Collection of homebrew collections
Okay, so because the threadmarks are cluttered as hell and I can't find shit, I've gathered all of the homebrew collections I could remember on this post so I actually know where they are. Please tell me of anything I forgot.

Dialogues of Iridescent Sin

Vault of the Viridian Mantle

A Clutch of Dragons

Sidereals: Where Fate Has Led

Book of the Emerald Circle

The Desk of Aleph

The Book of Ten Thousand Scorpions

The Green Cherry Demonomicon

The Pale Apple Necronomicon

The Auspicious Geomantic Registry
 
Last edited:
Secondary collection of homebrew collections
ES Essay: On Dynasts and Beach Episodes
This is literally all @Aleph's fault. All of it.

... honestly, this is basically an extended justification for why it is always acceptable to put a filler beach episode in your Dragonblooded game.

(Or hot springs. Dragonblooded love hot springs)



Dynastic Beach Culture

The practice of beach visits is felt by the Scarlet Dynasty to be both a pleasant diversion, but also good for the health and the mind. Beaches are second only to hot springs as a favoured way for a sworn brotherhood to while away a warm day when not much else is going. On beaches, all the elements exist in harmonious balance; the seawater, the sand, the warmth of the sun, the sea air, and the seaweed and sea grasses. This makes them a perfect place to bring one's self back into balance. Some even compare a beach visit to meditation.

The Realm is a maritime empire, and pleasure beaches are a frequent sight on the coastlines of the Blessed Isle. Likewise, the number of coastal satrapies mean that many satraps will have a private beach. Ownership of an excellent coastal resort is a weapon of political power and influence, because exclusive invites can be leveraged as lesser favours and ways of paying back minor debts.

Some resorts are fearfully private, with only Dynasts and their personal servants permitted onto them. Most, however, are more open with patricians and lesser Houses also in attendance. The Great Houses use these chances to show off their wealth and influence, while Lesser Houses vie to attract the attention of their superiors. Some places even allow peasants onto them, although usually only with an extensive waiting list and vetting on personal attractiveness and the like. No Dynast wants to share their sea water with someone straight off a pig farm.

To cover all the peculiarities of Dynastic beach conduct would be the work of a book of etiquette in its own right. For example, it is considered good manners to notify one's host if one expects an assassination attempt. Bringing weapons is socially acceptable, but generally speaking excessive armour is a trifle declasse. Outside of House Ledaal, it is grossly badly mannered for a sorcerer to take her demons to the beach, but elementals are in many cases acceptable. The lists of rules and exceptions go on and on. However, there are broadly two modes of conduct on the beach; High Beach and Low Beach.

High Beach

High Beach is considered the baseline of constitutional visits to the beach. Along with their servants, the Dynast usually sets up an elaborate beach tent larger than most peasant dwellings, with changing rooms, a food preparation area, and anything else they simply cannot live without. When beach visits coincide with negotiations, they are conducted in High Beach in the privacy of one of the tents - or, more commonly, a third neutral tent set up for the meeting.

One does not go into the water in when engaging in activities suitable for High Beach. Instead, Dynasts dress up in elaborate arrays of fine silks and cottons; light enough to breathe, but of such quality that no one could mistake them for a peasant or a patrician. It is not necessarily a question of coverage - after all, some High Beach garments are so gauzy as to cover very little - but of wealth. These clothes are worn to be seen by their inferiors and their peers, as an expression of status and power.

It is a question of social propriety and context as to how many servants and slaves one takes when engaging in High Beach. To take too few is a sign of poverty and meanness; to take too many is an attempt to one-up one's host, or of trying too hard. Most Dynasts will quietly come to an agreement with their host, though usually they take at least three and no more than ten. Favoured servants, like one's personal butler or preferred courtesans are often rewarded by being brought on such trips, with lesser servants directed to care for them as well. After all, the benefits of a constitutional trip should be shared if one wants one's favourite aides to be kept in good health.

Low Beach

Generally speaking, one should transition from High Beach to Low Beach when it is appropriate, changing in one's tent. Only among close friends or on one's own is it acceptable to go only prepared for Low Beach. All the dress standards of High Beach are cast aside - often with a sigh of relief from the Dynast, it might be added - and they are free to wear whatever is most appropriate for the activity they are engaging in. In essence, once one has established one's wealth in High Beach, this permits one to relax.

Swimming should be done in Low Beach, but there are also many other sports and games which require more freedom of movement and a lesser care for one's appearance than High Beach allows. Those Dynasts attempting to remain pale tend to only sunbathe in limited amounts in High Beach, but those looking for a more comprehensive tan will go to much further lengths in Low Beach.

There are many styles of lightweight garment suitable for beachwear in the Realm, and many Houses have their own distinctive fashions. House Mnemon, for example, is noted for its simple functional dark blue one-pieces, while House Cynis is infamous for garments which mostly seem to be composed of string. Casual nudity is socially acceptable for Low Beach and is common for swimming, although one should be careful not to be mistaken for one of lower class.

Dynastic Beach Sports

Beach volleyball is a perennial favourite of all Dynasts. The standard ball as defined by the Ministry of Youthful Competition costs Resources 4, and is a heavily modified thaumaturgically-warded orb, blessed to be proof against even extended anima flux. Popping the ball by shooting it with an Elemental Bolt Attack is considered dreadfully boorish. Dynastic beach volleyball can often be mistaken for sparring and occasionally localised warfare, as it is considered entirely acceptable to utilise any non-lethal talent of the Dragonblooded in order to win. Extended monologuing about the inferiority of one's opponents, elaborate combination moves, and dramatic posing while anima flaring is not only common, it is also traditional and can be used to break a tie.

Competitive sand castle building is favoured by Earth aspects. A few hours' work should be quite enough to get a proper perimeter wall set up, with moats and trenches and at least a two-story central keep. Some consider it it cheating, but it is generally considered acceptable for sorcerers to animate sand to form soldiers to patrol their walls. Of course, teamwork is vital in these competitions, and Fire aspects make glass windows for the central keep, Wood aspects cultivate seaweed gardens, Air aspects provide ice and Water aspects make the drinks. There are villages on the Blessed Isle founded upon the sites where the competition got a little out of hand.

Most Dynasts find little challenge in attempting to smash a watermelon - even when blindfolded. On the other hand, if there happens to be a tyrant lizard nest near the beach, attempting to avoid the parents and smash the egg all while blindfolded is far more amusing. The rage of the mother tyrant lizard is sure to add a delightful element of risk to the day's entertainment. Indeed, it is popular enough that Dynasts have proven willing to import tyrant lizards at great expense to prime beach locations, despite the beasts' tendency to break free and rampage. Some consider that a virtue; it allows them to test the fortifications of their sand castle against a giant reptile.

Problems on the Beach

"The beach" is in the top ten locations where assassinations are attempted on Dynasts. There is a good chance that the Terrestrial will be out of armour, and on top of that many have exhausted themselves with healthy competition at beach volleyball. As a result, many Dynasts know well the annoyance of rebellious peasants or professional assassins coming for them. Fortunately, any sensible Dynast should have brought their weapons to the beach, and should not be defenseless. Moreover, often other Dynasts on the beach will help against any assassins, as the curs are quite ruining the experience.

Romantic drama is arguably not so much a "problem" as an "expected feature" of a Dynastic beach holiday. The passions of the Scarlet Dynasty run high, and the number of surprise love confessions, secret affairs, sudden crushes, break-ups, getting-back-togethers and other things of that ilk spike massively while on a beach holiday. Some Immaculates mutter darkly that many Terrestrials consider it an excuse to let out their passions, believing it's acceptable, but others consider it cathartic. Either way, the use of sizable beach tents with areas for personal privacy is likely an adaptation to this, as it reduces the number of honour duels somewhat.

Lamentably, it seems that many of the cursed Anathema also enjoy the beach - no doubt trying to corrupt the balanced elemental nature with their own sinful nature. If one suspects that an anathema is present on the beach, it is recommended to call for the Wyld Hunt and then try to delay the demon-possessed monster as best one can until help arrives. Challenges to beach games are sometimes effective, as many anathema are also known to enjoy volleyball. Of course, the dark forces of Hell are known to be particularly troublesome on the beach, with the dark powers of the demon Kimbery particularly potent. Should a giant demonic kraken attack a beach resort, all Dynasts are expected to fight it off - and if they survive, they'll no doubt have some quite interesting stories for their friends.
 
Last edited:
Exalted Dice Tricks - Math and Logic
So, it occurs to me that one of the bigger complaints out of Exalted 3rd Edition was 'I have no idea what these modifiers do to dice pools'. So lets go over that.

These are mostly going to focus on average number of successes, since around the 10 dice level failure starts becomes statistically improbable to the point it might as well not exist (though not impossible: I have rolled 2 successes on 18 dice. The RNG really hated me that day) and even below that your going to get at least one success most of the time unless you are literally rolling only one die.

For simplicities sake, I'm going to keep most of the math spoilered, and most of the stuff will be simplified down: these are meant for being able to make a quick glance at a pool and know what roughly to expect, not to be accurate to two significant figures.
Alright, the basic math for average number of successes in Exalted is add the number of successes a given face of the ten sided dice gives to the number of successes that all the other sides of the dice give, divided by the number of faces. So 7, 8, and 9 give 1 success each, so add all three together for a total of 3, and then 10 gives 2, so add that in for a total of 5. Divide by 10 because this is a ten sided dice. Tends to look like:

([1+1+1+2]/10)*Dice pool = Average Successes

Most long term Exalted/White Wolf fans who care about probability are already familiar with it, its nothing new.

Doubles
Doubles are one of the more persistent introductions to 3e, so far as dice mechanics go. Basically, if you see the term double x, double everything after that number for successes. Double 9s mean 9s and 10s are doubled, Double 8s 8s, 9s and 10s, etc. Double 10s applies to all rolls but Decisive damage by default, so its not used much as a term. Watch out for it on Decisive-only charms though.
Math wise, it takes one of the 1s from the basic equation ([1+1+1+2]/10) that represent the successes on the 9s or 8s, and makes it a 2. Ergo, calculation now looks like 1+1+2+2= 6/10, for 60% of a given pool turning up successes on double 9s.
Generally speaking, these increase the number of successes you roll, not how likely you are to roll a success in the first place. Ergo, they're not so great on smaller pools where there is a significant question of if your going to succeed on a given roll. On larger pools, where the question isn't so much if you will succeed but by how much, these can increase the amount of successes you have significantly.

Rules of Thumb
Double 9s: 60%
Double 8s: 70%
Double 7s: 80%

Re-roll till a Number Fails to Appear
Another fairly common effect in 3e, at least Solars. Its actually pretty rare outside of them, though this may just be a side effect of other books not being written yet. I have my own theory, but I'll wait till I'm done with all the mechanics to explain that.
What happens probability wise is that rerolling till a number no longer appears effectively reduces your dice by a face: rerolling dice till 6s no longer appears is effectively rolling a d9. Ergo, for the probability calculations you no longer divide by 10, but by 9: ([1+1+1+2]/9). If you are rerolling out two numbers, it would be ([1+1+1+2]/8).
These tend to be better for smaller pools, as they do increase your chances of rolling a success in the first place as opposed to amplifying successes like Doubles. It also nets you less successes on average then an equivalent Doubles level, so watch out.

A note on the Rules of Thumb here: one or two number rolled out of a roll are fairly common, but three is outright rare to the point that I'm not sure where it happens. Four, I'm pretty sure does not happen, but included for completeness sake. Anything more is right out. (And before anyone mentions it, Fate-Shifting Solar Arte is getting its own section, because it is weird.)

Rules of Thumb
One Number: 55% (Actually 55.5%)
Two Numbers: 60% (Actually 62.5%)
Three Numbers: 70% (Actually 71.4%)
Four Numbers: 80% (Actually 83.3%)

Exploding Dice (Rerolling Successes)
There are few varieties here: some are capped by how many dice you rolled (rerolling failures) others are not. Averages wise, we don't care to much. Basically all of these trigger off 10s, which simplifies thing a fair bit, thankfully.
These are a bit more complicated then the others. They trigger off 10s, causing another dice to be rolled. Therefore, from a probabilities calculation stand point, you re-add the calculation for averages to the number of successes for a ten. For example: ([1+1+1+{2+([1+1+1+2]/10})/10. You could hypothetically nest that again, like so ([1+1+1+{2+([1+1+1+{2+([1+1+1+2]/10}]/10})/10, all the way to infinity, but given this is about rules of thumb and not accuracy, I feel safe in nesting it once and saying anything beyond that is basically adding decimals you don't need.

Rules of Thumb
For those that really don't care about math to much, take your modifier (50% or whatever), divide it by 10, and add it back to the modifier. Ergo, a standard roll where you generally get 50% of your roll will probably give you 55% of your roll. This one is simple enough that its not really worth listing out all the permutations.

Combining Stuff
Or where things get complicated. Generally speaking, there isn't to much high level combinations: your not generally rerolling two numbers while on Double 7s and the dice are exploding. Unless you are using Craft, which I covered before and separately for a reason.
If you have the basic grasp of how the prior stuff works, this isn't to complex. If your for example combining Double 9s with one number rerolled till gone, then the formula is as for double 9s (1+1+2+2) divided by the altered dice (9). All together: (1+1+2+2)/9=0.66666666666... rounded to 67%, or 2/3s of your roll. If you want to factor in exploding dice, 67/10 = 6.7+67 = 73.7, rounded to 74%.
But for those that just want rules of thumb, have no fear, they are here:

Rules of Thumb
Single Dice Rerolled
Double 9s: 67% -> 70%
Double 8s: 78% -> 80%
Double 7s: 88% -> 90%

Two Dice Rerolled
Double 9s: 75%
Double 8s: 87.5% -> 90%
Double 7s: 100%

And I'm just going to stop there, because anything more is silly and melts the dice curve. Generally speaking, your not getting better then a single rerolled die with double 9s, and Craft is the only place I know of where you can get Double 7s with two dice rerolled (and you need it, given how many successes craft demands).

Other Strangeness: TN reduction
Or as most people know it, the Sidereals favorite trick. This sets the number you need to roll to get a success to one lower then normal: 6s now give successes in addition to the usual numbers.
Add another 1 into the formula for each new number that can be counted as a success. Setting the TN to 5 would add two, for example: 1+1+1+1+1+2/10 for 70% of your roll.
Functionally this gives the improved chances of succeeding on the roll that rerolling till a number fails to appear gives, along with a similar averages curve to Doubles rules. Dirty cheating Sidereals, getting the best of both worlds.

Rules of Thumb
Target Number 6: 60%
Target Number 5: 70%
Target Number 4: 80%

Fate-Shifting Solar Arte
And then there is this guy that I need to do its own section for. Right: Fate-Shifting Solar Arte doesn't melt the dice curve so much as it renders it into slag. It works by you picking a non-success number (1, 2, 3, etc) and treating it as a 10. In short, it combines the best of Target Number reduction and the Doubles rule. And you can apply it to any action, once per day. At E4 or with Larceny Supernal, you can do it to two numbers. This costs 1wp.
As TN reduction, except with a 2 instead of a 1 for each number made a success.
Rules of Thumb
1 Number: 70%
2 Numbers: 90%

Given this can, explicitly, affect any action, you can combine it basically any of the above dice altering affects to get an average roll of more successes then you rolled. Given this also affect things like Sorcery Workings and Craft, which are meticulously internally balanced within their own ability Charmsets but do not account for this one, I feel no hesitation in saying this Charm breaks the game. Even if you limit it to 'only' reflexive or combat actions, cutting out the success building systems like Craft and Workings, its still in effect a once per day pseudo perfect effect, which 3e mostly seems to be veering away from, and the few effect like it are very expensive. Personally, I'm hoping they cut this charm, because its way to much of a 'I Win' button even with the once per day mechanics.

Reroll X Number of Failed Dice
And because I really don't want to finish on a 'this Charm is broken, avoid' note, I just want to talk about these. Probabilities wise, they're pretty simple: they use the same calculations as the main pool usually, albeit usually a bit smaller. What makes these interesting is their usually either rider effects or trigger after the roll is made. In the latter case, in certain contexts that makes them very useful indeed, especially with the number of charms that key off the number of 1s or 2s rolled: these represent an opportunity to get rid of those. It makes assessing those from a probabilistic stand point a bit tricky. Overall, context and activating the right charms/taking the right actions at the right times matter almost as much in 3e as probabilities, though the RNG laughs at both.

Ok, So What does Any of this Mean?
One of things I've noticed is people seem a bit unsure of what a given dice alteration is representing. in 2e, it was pretty straight forward: more dice meant you were better at it, and TN manipulation typically meant Fate fuckery. So what do these new and strange dice manipulations represent?

What follows is my opinions on it. I might be wrong or completely off base, but hey, best way to figure that out is to let other people look at those assumptions.

Doubles: Doubles amplify prowess. They don't give you a better chance at succeeding, but they make the successes you have more. Ergo, this is a kind of brute force approach: superhuman strength or speed, the blessing of a War God to strike faster and harder, inhuman intelligence connects what you know together better.

Rerolls: These make you better by making you less likely to fail. So, I tend to see these as a kind of supernatural skill: not the raw power approach of doubles, but being just that good. It fairly obvious why Solars have so many of these under this model, or why the DBs have something similar in their Excellency for their in the pinch moments.

Exploding Dice: Exploding dice are mainly well known for allowing people to, with a lot of luck, spike way higher then they would normally. So these are a sort of, 'beyond the limit' or 'boundless power' type effects. Again, with Solars its not hard to see the why its there.

Well, that went on for a bit. Hope this is useful to people.
 
Last edited:
EarthScorpion's Underworld
Whee! It's time to explain Kerisgame underworld metaphysics via the medium of MS Paint!



So, in modern creation, we have a town and a nearby village. The town has a shadowland in it. The shadowland connects up to the Underworld, much like canon - but that's where we diverge. You see, in the Kerisgame Underworld, the Underworld is stolen from nWoD rather than oWoD. That means each domain is a bounded space, and it's very hard to get from place to place. Domains are finite spaces, bordered by the rivers of Death, and there's no way to get from domain to domain save by crossing one of the rivers.

Here, we're going to use "up" and "down" to define the "height" in the Underworld. As a concept, though, the "Height" is how far you'd need to travel along a river, against the current, to reach Creation. So the deeper you are, the further you'd need to travel along a river to get back to Creation. The Shadowland Keris is in is coterminous with Creation - there's no river travel at all.

The Underworld is defined by memory and nostalgia, and so that's how a domain of the Dead is basically defined. A domain is "a place where most of the people who died in this place would think of it as being the same place". Sudden transitions or changes tend to cut off the old domain, and make a new one "above" it (forcing the old Domain "down"). So we see on the diagram that the town has two Realm-era Domains linked to it, because at once point it was conquered and a new culture emerged. That forced the Realm era domain down, cutting it off from new Dead, and that means it slowly but inexorably declines to entropy...

... well, unless you take from others. We see this with the giant Shogunate city which the village was built on the ruins. Because it was a giant city and millions died there in the Contagion, it's a superpower - and it's managed to maintain that power there for 700 years. It's conquered all the local domains, and pillages them and forces the local ghosts to pray to it. This gives it the vital infusion of Essence which allow it to remain 'higher' in the Underworld. It's a superpower, with its ruling elite made up of the original 700+ year old Shogunate ghosts. But they're being slowly whittled away by time and transcendence, and they worry because more and more of their military and their workers are made up of captives they've taken from more recent places. It's fighting off entropy, but without constant influxes of new Dead it's a lot harder than it would be. The Shogunate town has especially been pillaged by the Shogunate city, and is run as a colony - the city is trying to fuse the two domains, which can be done.

However, they haven't had time for that recently because Dead from the Labyrinth swim up-river or attack in war-barges, insane and murderous. Dead Domains which don't have a buffer domain between them and the Labyrinth have to be armed encampments - but they're also going to be deeper ones, so they either need to conquer shallower ones or be conquered by them. Sane ghost society (well, sanish) is very heavily based around the constant threat from the nephwracks and other such things coming up river.

If a domain can't withstand the force of entropy and decay, eventually it descends into the memory-nightmares of the Neverborn and becomes part of the Labyrinth. The nightmares dominate these places, the Whispers are heard everywhere, and Greater Dead and Deathlords can be found ruling such places. Most First Age domains have descended into the Labyrinth by now. Only a few places have withstood it, first among them Sijan, which is the eldest domain due to its remarkable cultural continuity. Most of the East is within the Sjianese sphere of influence, and it is Sijanese troopers who hold the hellish rivermouths that flow to Dead Meru and the post-apocalyptic Labyrinth that dominates almost all the Blessed Isles.

Mockery domains are places which only ever existed in the nightmares of the Neverborn. They're only found in the Labyrinth. They are very very bad places.

Cysts are tainted domains which haven't descended into the Labyrinth because they are part of the Labyrinth while also being closer to Creation. They are also very very bad places.

Lesser Dead are the Dead who are the closest to human. All hun ghosts start at Enlightenment 1, regardless of who they were in life. Yes, an Enlightenment 10 Solar who got murdered in the Usurpation wound up as a Enlightenment 1 ghost - it's their po which is an Enlightenment 10 monster who's about as hard to kill as a Third Circle Demon. Lesser Dead live in the rough power range of First Circle Demons.

Greater Dead are those Dead with remarkable will and strength of mind, who have managed to claw their way out of deep in Death and gained power from it. Most of them have lost much of their humanity - whether in mind or in body, because Death takes its price. Some Greater Dead are the rulers of domains, the monstrous tyrants of city-states. Others are Labyrinth monsters that seek to destroy. They're viewed with awe and terror by other ghosts - they're exceptional, but they're also terrifying and you never know how sane they might be. Might your queen, who's a human-faced scorpion made of bone and shadow, be working for the Neverborn? You don't know. They live in the Second Circle ballpark, and they're all strong-willed, driven individuals because the weak lose themselves to the rivers.

Deathlords are those few ghosts who have ventured down to the Tombs of the Neverborn in the depths of the Labyrinth and returned. Returned intact? Well, that's dubious. But they went to the tombs of the Neverborn, and the Neverborn now remember them. They live in the Third Circle ballpark, and every one of them is exceptional. All of them have an inner strength that let them retain at least a bit of themselves and let them swim up from the rivers and make their way out through the hellhole of Dead Meru. They're all twisted mentally and twisted physically, and even if they wear human-ish forms, that's not who they really are if you stripped away their lies. The First and Forsaken Lion forged his iron armour to contain his form, and rules as a tyrant across the Southern Underworld, dreadful in his brilliance. He claims to oppose the Neverborn - but who can trust a Deathlord, someone who gazed upon the tombs of the Neverborn who claims they didn't go instantly mad?

They are also entirely killable by spirit-killing Charms, and there's nothing about them which mean they have to be a Solar. At least one of them is known to have died as a peasant farmer before finding a core of inner strength they never knew they had - and what does that say about the Neverborn, that they have nightmares of mere ghosts of peasants becoming powerful beings? Anyway, no one knows how many Deathlords there are - and no doubt many of them are too mad and too monstrous to ever leave the Labyrinth of their own volition.

(PS Void Circle Necromancy summons and binds them. Hint hint)
 
Last edited:
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).
 
Shyft's Game Log - Sunlit Sands
So, I don't get to play Exalted that much. I ran several games for several years, but not much in the way of playing. @Aleph was kind enough to find time in her schedule to serve as my ST for a 1-on-1 game similar to that of Kerisgame.... Except really not.

Today I'm going to be posting the logs of the first session, along with our notes and timestamps.

Before I begin, I'll lay out some of the basics.
  • We've been planning this since sometime in november
  • I very much wanted to play a Mostly 2nd Edition game of Exalted, which includes but is not limited to
    • Minimal 'hacks' or system variants that are at the forefront of Kerisgame and similar. This was a deliberate request on my part, because I am in a position to more quickly bring Aleph up to speed on 2e-isms than she is to explain various kerisgame hacks.
    • Minimal setting changes from 2e standard, as I personally as a player do not care overmuch about how 'clever' or 'plausible' having four Scarlet Empresses is versus the classic, canonical One.
  • This is not to say we didn't change anything, and what follows is not a comprehensive list.
    • Altered Chargen/experience costs - since this is a solo game, I may have to diversify more than most games, meaning I am actualy covering 2-3 party roles at once in addition to my core concept. Some of this I offload on Demons and Maji, but you'll get to that in a second.
    • Styles, at Aleph's request. I agreed to try them as another means of stress testing them. I'll say this now that as of 2 sessions, I have 3 Styles on my character, and I have used none of them.
    • Mote Reactor - Still getting used to this one
    • Demon Summoning Adjustments. Specifically, Aleph is testing out the idea that you do ot have carte blanche access to All Demons Ever, and must learn new species as Procedures. I argued that if you have access to proper documentation, you can summon demons you do not know procedures for. We're likely costing Procedures as 1xp each. I argued for my idea because I like the thought of my character having books upon books of demon lore in a vast library.
  • Aleph wanted to run a game that was heavier on wide angle content versus Combat. I personally do not have the same dire aversion to 2e combat as she does, but I think part of that is due to me having spent a lot more time playing it than she has.
Inks, Twilight Solar
I've actually had Inks as a concept sitting around since 2012 or so, and have not yet really had a game where she shines- mostly because 'Crafter' is frustratingly difficult for everyone to handle. Decker problems and so on.

In her current incarnation, Inks is a runaway mafiya princess polymath with the driving ambition to run a world-spanning mercantile empire. Her first stop is Gem. I characterize her best as Bruce Wayne or Tony Stark with great legs- not their heroic alter egos. Inks's appeal is that she solves problems with merchant skills and craftsmanship- but writ Wuxia-large.

Fundamentally, Inks is a woman who will invest in people.

Session 1 Game Log.

There is a non-zero chance I may reformat it for Google Docs, but for now Pastebin works. Do not read the observations unless you want spoilers for the session.

=== Shyft's Observations: Session #1 ===

[11:04] - Minor goof here. I invoked a per+aware roll, but I should have paused and cited the 'noticing details' rules on page 135pdf of 2e core. This would've given Aleph a framework to decide how difficult anything was, and explained the 'Zero Difficulty' concept as well as the idea of a rising threshold for secret information.
- (Aleph: Yup, corebook RAW is something I may need reminders on every so often.)

[11:16] - At this point I'm using Flawless Diagnosis technique in its modular interpretation, where you use it to spot-check 'is it relevant', and then use it again to properly diagnose it as a 5 minute action with no chance of misdiagnosis.*
*It automatically succeeds unless there is some critical piece of information not available at time of diagnosis.

[11:20] - This discussion about the stomach bottle bug was in part because we had talked about her having bound one off-camera before session start.

[11:24] - Here I realized I should/could have rolled Inks's valor 2, because as I planned to later, bring up that she's from Nexus. "Do you know what happens to women who wake up drugged in Nexus? Yeah, Not a pretty thought!"
- (Aleph: It may be evident that I'm a little too used to writing for an Exalt who can be reasonably sure of murdering or at least escaping anything short of a combat-focused Third Circle or Incarnae-level god.)

[11:32] - We're still trying to get a handle on our respective styles, which is why we keep forgetting to write ((done)) at the end of a post, forcing it to a hard linebreak. Related to this, I have long since practiced pre-writing stunts, while Aleph is actually likely waiting for me to write, then writing the NPCs/environment response.
- (Aleph: I am, yes.)

[11:40] - This is one of those vagaries of the IRC format, where a lot of time is actually spent Talking without Rolling. We're still getting used to how we want to pace the mechanics and rolls,and for the record, a game can actually be run without much rolling or charm use and still be fun!
- (Aleph: I'm actually kind of fine with this. I consider "soft" roleplay where things happen by conversation and RP skill to be a valuable part of a game, which can and should have considerable impact on it. I don't expect Shyft to be as good a speaker as Inks, but the direction of his stunts and how she chooses to go about convincing people of things will matter.)

[11:40] - Also of note is that neither ST or PC have made much note about languages yet, we can assume we're both talking Riverspeak, which is the 'trade language' of Creation and occupies a niche similar to that of English in my opinion. (It's not actually English)

[11:45] - This is one of those awkward moments where a roll is asked for, but you don't have enough information as a player to create a stunt. I was also called away, so I made the decision to just roll it straight. It also occured to me that previously, Aleph had houseruled I have inherent 1st and 2nd excellencies without charm purchases, so all my rolls to this point could've been upgraded for motes.
- (Aleph: This issue here is that if you call for a perception check to spot things lurking in the dark shadowy alleyway, it kind of gives away that there may be things lurking in the dark shadowy alleyway. But if you don't stunt to see them, you may be less likely /to/ see them. Which is a bit paradoxical. I don't really have a good solution.)

[11:47] - I also just remembered we're using the mote reactor hack, and I don't actually know how many motes you regen when not in combat, if any. Because I didn't wnat to interrupt Aleph (who was already quite nervous at running a session), I simply stuck to the roleplaying goal of not outing Inks as a Solar to her potential ally.
- (Aleph: For reference, it's in the motes-per-hour range, so not really applicable in short periods of time like this.)

[12:09] - This is another one of those 'unstuntable' rolls

[12:25] - Note that Maji is not a corebook familiar, we're using specific houserules to better model an Awesome Exalted familiar.

[12:29] - Maji and Suleiman are both evidence of how much pre-session planning went into this before we sat down and actually Played. The high notes of the first half of the session- the whirlwind betrothal, Suleiman's character and profession, a lot of it was already set up. Inks waking up in a wedding dress was part of five in-media res options we came up with previously.
- (Aleph: All of which were amusing, some of which we may see reused.)

[12:48] - I'm not actually sure if Aleph is using MDV rules here.
- (Aleph: I am, but had just run into the issue that despite the many things I /did/ calculate for Sulieman, like his rough family history, dicepools and important Intimacies, his MDV was somehow not one of them. However, since Inks was gorgeous and playing to two of his strong Intimacies, I decided that the combination probably dropped his MDV low enough for her to overcome it.)

[13:08] - Another point in which IRC changes the game format. We have at this point only covered approximately two scenes worth of content, and the main reason for that is we're spending a lot of time writing 'narration' ala shared writing jam. This is not bad, but it definitely slows things down. Conversations between characters tend to be very plodding affairs unless all players are fast typists.

[13:08] - One of the goals of Sunlit Sands was, at least for me, to practice different game styles, like having scenes/sessions resolved in a wider angle that focuses less on direct narration more on cause-effect discussion. Narration however is really important and fun.

[13:40] - Here I very deliberately focused on 'wide angle' narration and made a point to not have Aleph control the NPC before I got what I wanted, this was to prevent unnecessary dawdling and delays. The madam and possile courtesans remain -potential- NPCs, but not yet.

[13:57] - So this was a four hour session, and I had to stop because of an errand that had to be run before it got too late. I for the record am in the pacific timezone.
- (Aleph: And I'm GMT.)

=== Aleph's Observations: Session #1 ===

[11:00] - Tenses are a constant lowkey challenge in this game. I'm fine with having it in past tense, but I'm so used to writing in present-tense for roleplay that I slip every so often. I'll get better with time. Probably.

[11:18] - This oversharing of information is a case of misinterpretation on my part - I didn't grok that Flawless Diagnosis is modular, and it's been a while since I've read Shyft's Solar Essays. I should probably throw the text of her Charms, as well as the Essay commentary/unpacking of them, into her character sheet.
- This is actually a compound fuckup on my part. I sort of wrote myself into a corner on the question of "how did she not wake up", patched it with "drugs", patched "that's /more than a bit skeevy/" with "medicinal dose" and then ran into "but Stomach Bottle Bug" and just sort of swore and gave up.

[11:30] - Suleiman - "Husbando" - was a character we discussed ahead of time, who was integral to the starting-session prompt of "Well This Is Awkward; I Appear To Have Gone To Sleep At A Hotel And Woken Up In A Wedding Dress". My goals with Suleiman were to avoid creepy-stalker territory by making him kookily adorable, to make him useful to Inks but not so useful that she'd be boneheaded not to take him, and to set him up in a situation where he could be a recurring character but not overshadow the plot. I'm hopeful that I struck the right balance in all three.

[11:56] - "I can't marry a man I just met!" QueenElsa.jpg :D

[12:02] - Yeah, this was just me making his rolls and such.

[12:06] - Shyft brings up an important point here: Suleiman didn't beat her MDV, but that doesn't mean she /has/ to reject him. It merely means that he hasn't won her over and that she can hold back and make a choice entirely of her own volition.

[12:25] - Shyft had already bought Maji, so there was no need for a protracted winning-him over plotline; he basically fell in loyalty-at-first-sight. Like merchant, like tiger. :D

[12:36] - Actions matter; even unrolled. Few women would dare to walk into a cage with a giant godblooded tiger. Fewer still would win him over in seconds where only three people in the caravan have managed it, and all took weeks. Suleiman knows he'd get his hand bitten off if he'd tried that. ++ Reputation for Inks in his eyes - and that may have consequences if he tells the story.

[12:43] - /Actions matter; even unrolled/. This is the sort of claim that would get a /lot/ of attention, a fair bit of it unfriendly - as Suleiman mentions later. His doing so is essentially an explicit ST warning: "Be Aware that stating your ambitions so bluntly will cause Complications and Consequences".

[12:49] - Much like Inks not being convinced earlier; this is him beating her roll but choosing to help her anyway. Though you'll notice he tried to talk her into choosing a more cautious approach.

[13:31] - Our first look at Gem and some of the landmarks around it, which I'm quite proud of. I've developed the region a fair bit, and added some points of interest and Things To Interact With outside of the city itself. Some of them are made so that Inks has pretty obvious ways to exploit them, but most are set up to support and compliment the city - making use of them will be an exercise in inventiveness.

Update: I am threadmarking this post as well as compiling the new logs as they come in, so while each 'log' will be posted separately, this post will index them. Enjoy!
Coxati Arc Goals
Narrative Gameplay
- Advance Inks's Motivation: "Create a world-reknowned mercantile empire!"
- Arrange for investors; Inks leaves with offers/investment and makes deals in foreign markets
- Find/make deals with elemental courts along the way.

Thematic/Character
- Bring Ajjim and Pesala for relationship health reasons
- Make time to get to know Pipera better

Mechanical Gameplay
- Travel times for non-sorcerous characters (2 weeks)
- Tutorial/practice action setpiece
 
Last edited:
Shyft's Solar Essays and General Homebrew
And here is my as yet incomplete index of forum links.

Essays and Editorials:
Shyft's Essays: War
Shyft's Essays: Solar Thematics
Shyft's Essays: Essence
Shyft's Essays: Integrity
Shyft's Essays: Performance & Presence
Shyft's Essays: Resistance
Shyft's Essays: Twilights & Craft
Shyft's Essays: Investigation & Lore
Shyft's Essays: Medicine
Shyft's Essays: Occult
Shyft's Essays: Nights, Movement, & Athletics
Shyft's Essays: Ticks, Vision, & Awareness
Shyft's Essays: Dodge, Counterattacks, & Creation-Slaying Oblivion Kick
Shyft's Essays: Larceny and Moral Relativism
Shyft's Essays: Stealth
Shyft's Essays: Wide Angle, Close Up, & Bureaucracy
Shyft's Essays: Linguistics
Shyft's Essays: Ride
Shyft's Essays: Sail
There is no essay here
Shyft's Essays: Border of Kaleidoscopic Logic Style

Elaboration on the Resources Background
Shyft's (Sorta) Essays: Creation's Economy
Analysis of Stunting, feat Chun-li and Vega
Shyft's Essay: Lawmaking in Creation

Solars are Skilled, not Flying Bricks
Attribute+Ability Essay
Thaumaturgy Reference


Exalted 3e sucks and here's why


Demons

Third Circles
Rhevahtri, From Which Rage Rises, Ninth Soul of Cecelyne

Second Circles
Homkora, Dancer in the Crystal Treasury, Warden Soul of the End of All Wisdom
Vakurhamin Thousand-Handed, Indulgent Soul of the Crucible of Brass and Iron

First Circles
AkarsasIya, the Demon Fists of Hell
Ekditaksai, The Infinite Serpents
Basilisk Dogs (co-written with @Aleph)
Tagankra, the Meditative Shields
Charms
Instead of manually linking all my posts, I have a nice big fat google doc that's full of Charms and prototypes. These are not final or fully balanced. Comment at your leisure, but bear that in mind as you do.
Solar Charm Compilation 2016

Artifacts and Wonders
Idealized Accompaniments
Thousand-Year Carp and Century Scales
Heartwood Cuttings
Memory Crystals
The Unkind Thing
Caldera Engine
Maelstrom Blade
Thunder Breaks the Mountain
Crafting Stuff

Sorcery
Celestial Circle
Enduring Heartwood Bastion
Solar Circle

Demesne
In the Hills Lies Little Lost Pond
Goldweb Copse

Manse

Mechanics and Houserules
Court Mechanic: Communications
Drama and Systems: Composition
Drama and Systems: Expanded Mercantilism
Tabletop - General Exalted Thread | Page 495
More mercantilsm fix later.
 
Last edited:
Back
Top