amount of errata that was posted for those books though, which killed Void Avatar Prana in general. The fact that non-abyssals would go down Dark Messiah just for that capstone meant it was warranted. I can probably find that errata text document I have somewhere that can be attached to the PDF to add errata notes to it if Gardener needs it.
 
There is a huge amount of errata that was posted for those books though, which killed Void Avatar Prana in general. The fact that non-abyssals would go down Dark Messiah just for that capstone meant it was warranted. I can probably find that errata text document I have somewhere that can be attached to the PDF to add errata notes to it if Gardener needs it.
That would actually be lovely, thank you!
 
Random question: how many people here plan to actually use range bands as-is, versus using zone maps a la Fate and counting 1/2/3 zones for ranges?
 
Random question: how many people here plan to actually use range bands as-is, versus using zone maps a la Fate and counting 1/2/3 zones for ranges?
This is how it ends up working out whenever I use range bands in any system. They're just not very good when everyone isn't arranged in a straight line, and the zone fix shows up pretty organically.
 
I figure these are probably worth cross-posting...

God-General's Command
Cost: 5m, 1wp; Mins: War 5, Essence 4
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Supremacy Of The Divine Army

The Solar's voice echoes across the battlefield, all-encompassing and yet somehow deeply personal. Every soldier hears it in their own heart, and feels against all reason that the command was meant for them alone.

This Charm enhances a command action, allowing the Solar to apply it to any number of battle groups and eliminating any communication difficulties that would result from distance or the noise of the battlefield. The command given must be more or less the same for each unit, although there is some flexibility - when ordering units to attack, it's not necessary that they all attack the same target. If different modifiers would apply to different units, as in the case where Drill varies, use the lowest applicable dice pool.

This Charm may only be used once per scene.

Lieutenant-Empowering Instruction
Cost: 10m, 1wp; Mins: War 5, Essence 4
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Tiger-Warrior Training Technique

The story of the Solar general is littered with lesser heroes, each deserving a tale of their own. Their commander may outshine them as the sun outshines the stars, but even so they glow with reflected light.

This Charm allows the Solar to train a single character, giving them War 4 and Willpower 6 within a week. If the character already has War 4, the Solar may spend an additional month training them to give them Integrity, Performance, Presence, Bureaucracy, and Lore equal to the Solar's rating - 2 and any number of War specialties that the Solar possesses.

This Charm may be used alongside its prerequisite, allowing the Solar to train an army and a commander for it at the same time. If used on a character who tracks xp, that character must pay for their new traits normally. If they don't have enough xp, they do not gain xp until they've made up their debt. Solar xp is gained as normal, though, and may be spent on the debt or on other traits.

Commander Of Commanders
Cost: 1+m; Mins: War 5, Essence 5
Type: Simple
Keywords: Stackable
Duration: Indefinite
Prerequisite Charms: Lieutenant-Empowering Instruction, Battle-Visionary's Foresight

The Solar instructs their lieutenants in great detail, and under the guidance of their divine leader those lieutenants fight as though they were demigods themselves.

This Charm is an hour-long action in which the Solar speaks or writes out instructions for fighting a future battle. By committing one mote, the Solar allows the person they spoke to, or anyone reading their instructions, to use the Solar's dice pool for the Strategic Maneuver roll in that battle. The Solar may activate other Charms when activating this one, committing their mote costs to give their benefits to those who follow her orders.

A single activation of this Charm applies only to a specific type of battle, like "defending Jiara from invasion" or "besieging Thorns". However, a Solar may have as many instances active as they can afford, and the cost of each instance other than the most expensive one is halved.

If the Solar knows Four Glories Meditation, its effects apply to any Strategic Maneuver roll affected by this Charm.

Notes:

I'm genuinely surprised that the corebook doesn't have anything like God-General's Command in it. Not sure whether it should be compatible with its prereq or not.

Tiger-Warrior Training Technique is Indefinite, but I'm pretty sure the training's effects linger once the motes are reclaimed. So Lieutenant-Empowering Instruction is Instant.

I really like the idea of Commander of Commanders, but it's not for everyone. If you wanna fight your own battles, you won't get much use out of it. It's for players with too many people for micromanagement, or for NPC overlords whose lieutenants the PCs fight.
 
Random question: how many people here plan to actually use range bands as-is, versus using zone maps a la Fate and counting 1/2/3 zones for ranges?

Probably me, at least. But I tend to use generalised descriptions of where everything is in my games anyway, even in ones that expect more accurate range management, so the range bands are a pretty easy way for me to better reflect my own GM'ing style in Exalted.

Of course, I'm also not sure what Fate zone maps actually are, so it's quite possible that I'm wrong about this.
 
Probably me, at least. But I tend to use generalised descriptions of where everything is in my games anyway, even in ones that expect more accurate range management, so the range bands are a pretty easy way for me to better reflect my own GM'ing style in Exalted.

Of course, I'm also not sure what Fate zone maps actually are, so it's quite possible that I'm wrong about this.
Divide the battlefield into moderately discrete 'blocks' of space ('this courtyard', 'the street,' etc), use those for more or less the same effects as range bands. One zone away is short range, everyone in the same zone is considered to be in easy melee range, etc.

It removes the geometric clusterfucks that can occur when you have five dudes on the map moving toward each other but in which range bands are insufficiently discrete to figure out who that means they're moving away from -- I find that at that point you basically have to create a zone map, whether or not you call it that, to figure out where everyone is.

Edit: It also means that if you have a, say, 'everyone in this range band suffers an AoE' effect you aren't automatically making a donut-shaped explosion around you; you can just say 'everyone in this zone' instead and get a much more sensible result (looking at you Volcano Cutter).
 
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Divide the battlefield into moderately discrete 'blocks' of space ('this courtyard', 'the street,' etc), use those for more or less the same effects as range bands. One zone away is short range, everyone in the same zone is considered to be in easy melee range, etc.

It removes the geometric clusterfucks that can occur when you have five dudes on the map moving toward each other but in which range bands are insufficiently discrete to figure out who that means they're moving away from -- I find that at that point you basically have to create a zone map, whether or not you call it that, to figure out where everyone is.

Edit: It also means that if you have a, say, 'everyone in this range band suffers an AoE' effect you aren't automatically making a donut-shaped explosion around you; you can just say 'everyone in this zone' instead and get a much more sensible result (looking at you Volcano Cutter).

...huh.

That's basically what I do already, at least mentally. Identify fixed positions on the battlefield (the bunker, the trench, the turret) and then refer to distributions of PC and NPCs based on their proximity to those defined areas of terrain. Really helps with my descriptions for the players, since we don't usually have room to use full maps or anything.

Never actually thought about it in terms of an actual mechanical approach to the whole thing.
 
...huh.

That's basically what I do already, at least mentally. Identify fixed positions on the battlefield (the bunker, the trench, the turret) and then refer to distributions of PC and NPCs based on their proximity to those defined areas of terrain. Really helps with my descriptions for the players, since we don't usually have room to use full maps or anything.

Never actually thought about it in terms of an actual mechanical approach to the whole thing.
Yeah, that's pretty much what I mean by it being organic; you end up doing it mentally anyway. Just try running a scenario where, oh, I dunno, you're defending the interior of your ship while stormtroopers are streaming in the boarding ramp and spreading out to clear it without an effective zone map and it'll degenerate into impossibilities pretty quickly.

Usually, zones are divided by rough size (they're supposed to be small enough that everyone within them could reasonably fight someone else within them in melee without movement actions, but also not supposed to be so small you have a huge proliferation of them) or physical barriers (a wall, a river, what have you; something that would reasonably require rolls or actions to move past or through).
 
I wish I had an answer for you but my players' reaction to being at anything other than close range is "how can I get to close range again," so I don't actually do a lot of stuff with range bands. Except that one time an enemy managed to outrun them.
 
I wish I had an answer for you but my players' reaction to being at anything other than close range is "how can I get to close range again," so I don't actually do a lot of stuff with range bands. Except that one time an enemy managed to outrun them.
this is what ranged weapons are for, shooting people in the legs so you can run up and stab them.
 
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