Saturday, August 15, 2009

Jalith of Haltan

The Solar that accompanied the Haltan Army to join the Kaneko in his campaign against Linowan.

Young Girl about 16 years old.  Exalted about 3 years ago.

Solar, Dawn Caste Essence #33

Portrait - Jalith of Haltan (Solar Dawn Caste 33)

Has 3 Sa-Animal Familiars.  The most famous being a Leopard.  She has the animal training equivalent of the Tiger Warrior Training Charm.

Mudiwa

Daughter of an War Auroch of Ahlat and blessed with divinity at birth.  It was no surprise that Mudiwa joined the Brides of Ahlat and raised through the ranks to become Chief Bride.  After her retirement she did not start a family.  Instead she continued her service to her god as one of his High-Priestess.

Portrait - Mudiwa (Deceased)

Mudiwa’s life is devoted to Ahlat and she never took another lover.  Even after retiring from Brides of Ahlat Mudiwa still consider herself married.

Mudiwa is chosen by Enu Kofi, High Priest of Ahlat to be Ahlat’s Governor of Chiaroscuro.

Wednesday, August 12, 2009

Glorious Celestial Invigoration Meditation

Cost: 30m, 3 wp
Min: Lore 5, Essence 4
Type: Simple (Dramatic Action) Enlightening, Obvious, Holy, Touch
Duration: Special
Prerequisites: Power-Awarding Prana, Soul-Enlightening Beneficence

[This is a brand new charm]

Carried within the each Lawgiver is the distilled perfection of heroism. This innate spark calls and resonates with those who are worthy. This charm allows the Lawgiver to share this innate purity of spirit with those whose souls are capable of receiving such gifts.

Extras and Mortals do not have sufficient destinies to be compatible with this extended ritual. Only those who are considered heroic mortals already have the proper balance of mortality and potential to receive the benefit of a Lawgiver’s endowment. The Charm is an extended action. During which the Mortal must constantly meditate, taking only occasional breaks to satisfy their physical needs and to sleep. The Exalted’s job is not any easier however, for he must channel enormous amount of his Essence through the mortal’s body acting as a catalyst for a profound physical and spiritual evolution. The 30 motes of Essence and 3 points of Willpower are committed for the duration of the ritual and the Solar is assumed to be constantly using this Charm (for the purpose of determining if he can use another Charm). Should the commitment end at any time before its completion, then the ritual automatically fails and all successes gained are lost. The ritual cannot be attempted again till after Calibration. The ritual also automatically fails should Calibration occur before its completion.

Each roll is an extended period of 1 day. The Heroic Mortal rolls a Willpower Roll at difficulty 2 and total number of success the ritual require is 20. These rolls cannot be botched. Should the Heroic Mortal be enlightened by solar essence already he then adds his Essence-1 in automatic success to the roll. Once the ritual is completed the newly created Solar Half-Caste’s anima awakens to full glory and remains iconic for 20 hours.

Metal Gear Solid

Portrait - Metal Gear Solid, God of Adeptus Astartes

Metal Gear Solid is a new god that came into being as the god of Adeptus Astartes.

Tuesday, August 11, 2009

Wun Ja

From “Compass of Celestial Direction Vol 3 – Yu Shan,” pg. 154

Portrait - Wun Ja, God of the Shining Metropolis

Wun Ja is god of the Shining Metropolis and Director of the Bureau of Humanity. She was once one of the most powerful gods of Yu-Shan in the First Age, but the destruction of the greatest cities of that era was a massive blow to both her spiritual and political power, and in the chaos following the Usurpation many of the gods of the Bureau were co-opted by the Bureau of Heaven. Despite her slide into the Fourth Rank of gods, she is still one of the most powerful gods in Heaven due to tithing by her subordinates, but she is incapable of appreciating that fact and sees it merely as a stopgap measure that has slowed her descent, not stopped it. As such, she is desperate to increase the power of her domain and the bureau’s influence and will break any of the laws of Heaven to do so.

Wun Ja has made overtures to both the Gold Faction and the city fathers and mothers of Creation. She is the lead proponent of the Bureau of Humanity providing aid to the Gold Faction and works tirelessly for its success. She funnels resources to the Gold Faction in exchange for promises that the cities of the Threshold will not be destroyed as the Solar Exalted regain their power, while working closely with the Sidereals of that alliance to cut the Realm off from the Threshold.

At the same time she pushes the gods of various cities to seize control of them. This is not just to boost her political power but her own personal resources, for the gods of the various cities all tithe prayers to her, and so growth in their worship means an attendant increase in her own.  Motivation: Wun Ja is desperately afraid that her Bureau will be diminished, and she will be politically destroyed.  To avoid this fate, she will do nearly anything.  Description: Wun Ja appears as a tall, slender woman made entirely of glass and metal, but she can take more humanoid shapes when the occasion requires it, especially when she walks Creation. She is a god of the Fourth Rank, although she believes she teeters on the edge of the third.  Other Notes: Wun Ja has made a concrete alliance with the Gold Faction and may call on its Sidereals and the Solars who study under them when the need requires it, although she would be surreptitious about seeking such help, as the Bronze Faction still dominates heavenly affairs.

Virtues: Compassion 2, Conviction 2, Temperance 3, Valor 4

Essence: 7

Sunday, August 9, 2009

Exp Record: Story 04 - “Fires of the South”

Previous Story | Index | Next Story

Player Characters

 

Balan

Aata

Nejimaru

Total

161

161

149

Story 01

28

27

22

Story 02

58

59

52

Story 03

62

62

62

Session 22

7

7

7

Session 23

6

6

6

 
Session 22

  • While the Session started late due to various other distractions, it was still around 8 hours long.  So Exp Reward of 6 point is in order.
  • The Session is centered around exploring the inner motivation and morality of the character so it would be considered role-playing.   The participation warrant the 1 Exp bonus for Role-playing.

Balan

  • 4/4 (1) Occult from 2 to 3 
  • 6/10 (6) Excellency: Essence Triumphant (Occult) 

Aata

  • (4) Paid Partial Exp Debt (14 Left) 
  • 6/6 (1)  Raise Awareness from 3 to 4
  • 2/8 (2)  War Charm: Mob Dispersing Rebuke

Nejimaru

  • (3) Paid off Exp Debt (0 Remain) 
  • 8/16 (4) Willpower from 8 to 9

Mea-Chan

  • (6) Dexterity Specialty: Defensive Postured (2)
 
Session 23

  • The Session is considered short, since we didn’t start till around 10:30.  While it did run for about 7 hours, it is not as long as my usual session.  Nonetheless I am granting the Normal Exp Reward of 6 points.

Balan

  • ()

Aata

  • (3) Paid Partial Exp Debt (15 Left)
  • 5/8 (3)  War Charm: Mob Dispersing Rebuke 

Nejimaru

  • 14/16 (6) Willpower from 8 to 9

Mea-Chan

  • 6/11 (6) Shifting Knack: Emperor Ox Expansions

Exp Record: Story 03 - “The Odyssey”

Previous Story | Index | Next Story

Player Characters

 

Balan

Aata

Nejimaru

Total

148

148

136

Story 01

28

27

22

Story 02

58

59

52

Session 12

6

6

6

Session 13

4

4

4

Session 14

6

6

6

Session 15

7

7

7

Session 16

5

5

5

Session 17

8

8

8

Session 18

7

7

7

Session 19

6

6

6

Session 20

6

6

6

Session 21

7

7

7

 

Other NPCs

Gladrien Vanja
Session 05 (11), Session 06 (6), Session 07 (9), Session 08 (12), Session 09 (7), Session 10 (5), Session 11 (7), Session 12 (6)

 

Session 12

  • The Session length is actually not that long, but still ran about 6 hours, so I am going to give the standard exp reward of 4 exp.
  • I thought role-playing wise the game was very introspective, so giving everyone 2 Exp for role-playing.  

Balan
Saving Exp for charm purchase

  • (1) Paid off Exp Debt
  • (Free) Raised Valor from 3 to 4
  • (3) Raised Medicine from 0 to 1
  • (3) Raised Sail from 0 to 1

Aata

  • (Free) Raised Willpower from 5 to 6

Nejimaru
Becoming ever more confident and sure of his purpose Nejimaru has become more and more at peace with his chosen path.

  • (Free) Temperance from 3 to 4
  • (1+1) Survival from 1 to 2
  • (10) Willpower from 5 to 6

Mea-Chan
Purchased the next Charm in the Lunar Soak Tree

  • (10) Wound-Mastering Body Evolution

Gladrien Vanja
Gladrien Vanja after her exposure to the real world and soul searching with Hanstha-seth and Panther has matured as a person and became more in control of her overflowing emotions.

  • (6) Raised Temperance from 2 to 3
  • (Free) Raised Temperance from 3 to 4

 

Session 13

  • The Session length is actually not that long, only about 4 hours or so.  So I am going to give the lesser exp reward of 3 exp.
  • Roleplaying wise it was fairly normal so an Exp Reward of 1 point is in order.

Balan
Saving Exp

  • () 

Aata

  • (7) Raised War from 4 to 5

Nejimaru
Nejimaru is saving his Exp to further increase his Willpower.

Mea-Chan
Mea-chan is saving her Exp to raise her Dexterity in the future.

 

Session 14

  • The Session length is shorter than my usual sessions, 5 exp.
  • Roleplaying wise it was fairly normal so an Exp Reward of 1 point is in order.

Balan

  • (Free)  Flaw: Known Anathema (1)
  • (5) Raised War from 3 to 4

Aata

  • (-3)  Paid part of the Exp Debt
  • (Free)  Flaw: Known Anathema (1)
  • (3)  Raised Investigation to 1
  • (3)  Raised Medicine to 1

Nejimaru
Continuing to raise his Willpower

  • (12) Willpower from 6 to 7

Mea-Chan
Having enough Experience points, Mea-chan started to raise her Dexterity

  • (12) Dexterity from 4 to 5

 

Session 15

  • The Session length is that of my usual sessions, 6 exp.
  • Roleplaying wise it was fairly normal so an Exp Reward of 1 point is in order.

Balan
Saving Exp

  • () 

Aata
Saving his Exp

  • () 

Nejimaru
Continues to save his Exp for Willpower

  • None

Mea-Chan
Mea-chan continues to save her Exp to raise her stats

  • None

 

Session 16

  • The Session length is rather short with most of the day taken up with movies and other distractions.  4 exp.
  • Roleplaying wise it was fairly normal so an Exp Reward of 1 point is in order.

Balan
Saving Exp

  • () 

Aata

  • (8) Athletics: Increasing Strength Exercise 

Nejimaru
Continues to save his Exp

  • None

Mea-Chan
Having enough Experience points, Mea-chan started to raise her Dexterity

  • (15) Dexterity from 5 to 6 

 

Session 17

  • The Session is pretty standard length for me so grants 6 experience points.
  • There is no bonus experience points or stunt rewards
  • Story Reward of 2 experience points for surviving the Underworld.

Balan

  • (2) Bought off Vice: Phobia of Monsters and Monstrosities (1)
  • (8) Infinite Mastery (Melee)
  • (6) Raised Compassion from 2 to 3
  • (2) Raised Occult from 1 to 2
  • (2) Raised Lore from 1 to 2

Aata
Saving his Exp

  • () 

Nejimaru

  • (14) Raised Willpower from 7 to 8
  • (5) Raised War from 2 to 3
  • (- 8) Lore Charm: Wyld Cauldron Technology

Mea-Chan

  • (9) Martial Arts from 5 to 6
  • (13+3) Survival from 4 to 6

 

Session 18

  • The Session is pretty standard length for me so grants 6 experience points.
  • There is no bonus experience points or stunt rewards
  • The Session is heavily involved in role-playing, thus 1 exp point of Role-playing Reward.

Balan

  • (8) Charm: (Dodge) Essence Flow
  • (3) Athletics from 2 to 3
  • (8) Charm: (Athletics) Triumphant

Aata

  • (-24) Instantly raised Essence to 4
  • (-3) Performance Specialty: Prayer
  • (-2) Resistance to 2
  • (4) Paid Partial Exp Debt
  • (8) Melee Excellency: Essence Flow
  • (2) Integrity to 2
  • (5) Bureaucracy 3 to 4

Nejimaru

  • (8) Terrestrial Circle Sorcery: Raise the Puissant Sanctum
  • (-8) Terrestrial Circle Sorcery: Conjure the Azure Chariot
  • (-1) Thaumaturgy Procedure: [Talisman]
  • (-1) Thaumaturgy Procedure: Blessing
  • (-1) Thaumaturgy Procedure: Demon Warding

Mea-Chan

  • (3) Paid Exp Debt
 
Session 19

  • The Session is pretty standard length for me so grants 6 experience points.
  • There is no bonus experience points or stunt rewards

Balan

  • (3) Raise Athletics from 2 to 3 (2 Days)
  • (7 + 1 Exp Debt) Excellency: Essence Triumphant (Athletics)
  • (-8) Athletics Charm: Thunder Bolt Attack Prana: "Auroa cadō" - Descending Dawn (latin)

Aata

  • (3) Paid Partial Exp Debt (29 left)

Nejimaru

  • (6) Paid Exp Debt (13 Remain)

Mea-Chan

  • (15) Raising Strength from 5 to 6 (10 Weeks)
 
Session 20

  • The Session is pretty standard length for me so grants 6 experience points.
  • There is no bonus experience points or stunt rewards

Balan

  • (5) Paid Partial Exp Debt (4 left)
  • (2) Raised Bureaucracy from 1 to 2 (1 day)

Aata

  • (3) Paid Partial Exp Debt (26 left)
  • (4) Raise Awareness from 2 to 3 (1 Week)
  • (2/6) Trying to Raise Awareness from 3 to 4

Nejimaru

  • (5) Paid Exp Debt (now at 7)
  • (1) Trying to Raise Willpower from 8 to 9

Mea-Chan
Saving Exp for 5th Lunar Excellency for Dexterity, 6/10 Currently

  • (6/10) Trying to Learn 5th Lunar Excellency
 
Session 21

  • The Session is actually relatively short.  Since we started at around 12 and ended around 5.  Granting 4 Experience Points for showing up.
  • There is no bonus experience points or stunt rewards
  • 3 Experience point to Everyone for Finishing Story 03: The Odyssey
  • End of Story 03 – The Odyssey
  • Start of Story 04– Fires of the South

Balan

  • (4) Paid Exp Debt off, 0 Remaining.
  • 3/4 (3) Paid Partial cost to raise Occult from 2 to 3 

Aata

  • (4) Paid Partial Exp Debt (22 Left)
  • 5/6 (3) Trying to Raise Awareness from 3 to 4

Nejimaru

  • (4) Paid Partial Exp Debt (3 Remain)
  • 4/16 (3) Trying to raise Willpower from 8 to 9

     

Mea-Chan

  • 10 (4) 5th Flawless (Dexterity) Focus
  • (3) Dexterity Specialty: Defensive Postured

Exp Record: Story 02 - “The Beginning is such Delicate Times”

Previous Story | Index | Next Story

Player Characters

 

Balan

Aata

Nejimaru

Total

86

86

74

Story 01

28

27

22

Session 05

11

12

11

Session 06

5

5

2

Session 07

9

9

9

Session 08

13

13

11

Session 09

7

7

7

Session 10

6

5

5

Session 11

7

8

7

 

Other NPCs

Gladrien Vanja
Session 05 (11), Session 06 (6), Session 07 (9), Session 08 (12), Session 09 (7), Session 10 (5), Session 11 (7), Session 12 (6)

 

Session 05

Story Award is for Saving and in effect earning the eternal gratitude of the Dragon Kings and winning them as allies.  In doing so you guys discovered the true backing of Filial Wisdom and also gained another Ally to the Circle – Galdrien Vanja.

  • 6 experience points for Everyone for showing up
  • 1 experience point for Everyone for reasonable roleplaying
  • 1 more experience point for Aata for good role-playing
  • 4 experience point for Everyone for Story-Award

Nejimaru
Trying to maximize the use of the Vortex and to make up for the short coming of Aata, he has figured out a way to channel essence to another being.  Learning the Essence Lending Method Charm under Lore taking 8 Days of Research

  • (8) Lore: Essence Lending Method

Gladrien Vanja
Feeling she is not yet spiritually enlightened, Gladrien is continuing her Spiritual Quest to be closer to the Unconquered Sun (saving Exp to improve her Essence stat, 14/40)

 

Session 06

Session is about standard length of 4 hours, so it did not warrant the bonus exp I usually award.

Since Nejimaru did not participate in most of the actions of the session he has reduced Exp award.


  • 4 experience points for Balan and Aata for showing up
  • 1 experience point for Nejimaru for showing up
  • 1 experience point for Everyone for reasonable roleplaying

Both Nejimaru and Gladrien is banking the exp

Gladrien will offer to teach Everyone, specifically Aata, dodge both Charms she has and improvement of the skill.  However to learn Perfect Dodge you need to get Shadow Over Water first (Dodge 3 required) and Seven Shadow Evasion is (Dodge 4)

 

Session 07

Session is about medium length, so 5 instead of 4 for standard and 6 for long

  • 5 experience points for Everyone for showing up
  • 1 experience point for Everyone for reasonable roleplaying
  • 3 experience point for Story-Award

Nejimaru is using the Exp to raise his Perception to 4, it will take 3 months

Mea-Chan and Gladrien are both saving their Exp.

 

Session 08

  • My Standard Length Session so 6 points of Exp Reward
  • Balan’s reaction to Aata’s “death” is very well done.  So Reward of 2 for Role-playing
  • David’s seems to have put effort into attempt to realize Aata’s personality so also 2 points for Role-playing Reward.
  • Everyone gain Story Award for resolving the Rathess arc of the game.  However, since the Circle was involved far more in the events you guys gain 3 points.  Gladrien only gets 2 point.
  • A season will pass in abstraction time, so each of you gain 2 points of Long Term Exp Reward.

Nejimaru face with his own weakness of will against the infulences of others spent his time in quiet solitude of meditation and self-exploration.  Raising Integrity from 1 to 3 (4 exp 4 days).  In this time of self-examination and meditation into the meaning of existence he has a Eureka moment and created the Charm that would permanently open a Mortal’s sensitivity to the very life blood of creation – Essence.  Learning Lore: Soul-Enlightening Beneficence (8 Experience points, 12 days)

Mea-Chan raised Essence from 5 to 6 under the supervision of Nejimaru.  (45 Experience Points, 5 month training time)

Gladrien Vanja raised Essence from 4 to 5 by spending her time conversing with Hanstha-seth and long periods of meditative trances both to discover the secrets of creation and her affinity to her father the Unconquered Sun.  (40 Experience Points, 5 Months)

 

Session 09

  • My Standard Length Session so 6 points of Exp Reward for showing up.
  • Reasonable role-playing so 1 experience point for everyone.

Nejimaru continues on his path to strengthening his resistance to outside influences, raising Integrity from 3 to 4 (5 Experience Points, 3 days).  He also raised his War due to the fact he realize to properly help the group he has to actually refine some of his innate talents in the area, raising War from 1 to 2 (1 Experience Points, 1 day).

Mea-chan bought the first step of the Soak Series Charms for Lunars after seeing the utterly destructive power of the First Age. To better protect the heart of her hearts, she (being favored ability) started to focus her newly acquired skill towards refining her body to become a better shield (10 Experience Points, 3 Days).

Gladrien Vanja is saving her Exp, being still mentally stunted at her heinous crime of using a evil blade believing it was holy. The incident shocks her psyche still. Her recent timidity and indecisiveness is also a result of her shaken confidence.

 

Session 10

  • The Session length is the standard length in the Rule Book instead of my usual length so 4 Experience Points for Everyone for showing up.
  • Reasonable role-playing so 1 experience point for everyone.
  • Brendo roleplayed Balan’s suddent discovery of the honor within him well so 1 more experience point for Balan

Nejimaru
Nejimaru double checked the Manse plans the Dragon-Kings have laid out for their Mistress God and gleamed some valuable insight into the principles of Stonework and Construction.  In fact Nejimaru has gained enough knowledge to be able to Design level 1-3 manses.

The majority of his effort however is devoted to the assistance of the Adaptus Astartes.  He hides from the rest of the Solars by sequestering himself within the Central Hearth.  During these times he works with Great Schema Mickey on methods to overcome the limited Essence of Enlightened Mortals.  Pouring over the libraries of Auspicious Plum they eventually figured out a minor way to enhance their Essence Pools.

The solution is an modification of the Skin Mounted Amulet and the Essence Power Crystal the Astartes use when they are in Rathess to power their equipment.  Similar in principle to the common artifacts during the first age that allow Mortals to activate Essence devices by having artifact that stores Essence.  This however is more profound and instead of being a separate Essence pool, it augments the bearer’s innate pool.  Adding only 4 motes and allow them to recover 2 extra motes of Essence per hour as long as they are in Rathess’ (specifically) Essence Grid.

  • (3) Craft[Earth] from 2 to 3 (2 days)
  • (3) Craft[Magitech] from 0 to 1 (3 weeks)
  • (-1) Craft[Magitech] from 1 to 2 (1 day)

Mea-Chan
Mea-Chan is saving her Exp to progress down the Lunar Soak Charm Tree

Gladrien Vanja
Finding no answers to her absolution from the Unconquered Sun, she continues on her soul searching.  The months of constant prayer and her recently active role in as an religious icon has made her focus on her ability to influence others.

  • (3) Performance from 2 to 3 (2 days)
  • (5) Performance from 3 to 4 (3 days)

I assume Aata and Balan will be getting their Perfect Defenses?

 

Session 11

  • The Session length is only little longer than normal, so Experience Reward of 5 Experiences points instead of my usual 6.
  • Reasonable role-playing so 1 experience point for everyone.
  • 1 more Experience point for Aata for the player’s realization that his character consistently abandon those he considers important to him in possibly dangerous situations.
  • 1 Story-Reward Experience Points for Everyone for Starting the Odyssey Arc.
  • End of Story 02 – The Beginning as Such Delicate Times
  • Start of Story 03 – The Odyssey

Balan
Balan continued his training regiment under Gladrien Vanja and finally mastered the perfect dodge charm – Seven Shadow Evasion

His subsequent skin regeneration as response of being baked by his own Holy Armor as result of his temporary status as Creature of Darkness has caused his facial scares to be regenerated as part of the healing and is no longer so hidious as to warrent a –1 to Appearance.

  • (8) Seven Shadow Evasion (4 Days Training Time)
  • (6) Removed Diminished Attribute: Appearance (Massive Facial Scar with Missing Eye)
  • (3,-1) Removed Flaw: One Eye

Aata
Aata after his confrontation with Golden Tyrant redoubled his effort to master the Heavenly Guardian Defense Charm and in just a week achieved mastery of this Perfect Defense.

  • (-3) High Holy Speech
  • (3) Paid off Exp Debt for High Holy Speech
  • (-10) Integrity-Protecting Parana Charm

Nejimaru
Nejimaru is banking his Experience Points so he can raise Willpower Later.

Mea-Chan
Purchased the next Charm in the Lunar Soak Tree

  • (10) Frenzied Bear Fortification (4 Days Training Time)

Gladrien Vanja
Gladrien Vanja finally achieved the plateau of Melee 5 after her her ineffective confrontation with the Irreproachable and Flawless Golden Tyrant.  With her expected duty of administer of Rathess she studied under Head Huntress Dharacya to learn the skills of statecraft.

  • (7) Melee from 4 to 5 (4 Days)
  • (3) Bureaucracy 0 to 1 (3 Weeks)

Exp Record: Story 01 – “The Road to Rathess”

Index | Next Story

 

Balan

Aata

Nejimaru

Total

28

27

22

Session 01

5

5

-

Session 02

8

7

7

Session 03

8

8

8

Session 04

7

7

7

 

Other NPCs

Gladrien Vanja
Session 05 (11), Session 06 (6), Session 07 (9), Session 08 (12), Session 09 (7), Session 10 (5), Session 11 (7), Session 12 (6)

 

Session 01

  • 4 experience points for Balan and Aata for showing up
  • 1 experience point for Balan and Aata for reasonable roleplaying
  • Start of Story 01 – The Road to Rathess

 

Session 02

  • 4 experience points for Everyone for showing up
  • 2 experience points for Balan for good roleplaying
  • 1 experience point for Aata and Nejimaru for reasonable roleplaying
  • 1 experience point for Balan for 3 dice stunt
  • 2 experience point for Everyone for Story-Award

 

Session 03

  • 4 experience points for Everyone for showing up
  • 1 experience point for Everyone for reasonable roleplaying
  • 3 experience point for Everyone for Story-Award

 

Session 04

  • 6 experience points for Everyone for showing up
  • 1 experience point for Everyone for reasonable roleplaying
  • End of Story 01 – The Road to Rathess
  • Start of Story 02 - The Beginning as Such Delicate Times

Tuesday, August 4, 2009

Stunts: and Perfection

From Exalted Core Rule Book, pg. 123 under “Stunts”

“A powerful Solar might not gain a stunt bonus for confronting back-alley muggers he could dispatch with both eyes closed and his hands tied behind his back, but his commitment to righteousness might net him a superior bonus when he gives a speech adjuring a deathknight to abandon her liege and the side of darkness to join his righteous quest to restore Creation.”

Thus Stunt bonuses are not applicable when a Perfect Charm is involved, since it innately has less risk than any action taken confronting a quadriplegic thug in the back allies of Nexus while blindfolded with both hands and feet tied behind his back.

Monday, August 3, 2009

Lunar Forms and Attribute Bonuses

All Lunars have 2 forms, with some having a 3rd called the War Form. The first is their human form. The Second is their Spirit Shape (often called True Form). The Third optional form is the War Form, granted by “Deadly Beast Transformation.”

A Lunar character at the time of creation will be granted half their character creation charm as “native charms.” It is highly suggested the focus of these native charms be Knacks.

The other half will be considered “discovery charms.” They represent Charms that the character mastered as part of accustoming themselves to their new nature.

A Lunar can chose a totem shape from any shape his native charms allow him to take. This means a Lunar can theoretically be a species of ancient primordial monster as his True Form – but keep in mind Animal True Form is totemic to the character. It speaks volumes about a Lunar when his/her True Form is an alien monster beyond the realms of mortal men.

When a Lunar takes upon his normal 2 forms he gains the physical attribute of the form he takes. With Humans Form being his normal attributes and his Animal Form having the stats of that animal. When he raises his Human Form’s attribute beyond 5, his animal form’s physical attribute is similarly increased. E.g. when Mea-chan raised her Strength to 6 her Simhata animal form’s strength also raised by 1 to 8.

War Form, however, is a synergy of the 2 previous forms. Being as such it takes on the property of both. Normally it will use the higher physical attribute of the 2. This will be the baseline of the form’s attribute and then add in any modification via mutations and the +1/+2 dot from the War Form Knack.

This modification however does not override logic and reasonability. If the War Form of a Tyrant Lizard Lunar has is the size of a human child then he is not going to gain all 14 dots of his Animal Form’s Strength. By the same logic, if the War Form of the aforementioned Lunar is as large as a Tyrant Lizard then his Dexterity might suffer a 1-3 dot penalty.

Other qualities such as the ability to see at night, breath in water, armored skin, etc. are reflected via Mutations. They are not automatically gained. Kali’s War Form for example, cannot breath in water, even though her animal form is a Siaka.

Updated Exalted 2nd Edition Template and Font

Finally managed to find the Missive Font.  So Updated the Word Template and the Fonts Rar file.

Both can be found in the Live Work Space.  Under “RPG - Exalted Past” then “Templates” folder.

Sunday, August 2, 2009

Dicer 1.9.3.4

Just updated Dicer to 1.9.3.4

Hopefully this catches the exception that crashes the program if the character file pointed to in the Registry is not present.

As usual it is uploaded to the Workspace.

Saturday, August 1, 2009

[Exalted Past] Rule Changes

Additions

Changes

Clarification

Reprints and Summaries

Benefits of a Circle

All the senses granted by the bonds of a circle are vague impressions. They are not clear and defined data; instead they are more intuitive feelings than measurable facts.

  • When Circle mate are involved in coordinated attacks in battle they gain +1 automatic success to the Coordination roll for the maneuver. This is not applicable in Mass Combat.
  • When Circle mates are involved in teamwork (and only Teamwork) the team work dice pool is increased by 1 die from synergy. This bonus is fixed and does not increase when more Circlemates gets involved. This bonus die is considered bonus die from Charms.
  • Circle mate can reflexively sense the rough direction and rough distance (very far, far, somewhat far, fairly distant, close, very close, immediate vicinity, etc.) of their circle mates. These feelings are not constantly and they must concentrate, though reflexively, to sense them.
  • Circle mate automatically sense when a circle mate is under extreme mental or physical duress. They also know which circle mate is happening to and the nature of the disturbance (physical or mental). Things such as dying, torture, great emotional upheaval, but not limit breaking, all fall under this category.

Keep in mind the Sworn Brotherhood of the Dragon-Blooded gain these bonuses plus the normal bonuses gained as part of their Sorcerous Bond.

Charm Activation and Patterning

I am changing the way Charm Costs work.

When you activate a Charm the first time you pay the full amount. To activate the same charm against or as a part of a Flurry has significant discount after the initial activation.

Any subsequent activation of the exact same Charm, with all optional costs and bonuses being the same, only cost 1 mote for each additional activation, or the full activation cost – whichever is cheaper.

Should the subsequent activation be in anyway different it is considered the new initial activation and cost resets.

This effect I call Patterning. It makes flurries more common and feasible. Instead of paying 5x5 = 25 motes, you actually pay only 5+1+1+1+1 = 9.

Example: Balan activates his Death Blossom Combo which includes Excellency and Magic Flurry. So he chooses to spent 10 motes for 5 attacks as the Magic Flurry Charm. On his 1st attack he chose to spent 5 motes for 5 added dice, he missed. On his 2nd attack he chose to repeat the attack so he pays only 1 mote for +5 dice on his 2nd attack. He missed so he decide for his 3rd he needs higher dice pool, so he adds 7 dice, since he change the bonus of the charm he has to pay the full price of 7 motes for the 3rd attack, he hit. The opponent is near death. So for his 4th attack he thought he would hit normally since the opponent is at -4, so he chooses to add no bonus dice, costing 0, and he missed. For his last attack he thought he minds well finish it. So he adds 5 more dice. However since he changed his bonus on the 4th attack yet again (from +7 to +0) he lost the pattern, so he would have to pay 5 motes full price again.

This made his Death Blossom Combo a total of 28 instead of the normal 32, for a grand total saving of 4 motes. If he choose wisely and added 7 motes in the beginning, it would have only cost him 21 motes.

This rule favors total commitment for better or for worse. To accommodate this, the Essence regain for Stunts has also been lowered to half. See the “Stunts: Essence Gain” rule change.

Keep in mind this rule only accounts for actions or defense within a Flurry.

So attacked by 4 different person will cost the character 4 full cost for dodge charms. Then pattern cost of 1 mote each dodge activation if the attackers are using flurry. Should the player choose to not dodge any attack of that specific flurry sequence he losses the patterning and must start over.

Stunts: Essence Gain

With the changes to Charm cost activation within the same Tick the Essence gain from Stunts are halved.

So 1 die stunt only gives 1 mote, 2 die stunt grants 2motes, and 3 die stunts adds 3 motes.

The rules regarding Willpower, Experience points, and Virtue Channeling remain unchanged.

Exp and Training time

The game rule states you cannot start training before you pay the full amount of the Exp Costs, I say that is bad rule.

As long as you train towards something, it counts. It would simply prove fruitless if you do not eventually pay the exp for it.

However, these types of training investment can only be held for 6 month. So people can’t say, well I trained 400 hours in Melee 2495 Years ago, but now I have the exp to spent on it.

All other rules regarding training time and experience points expenditure remain unchanged.

Intimacy vs. Motivation

As it stands right now the game superimposes extreme values on Motivation. All commands that go against motivation are Unacceptable Orders.

This means a person will sacrifice their intimacies unconditionally in the face of their motivation.  E.g. the power hungry abyssal will always destroy the love of his life when faced with the alternative of abandoning his quest for power however temporary and brief.

The rule as it stands right now does not take into account severity. The slightest bend to Motivation is worth infinitely more than the most atrocious betrayal of Intimacies.

So I am changing it.

If the character is under social influence and Intimacies conflict with Motivations, he can choose to follow either as appropriate to the severity of the choices.  He is not automatically required to refuse any action that goes against his motivation.

Keep in mind this will severely weaken your character’s resolve in the face of social attacks, but I think it’s a bit more realistic than what the game has right now.

Armor Soak and Hardness Changes

The way the Current System works, as I understand it, is:

· A Child = 1 Str – 1 effective for being Child (so 0 for dmg purposes)

· With a Dull Knife +1L, minimum damage value of 1 (that is default, huge weapons like a Grimcleaver has min dmg of 4)

· The Child attacks a Knight wearing Super Heavy Plate: 12L/12B Soak

· The Knight actually is just a rich brat who bought his rank, thus has DV value of 1 [(2 Dex + 1 Dodge) /2 round down)]

Let say the Child rolled 2 Successes so he hit with 0 Threshold: 2 – 1 min success for successful attack and – 1 for the Knight’s DV.

From this point, regardless of the Soak Value of the Armor, the child will at least do 1 dice worth of damage

Exalted Core Rules Page 252: “Armor lets minimum damage through.  Players of attackers who hit you, no matter how heavy your armor, still roll their minimum damage – normally one die, two dice or their Essence in dice [In other section this is explained as capped at the weapon potential]”

So the child with Strength of 1 and a dull knife would essentially ignore 12 levels of soak to do his normal 1 dice of damage, because the knight wasn’t able to parry the attack.  A defensive act that has nothing to do with what armor he is wearing.

The Knight would suffer the exact same damage if he were wearing ANY other (non-magical) armor, from a leather jacket to super-heavy plate – since the weakest armor has a soak of 3 and only magical armor have Hardness rating.

I find that highly unrealistic.  There for I am changing it.

First thing that changes is Hardness

Hardness values are now this.  Any attack where the Damage Potential (as defined by Strength + Weapon Damage) is lower than the Hardness is ignored.  The amount of attack successes does not factor into the equation.  So no matter how successfully you overcame an opponent’s parry/dodge, as long as his Armor’s Soak value is in effect, you cannot hurt him unless your Raw Damage Potential is capable of puncturing through the Hardness of the Armor. 

So now Hardness’s function is no longer to stop minimum damage from occurring. It is now the ability to make the person wearing the armor invulnerable to low damage potential attacks. This effectively makes things like Warstriders, with their hardness of 8 to 15, nigh-invincible except against those with weapons designed for penetrating armor and/or superheavy and/or used by Strong Characters, which makes more sense.

Hardness is considered Armor Soak, so it is halved by Piercing Effects.

Note: appropriately spectacular Stuns can actually ignore Hardness value, like in “Ninja Scroll” where Jubei using his unexpected surprise to shoot the Stone Demon Guy in the Eye.  In normal combat situations he wouldn’t have hit.

The minimum damage is now this

As long as the attack overcomes Soak, i.e. the Post-Soak Damage is higher than 0, you get the highest of the following as Minimum dice rolled

Essence Stat: which is still capped at the Damage Potential (Dmg + Str).  Since Essence stat cannot give you damage that you are incapable of inflicting.

Minimum Damage of the Weapon: which is 1 unless weapon has the “Overwhelming” attribute and In the latter case use the appropriate value.