Man, "I move so fast I effectively create duplicates" as been a staple of shounen since approximatively forever.
Point of order:
I move so fast I create after-images is a shounen staple.
I move so fast I create clones....not so much.

Having not seen the charms in question, I cannot say which implementation is favored here, or whether it is indeed stupid.
Just wanted to set the record straightish.
 
It makes you count as a battle group. So I'd call it a clone-making Charm.

I would be okay with that, except I'm pretty sure the Charm is massively overpowered.

The ideal state of Ex3 seems to be opening the book and imagining all the cool potential things you could do with it, skimming a few Charms, then setting it back on the shelf so you can get into another forum argument about the proper thematic space of Lunars.

That the writers of the book share in this viewpoint is not very surprising in the long run.

I haven't gotten that impression from most of the writers. But if we're talking about SLS specifically, it probably fits. I don't think he actually plays anymore.

Speaking from my experience in interacting with Holden and Hatewheel, the charms they've written or approved of over the years and so on? That's what's giving me my impression of how they interpret the Solar design ideology.

It's sadly lost on the old WW forums, but Holden told me directly that if I ran a Lunar Great Contagion game, I could not have my PCs 'cure' the Great Contagion. I knew even then that Lunars could not get charms to do it, which is a thematic statement for Solars yes. What he largely ignored was the idea of building a campaign around the search for a cure.

That does sound pretty bad. Hope he's changed his tune since then.
 
That sounds like a pretty strong statement that claims to be objective!
Source on me claiming to be objective?

Also, this charm:
Ex3 said:
Spectacle-Inciting Order
Cost: 8m
Mins: Bureaucracy 5, Essence 4
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Infinitely-Efficient Register
If the Solar has established herself as a person of business
renown in an area and has a practice or organization that
is currently functioning, then she may use this Charm once
per season to call a prestigious and strange package to be
delivered to a local market or other place of public commerce. This delivery comes to Creation through a spirit
court, a raksha court, or from the court of the ancestors,
and what is inside will be strange, ethereal, or morbid as
matches its source. In any case, the package is wrapped
in glorious, scintillating, luminously textured paper, but is
magically bound by a ribbon and can be opened by none
other than the Solar. The package draws fascinated crowds
and it is automatically perceived as something wondrous,
a gift from the gods, or something strange and exciting.
Roll the Solar's unmodified Intelligence + Bureaucracy
against a difficulty of 2 to determine the package's Resources
value. The Solar does not know what is in the box before
she opens it, but she does know its exact value the moment
it is delivered, and may trade on the expectation of what
might be inside. Through repeated use of this Charm, and
the eventual delivery of goods which are nigh priceless, the
Solar can drive up speculation on the mysterious delivery
and, on the fiction of never knowing the value of what's
inside, she can sell away something utterly worthless for
a fortune, and can keep something priceless for herself, or
use high Resources packages to entice future prospects into
bigger gambling, business partnerships, and so on.
Is even stupider.
 
Speed clones are fine. The random spiritual people giving the solar random huge resource value items for free is... ugh, it's just confusing.
 
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I have to admit to not understanding what that charm is supposed to do, or what behavior it's supposed to incentivize.

From what I gather, the idea is that the charm gets you a mystery box with some exotic component inside worth resources determined by the roll. The solar knows how much it's worth, but not precisely what it is, so you can sell it to someone else by playing on their curiosity, perhaps by having opened such boxes previously and exploiting rumors and gossip to drive speculation.
 
From what I gather, the idea is that the charm gets you a mystery box with some exotic component inside worth resources determined by the roll. The solar knows how much it's worth, but not precisely what it is, so you can sell it to someone else by playing on their curiosity, perhaps by having opened such boxes previously and exploiting rumors and gossip to drive speculation.
So what you're saying is that it's the charm that created 3ed?
 
From what I gather, the idea is that the charm gets you a mystery box with some exotic component inside worth resources determined by the roll. The solar knows how much it's worth, but not precisely what it is, so you can sell it to someone else by playing on their curiosity, perhaps by having opened such boxes previously and exploiting rumors and gossip to drive speculation.
That sounds like it might potentially be useful if the system had any means for measuring money (or spending it) beyond Resources, which is pretty easy to get to the cap of 5–and presumably, an exalt with Bureaucracy 5 and Essence 4 (because I really hope that nobody picked up Bureaucracy as their Supernal) is basically going to be able to print money already.
 
From what I gather, the idea is that the charm gets you a mystery box with some exotic component inside worth resources determined by the roll. The solar knows how much it's worth, but not precisely what it is, so you can sell it to someone else by playing on their curiosity, perhaps by having opened such boxes previously and exploiting rumors and gossip to drive speculation.
That's not what it does, unless they changed the core resolution mechanic from 2e. Getting more sux than difficulty on a roll doesn't do anything except in combat or if you get an exceptional success. I'm almost certain this is the case. As written it doesn't say how to determine the worth of the gift, as the roll's result will be 'yes.'
 
From what I gather, the idea is that the charm gets you a mystery box with some exotic component inside worth resources determined by the roll. The solar knows how much it's worth, but not precisely what it is, so you can sell it to someone else by playing on their curiosity, perhaps by having opened such boxes previously and exploiting rumors and gossip to drive speculation.
A charm that gives free Resources.
So basically a license to print money at 8m per season.
M'kay.

Not sure why it's worth the wordcount, but okay.
 
That sounds like it might potentially be useful if the system had any means for measuring money (or spending it) beyond Resources, which is pretty easy to get to the cap of 5
Once you go beyond Resources5 you start getting into the territory of Wealth, specifically Wealth3 is roughly equal to Resources5.
The reason that people don't really use Wealth is that supposedly there simply isn't enough currency in Creation to justify it.
 
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That's not what it does, unless they changed the core resolution mechanic from 2e. Getting more sux than difficulty on a roll doesn't do anything except in combat or if you get an exceptional success. I'm almost certain this is the case. As written it doesn't say how to determine the worth of the gift, as the roll's result will be 'yes.'

"Roll the Solar's unmodified Intelligence + Bureaucracy against a difficulty of 2 to determine the package's Resources value." Okay, I grant that it's not spelled out, but I would presume the intent is that it's worth resources equal to the threshold successes.
 
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