[Burichan] [Futaba] [Nice] [Pony]  -  [WT]  [Home] [Manage]
[Catalog View] :: [Archive] :: [Graveyard] :: [Rules] :: [Quests] :: [Wiki]

[Return] [Entire Thread] [Last 50 posts] [Last 100 posts]
Posting mode: Reply
Name (optional)
Email (optional, will be displayed)
Subject    (optional, usually best left blank)
File []
Embed (advanced)   Help
Password  (for deleting posts, automatically generated)
  • How to format text
  • Supported file types are: GIF, JPG, MP3, MP4, PNG, SWF, WEBM, ZIP
  • Maximum file size allowed is 25600 KB.
  • Images greater than 250x250 pixels will be thumbnailed.

File 151791432675.png - (478.46KB , 582x772 , corebook neomah portrait.png )
120347 No. 120347 ID: d36af7

To make relevant subjects easier to find instead of being buried under the minutia of Pdn[T]tO.

https://tgchan.org/wiki/Fluorine_Quest which was actually about playing as a calcified raksha, but dang did I do a bad job making that clear. Not that most people would know what it was even if I did, since it's derived from an obscure section of the errata to what's arguably the whole Ex2e line's most editorially mangled and ungameable volume. The errata which replaced almost entire chapters, and which is so massive I can't even post it all here as a PDF, 'cause it's above the max file size.

Maybe I like this stuff so much because my reach exceeds my grasp so much out of character?

Anyway, the new one, where you can finally play as actual exalts: https://tgchan.org/kusaba/quest/res/865044.html
245 posts omitted. Last 50 shown. Expand all images
No. 126399 ID: 0640da

Had a quick chat with Magey and found a pretty good compromise that hits the spirit of your request: give Lute all three of Morse's artifacts. I did not stutter. Mortals should probably not be given these clearly magical weapons, but Lute/Bridget probably have a use for them. Also, I don't want to side track Morse joining the party any longer than we have-- OOCly I want her in the party, by hook or by crook. This is also technically safe for her artifacts, since some wahoo doesn't have it-- one of the player characters does. Bridget can choose to hang on to any of the three artifacts:

- Compass that tracks specific artifacts.
- The Drowned Shamisen
- Mirror Flag

Morse WILL want these back, but this is leverage on her-- which is probably the only way to trust an abyssal.
No. 126401 ID: afdebc

To clarify, I'm fine rolling with that if that's what Bridget ends up doing, but don't feel like I cut a deal with Gilly where that's the outcome I expect either.

I'm perfectly fine with Bridget sealing Morse's stuff under a rock too.
No. 126404 ID: 2007b6

Bridget might be able to catch up to Light and help deal with the cavalry kidnappers. It would require two (possibly three) more mountain-crossing leaps, as well as information on where they actually are. Bridget can also carry normal human-sized people while jumping, though any more than two or maybe three would get awkward.
No. 126412 ID: 2007b6

The Abyssal Investigation charm Heart-Rending Cruelty Technique can break someone's will and impose Unacceptable Orders, such as suicide, or betrayal of an otherwise inviolable charm-backed intimacy (e.g. Righteous Lion Defense, corebook p 199; every exalt type has their own variant).

The Sidereal Performance charm Perfection In Life can impose mental influence which, once accepted, cannot be shaken off by any amount of willpower expenditure (at least not during the same scene). Using it to supplement a social attack along the lines of "Don't give up, do your best!" would make despair-inducing mental influence an Impossible Order, a completely separate category of invalidity which Heart-Rending Cruelty Technique cannot overcome.
No. 126416 ID: a02a86

Anything else give impossible orders?
No. 126421 ID: 2007b6

There's no way to compel someone to follow an impossible order. By definition, it's something they can't do, can't even meaningfully attempt.
No. 126479 ID: 2007b6

Prey's Skin Disguise covers pretty much anything sapient and made of meat, not just humans. With Essential Mirror Form you could learn Mountain Folk Patterns, or Dragon King Paths, or even (in principle) lost powers of the pureblood Lintha.

Twin-Faced Hero is rolled into Changing Plumage Mastery, because as far as Luna is concerned, gender IS a minor cosmetic detail.

Internal Form Mastery is rolled in to Hybrid Body Rearrangement. If you buy it at Essence 2, it just uncaps Dexterity (by subtly optimizing joints and nerves), then at Essence 3 it allows partial shifting obvious enough for 'mutations.'

Hearth-And-Flame Shell, Laurels-And-Ivy Technique, and Somnolent Statuary Method are merged, and reduced to Essence 3.

Flickering Star Infusion requires this new combined plant/elemental/landscape knack as one of it's prerequisites. The other can be either Intimate Training Recollection or Taste Of Luna's Champions.

Honing the Stolen Form is a side benefit of Flickering Star Infusion, and costs no XP, just training time.

Compassionate Mirror Nature requires Life of the Hummingbird, NOT Prey's Skin Disguise.

Mountainous Spirit Expression provides the full enlargement-related benefits of Tyrant Mouse Dominion (from Glories: Luna) including option to not enlarge the spirit shape.

Tyrant Mouse Dominion does NOT require Mountainous Spirit Expression as a prerequisite. Illimitable Beast Declaration requires both, AND Heart-Theft of the Behemoth.

Emperor Ox Expansion is applicable to any form in the library by default, rather than needing to be upgraded with Titan Menagerie Method. Hungry All-Consuming Cloud and Moon-And-Earth Song are what happens when it's applied to their prerequisites, rather than separate knacks.

Becoming The Swarm adds a DV bonus equal to the Lunar's Essence rather than half their Dexterity. Rather than being immune to narrower attacks, a swarm enlarged to mass combat scale gains a full health track for each level of Magnitude, just like an actual mass combat unit. However, shifting to a non-swarm form before healing back to full magnitude is treated like deactivating Unstoppable Juggernaut Incarnation. The flip-side of that is, a Hungry All-Consuming Cloud can be used to heal from up to (Essence) mortal wounds delayed by Unstoppable Juggernaut Incarnation without ever being reduced to incapacitation, much less dying health levels. Downside is, each Magnitude level recovered requires a period of intensive feeding and breeding which likely devastates a stretch of countryside.

Ant And Starfish Trick requires Prey's Skin Disguise, Taste Of Luna's Champions, and either Becoming The Swarm, or Green Sun Child (and the addition of at least one second or third circle demon to your form library) as prerequisites. There is no range limit, even across realms of existence, and no precedence given to an 'original,' but if any are slain by an attack that would permanently destroy spirits, those Essence dots are converted to XP, along with any traits they served as prerequisite for, other than Ant And Starfish Trick itself. Lesser sorts of lethal violence allow lost Essence to be recovered at a rate of one dot per surviving splinter per season, or by any magic that heals both spiritual Shaping effects and amputations.
No. 126502 ID: 2007b6

Oh! One more note, there's a fifth purchase of Delirious Rapture of Virtue, which lets you spend (lowest virtue rating) aggravated health levels in place of a point of XP when swapping out specialties, changing your Motivation before completing it, or otherwise burning XP without a net gain in traits (e.g. the Wrapped Diamond paradox-reduction ritual, for a sidereal akuma).
No. 126523 ID: 23b7bd

There's a lot of changes here- do Luna's Hidden Face, Hungry Dream Cloak, and Shifting Wyld Tides all still work the same?
No. 126558 ID: 2007b6

Probably, yeah. It's a work in progress. Open to suggestions for further consolidation of weak-but-necessary effects or other potential improvements.
No. 126575 ID: 2d86b4

Character sheet:

Reference Sheet:

Just to have them here as well.
No. 126579 ID: afdebc

Transcribing Matar's initial build to a text block for reference, since the character sheet will update over time, and filling in a few blanks from discord.

Arberus Vahl
Green Sun Prince (Isidoros Favored)

Motivation: The murder of Hierarchy. To murder public officials in increasing higher positions, culminating with the murder of the Scarlet Empress herself.
Urge (Adorjani): To convince other to mob together in violence against figures of authority.

"Incite the Serpents Which Walk Like Men to liberate An-Teng from the Realm." (I could have sworn this was supposed to have been his urge, JL?)

Strength 5 Dexterity 1 Stamina 5
Charisma 1 Manipulation 1 Appearance 5
Perception 5 Intelligence 1 Wits 3

Essence 3, Willpower 10

Compassion 2, Conviction 3, Temperance 1, Valor 3

Caste: Archery, Martial Arts, Melee, Thrown, War
Favored: Athletics, Awareness, Dodge, Resistance, Lore

Abilities / Skills:
*Archery 1
*Athletics 5
*Awareness 3
*Dodge 4 (Frontal Assault +1)
Linguistics 0 (Native: Rivertongue)
*Lore 1
*Martial Arts 5 (Frontal Assault +2)
*Melee 0
*Resistance 3
Socialize 1
*Thrown 1
*War 1 (Frontal Assault +1)

Intolerable Burning Truths (Hate Springs Eternal)
Bitter Heart Unbleeding x2
Sprawling Marsh Indulgence
Flowering the Fairer Face
Innocent Petal Assumption
Scentless Skinless Serpent Shintai
Palate Without Limit
Hunger Without Satisfaction
Digestion Without Distinction

Beacon of Power
Great Curse 3

Artifact 5, Sapience 4 (Three Hundred And Thirty Thirsty Fangs, see below)
Artifact 3,Sapience 3 (Cup of Flowing Blood w/ the added effects of a Erymanthus Demon Ink Tattoo)
Backing 1 (Malfeas)
Cult 1
Influence 1 (Malfeas)
Manse 4 (Uncapped 5 dot "Meat-moss" wood aspected demesne. Plant life becomes disturbing meat-constructs, mutates mortals to be abnormally delicious, attunement bonus comparable to Song of Life Stone, except meatier. Essence harvest not yet defined)

Arberus' Three Hundred And Thirty Thirsty Fangs has the following additional traits as a sapient hellforged wonder:

Urge: Carve out a pleasure-dome among the veins of the earth.
Mutations: Gargantuan (switchable) - +4 Strength and Stamina, 4x height, 64x weight
Spirit Charms:
Affinity (Earth) Control - 4 barrels, allocated between damage, resistance, and construction or demolition of stone walls
Bread of Weak Spirit - all-encompassing
Hurry Home - to Arberus
Landscape Travel - walk across any surface at double normal speed, transmuting it to a basalt roadway as you go. While enlarged, 10x speed instead.
Material Tribulation Divestment - while relaxing at a party
Stoke the Flame - stir up heterodoxy and rebellion
First Excellency for Integrity, Larceny, and Stealth

The Act of Murder in public
Granting children the ability to harm others.
Protect those that dedicate themselves to culinary arts.
To have his name known throughout all of Creation.
To consume every type of sentient being.
No. 126595 ID: afdebc

Confirmed, Urge is "Incite the Serpents Which Walk Like Men to liberate An-Teng from the Realm."
No. 126621 ID: 2007b6

The possibilities for celebratory cataclysms are as yet unsettled.
No. 126745 ID: 2007b6

I'm going to make it compatible with boosts from e.g. Epic Zeal of (Valor), but weaken the effects a bit so each success on the roll only recovers one bashing level or downgrades a lethal level to bashing, and add a clause where if you actually spend a channel of the appropriate virtue, roll double the dice. However, using it to downgrade aggravated damage to lethal requires a repurchase at Resistance 5, Essence 4.
No. 126800 ID: 2007b6

One willpower is usually the equivalent of three to five motes. That's not an exact number, but it's the opportunity cost: for a standard two-die stunt, the choice is between four motes or one WP, so there has to be some approximate equivalency for that to be a meaningful choice. The Abyssal charm Virtue-Devouring Hunger, it's solar mirror, and various Fair Folk charmtech make me inclined to say a virtue channel is also roughly equivalent to a willpower point. Various charms such as Crane Form, Phoenix Renewal Tactic, and (Isidoros) or (Theion) Mythos Exultant make it possible to recover a virtue channel instead of a willpower point. However, other Mythos Exultant charms (specifically, Cecelyne and SWLiHN) double the effective stunt award, so I'm inclined to houserule those effects to be "in addition to" rather than "instead," and incidentally tweak the Pyrian Mythos Exultant so it awards a number of WP equal to the stunt rating, when you choose WP, rather than a flat two for 2+. However, no charm will EVER double the actual MOTE award for stunting, or otherwise allow faster intrinsic mote recovery than by three-die stunt awards every action.

Exalted 2.5's combat engine is built around the idea that any essence user who's taking the fight seriously - and who, in turn, ought to be taken seriously by their opponents - will be getting a two or three die stunt award every action in combat, and furthermore than this is the only reliable way to recover REAL motes mid-battle. Attunement motes, offensive motes, the special single-use motes from Ghost-Eating Technique, 'compassion' motes from Softening Cruel Tidings, key thing they all have in common is that they can't be used to power combative Excellencies, nor perfect defenses.

The apparent exceptions - Lightning Boxes, Charter-Stripping Condemnation, Earth Reclaims Her Bounty, Unchain the Dragon's Heart, (Virtue) Essence Replenishment, the innate power of Abyssals to feed on blood, various other necromantic horrors - all depend on resources which are themselves nonrenewable in combat time, whether that's manses, weather, lives, or just a per-day cap. Attunement, Offensive, or otherwise limited/nonstandard motes can be converted to regular motes, but only immediately when the fight's over (wait too long, they dissipate), and even then it requires some method of voluntary transfer such as Essence-Lending Method, Lease The Flame, the emerald circle spell Eye of Alliance in combination with appropriate artifacts, or certain thaumaturgical procedures, mostly in the Art of Geomancy. The Adorjani charm Beauteous Carnage Incentive is unusual in that it transfers those motes automatically, efficiently, and to yourself, but it still only activates when the scene ends.

When someone heroic, even a non-essence-using heroic mortal, spends less than 4m xor 1wp per action, that means they either haven't got their head in the game (OOC, can't come up with an adequate 2-die stunt) or they're deliberately holding back, taking it easy, waiting for the right moment before fully comitting. Even if they're being very aggressive in other ways, their heart's not really in it. Spending more than equilibrium, they've either spotted a critical opportunity and are now moving in for the finishing blow, or else are desperately outmatched (or just dangerously undisciplined) and will soon exhaust themselves.

Channeling a virtue means you've spent one willpower AND one virtue channel - arguably the equivalent of at least eight motes - to add, typically, only three to five more dice to a roll. Anyone with an appropriate excellency could get a much better rate of return. Virtue channeling is inefficient. It mostly only makes sense in situations where you can't afford to be efficient: when you don't have enough time or XP to take a day off to learn the relevant Excellency (or a few weeks to grab the prerequisite, if you're completely ignorant of the subject in question and not lucky enough to be a Lunar), or when you already hit your dice cap or ran out of motes but for whatever reason need a burst of even more power... or when you're not an exalt at all, and don't even have access to relevant excellencies.

Sorcery, and sidereal martial arts (without Sutra discounts), are outrageously expensive in this context. Most of the time, that means it's like bringing motorized anti-aircraft artillery to a knife fight: don't even try it unless you're pretty sure one quick barrage could wrap up the entire conflict, and even then, you'll need a few guards to keep you from being stabbed while you're preparing that big shot. Smart sorcerers do their casting before the fight begins (wards and landscaping to prepare the field, summoning, personal buffs like Invulnerable Skin of Bronze, etc.), or stick to quick-cast stuff: Countermagic, Banishment, or Flight of Separation.
No. 126946 ID: 2007b6

Another little houserule for countermagic: at any given circle, the more expensive version reaches out and swats down an ongoing spell, but the cheaper version, rather than being self-only and lasting a single action, can be delivered by touch to any creature, object, or point in space, and persists indefinitely. Next time a spell which it would be capable of countering (including thaumaturgy) is cast on the target or an area encompassing it, the latent countermagic resolves and is expended. One spell can trigger many counters this way, expending all of them - only benefit of redundancy is that the fragments from a same-circle spell may then be countered individually, reducing collateral damage.

Latent countermagic can't break previously cast spells, so it can work as an ablative sheathe over some other enchantment. If countermagic of multiple circles is layered together, only the highest is expended. When latent countermagic stops a lower-circle spell, it might not be used up entirely: roll a number of dice equal to the difference, for example, adamant countermagic vs. thaumaturgy would roll three dice. On a botch, the latent countermagic not only burns itself out, but disrupts whatever it was meant to be protecting as well (to whatever extent it could normally affect the underlying magic).
No. 127130 ID: 2007b6

Palate Without Limit is overpowered. Compared to Hateful Wretched Noise, it provides more of a bonus with no corresponding penalty apart from a 4m commitment. So, I'm adding a downside, in two parts: first, it inflicts a -(Essence) internal penalty on any nonreflexive action to examine details - everything from medical diagnosis to Read Motivation to crime scenes to patting somebody down for concealed weapons - unless you lick the thing being examined, which may involve health risks and/or be considered socially inappropriate. If examination concludes that you could gain any material benefit by ingesting the subject, regardless of other costs or risks, you then have to spend 1 wp to resist a Compulsion to immediately eat at least enough to inflict one level of lethal damage on it. For fragile or small targets, such as an alchemical potion or paper contract, that might be the whole thing.
No. 127160 ID: d9acdc

Not knowing how hard the other penalty hits you, that sounds like a charm that I personally would never really be inclinded to pick up. Seems more like a curse than a boon.
No. 127161 ID: afdebc

With no downside though, you Palate Without Limit gets you the function of Keen Taste Technique, Keen Scent Technique, and Unsurpassed Taste Discipline (three different solar charm purchases!) in a single buy.

As for the curse vs boon, at least you have a choice to turn it on or off, and superpowers with downsides that make you inhuman or alien or weird does seem to fit the yozi aesthetic.
No. 127167 ID: 2007b6

One and a half, actually, Keen Smell & Taste is just one solar charm.

You can avoid the penalty by simply not activating the charm. When it IS active, trading a -2 or -3 internal penalty for two bonus successes and the ability to notice things that wouldn't otherwise be possible still leaves you at a net advantage even when it comes to scent, unless your dice pool was so low you'd have no chance normally. If you use Metagoyin charmtech to be Sherlock Holmes, a certain amount of non-figurative chewing the scenery is almost inevitable, and you probably shouldn't be trusted ID'ing fine wines or found potions.

With Flesh-Weaving Tendrils, major surgery doesn't need to involve any damage at all, so one lethal health level might still leave the patient better off than they would have been going to a mundane doctor - and if they go to get a second opinion anyway, Canker-Concealing Trunk Confusion could be used to make sure the bite marks aren't visible.
No. 127269 ID: 2007b6

Another little houserule, to make some neglected traits more relevant: when you're trying to find an expert for hire, once per month roll your Appearance + Backing (if you're doing so through official channels) or Appearance + Contacts (for personal stuff). Of those who show up, the best among them will have as many dots in relevant skills as the successes from that roll, up to the limit of what's plausibly available in the area where your message has reached and from which replies could have returned.

Attracting the interest of a true necromancer, sorcerer, or outcaste terrestrial exalt always requires at least five or six successes on such a roll. Martial Arts take another success per charm, so an outcaste terrestrial who'd fully mastered a CMA style might take 20+ successes to find - and probably wouldn't work cheap. Hiring a celestial exalt or other unique being usually involves going on a whole adventure just to track them down, not just posting a want-ad.

Figuring out which applicants are actually the most qualified is a task for the Bureaucracy skill, and coming up with a payment plan they'll accept probably requires Resources, though Influence and social skills also tend to help.
No. 129436 ID: f57349

Required Ability Mundane Exotic Repair Rating Difficulty Successes Minimums* Resources Materials Difficulty 1 3 10 3 $16,000 1 2 2 4 30 3 $125,000 2 3 3 5 60 3 $1,000,000 3 4 4 6 100 6 $8,000,000 4 5 5 7 250 7 $65,000,000 5 6 6 8 500 8 $500,000,000 6 7 7 9 1000 9 $4,000,000,000 7 8 8 10 2500 10 $33,000,000,000 8 9 9 11 5000 11 $250,000,000,000 9 10 10 Establishing new wonders comparable in themselves to the sum total of Creation is beyond the scope of these rules.
No. 129618 ID: f57349

I'd like to thank Kawaiiwolf for becoming my patron at the $5 level.
No. 129705 ID: f57349

An approximate hierarchy of mental influence resistance, from easiest to hardest:
-impossible orders (autoresist for free, cannot be bypassed)
-unacceptable orders (autoresist for free, can only be bypassed by powerful magic under narrow circumstances)
-opposed to Motivation/Urge (+3 MDV, must spend WP to resist if attack succeeds unless will already broken)
-opposed to Motivation/Urge but supported by intimacy (net +2 MDV, must spend WP to resist if attack succeeds unless will already broken)
-opposed to Virtue rated 3+ (+2 MDV, need to choose between spending WP to resist or suppressing virtue if attack succeeds)
-opposed to Motivation/Urge but supported by Virtue rated 3+ (net +1 MDV, must spend WP to resist if attack succeeds unless will already broken)
-opposed to Virtue rated 3+ but supported by intimacy (net +1 MDV, need to choose between spending WP to resist or suppressing virtue if attack succeeds)
-opposed to Intimacy (+1 MDV, going along with it may count as eroding the intimacy)
-opposed to Virtue rated 3+ but supported by another virtue also rated 3+ (net +0 MDV, will probably need to suppress at least one virtue no matter what happens)
-opposed to Intimacy but supported by another Intimacy (net +0 MDV, will probably end up eroding an intimacy no matter what happens)
-no opinion (+0 MDV)
-supported by Intimacy (-1 MDV)
-supported by Virtue rated 3+ but opposed by Intimacy (net -1 MDV, may need to suppress Virtue or go along with it anyway even if attack fails)
-supported by Motivation but opposed by Virtue rated 3+ (net -1 MDV, need to choose between spending WP to resist or suppressing virtue if attack succeeds)
-supported by Motivation but opposed by Intimacy (net -2 MDV, going along with it may count as eroding the intimacy)
-supported by Virtue rated 3+ (-2 MDV, may need to suppress Virtue or go along with it anyway even if attack fails)
-supported by Motivation (-3 MDV)
-virtue compulsions triggered by own direct observations (can roll and hope for no successes, or spend 1 wp, unless wp is empty)
-unblockable/undodgeable/unexpected social attacks (MDV zero)
-mental influence already in place which compels maximum resistance against it's own removal
-akuma urges & automaton hardwired programming
No. 130903 ID: afdebc

Now that it's much later and I actually understand how chargen works, here's Lute's ronin akuma sidereal chargen actually mathed out in detail.

Original post

4 + 5 = 9 free dots

Compassion 6 Conviction 3 Temperance 4 Valor 2

15 - 9 = 6 from BP
Net BP = -6 BP

9 + 8 + 6 + 4 = 27 free dots

Strength 1 Dexterity 6 Stamina 6
Charisma 0 Manipulation 6 Appearance 6
Perception 6 Intelligence 6 Wits 6

43 - 27 = 16 from BP
Net BP = -16*4 = -64 BP

25 free dots, 10 of which must be spent on caste/favored
4 free specialities

Place 10 dots in caste/favored, then convert to 10 BP
Place 15 dots in unfavored, then convert to 30 BP
Place 4 specialities in unfavored, then convert to 4 BP

Buy with BP:
[7]*Craft (Air) 6 (Restoring Symmetry +2)
[8]Investigation 4
[6]*Lore 6
[1]*Martial Arts 1
[6]*Occult 6
[6]*Performance 6
[2]*Thrown 2

Net BP = +44 -36 = +8 BP

8 Free Charms

Place 8 Charms in unfavored abilities, convert to BP, 8*7 = 56 BP

Buy with BP:
[5]Destiny-Knitting Entanglement
[7]Efficient Secretary Technique
[5]Perfection In Life
[5]Defense of Shining Joy
[5]Essence Thorn Practice

Net BP = +56 -27 = 29 BP

7 Free backgrounds, convert to 7 BP

Buy with BP:
[1]Ally 1 (The Sandpoint Devil)
[5]Artifact 4 (Vitriol Tainted Moonsilver-Starmetal Infinite Resplendence Amulet)
[5]Artifact 4 (Multifocal Lens Arm)
[1]Artifact 1 (Vitriol Tainted Starmetal Hearthstone Amulet)
[3]Manse 3

Net BP = +7 -15 = -8 BP

BP Totals
+18 (Free)
+30 BP (Demonic Inheritance 5)
+8 (Magical Plague Carrier)
-6 (Virtues)
-5 (Willpower 10)
-64 (Attributes)
+8 (Abilities)
+29 (Charms)
-8 (Backgrounds)

Net BP = 9 BP

I have unspent BP? Huh, if there was an error, I was expecting to be the other way. (I suppose this makes sense if Lute were slightly less mixmaxed, and some of her starting charms were caste/favored, so were cached in for 5BP instead of 7BP).
No. 130906 ID: afdebc


Let's see if this link will work.
No. 131051 ID: f57349

Henceforth, but NOT retroactively, any post in the exalted game(s) I'm running here with more word count or scroll height devoted to unfocused in-character dialogue and "fluff" description than to concrete details of mechanically-resolvable action, will not be counted for experience point purposes.

A map or diagram illustrating the action counts as one thousand (10^3) good words, and as much scroll height as contains useful information. To count, such an image MUST include:
>at least one previously-established landmark or reference point
>at least one arrow or other indication of motion
>something to give an unambiguous sense of scale
These should not be difficult criteria to meet, just a bare foundation. Good images will include lots more, but specifics are too contextual to lay hard rules about. Stick figures or other extremely simplified representations are fine, provided the meaning is clear. If there is no movement to be shown, you're either not taking a substantial enough action, or you're trying to represent it from the wrong perspective. If there's a significant vertical element, try showing a cut-away side view rather than just top-down. If the action is political or psychological rather than overtly physical, a map of the chain of command, relationship web, predicate logic flowchart, or something along those lines might be the more appropriate sort of diagram for unpacking what could otherwise be lost in subtext. Crafting can be represented as a chemical reaction, with inputs, catalysts, and outputs... or, if you're feeling particularly ambitious, a map sprinkled with symbols from Living Systems Theory.

Editing or otherwise reusing images from other players is not only permissible, but strongly encouraged, both to build on what has come before and to point out apparent errors. Images more than about 1200 pixels wide will be looked on unfavorably, all else being equal, but this can be outweighed if the space is well-used, by which I mean dense with useful detail that couldn't have been compressed or rearranged without losing something, as opposed to merely being packed with clutter.

Word count and scroll height have a degree of objectivity, but the threshold is sorta blurry, and that's intentional. The real point is I want players to focus more on quality over quantity. Ideally every detail should convey information which is, or could plausibly become, tactically significant, and do so clearly and concisely.
No. 131070 ID: d9acdc

This is the last post judged by the old xp standard, which I am recording here for my own XP counting purposes. This post, and all others before it, shall be counted for XP using the old ruling, and new posts going forward shall be evaluated for useful detail vs unnecessary fluff, rather than a cut and dry "did this progress the game." check.
No. 132149 ID: f57349

I've got a vague concept for adapting the 3.5 D&D adventure Return To The Temple of Elemental Evil as an Exalted scenario.
No. 132320 ID: d9acdc

Have you considered joining the Discord server to share said ideas? Pathfinder is thus far one of my favorite systems so adapting a 3.5 adventure sounds like a good time.
No. 132371 ID: d9acdc

Noir Character Sheet

Night caste solar

Motivation: Locate the remaining first age lunars lost in the wyld
Iconic anima: Black and white mosaic of a grotesque looking down upon a city
Limit Break: In contention

Compassion 2 Conviction 4 Temperance 2 Valor 1 Permanent Willpower 10

Strength 3 Dexterity 5 Stamina 1
Charisma 4 Manipulation 1 Appearance 2
Perception 5 Intelligence 3 Wits 3

Permanent Essence 3 Personal Motes 19 Peripheral Motes 40

Archery 0
*Athletics 1 (One Handed) 3
*Awareness 5
Bureaucracy 0
Craft (Air) 0, (Earth) 0, (Fire) 0, (Vitriol) 0, (Water) 0, (Wood) 0
*Dodge 1
Integrity 0
*Investigation 5 (Unseen) 2
*Larceny 4 (Collecting Evidence) 2
Linguistics 1 (Fire tongue, Old Realm)
*Lore 1
Martial Arts 0
*Medicine 1
Melee 0
Occult 0
Performance 0
Presence 0
Resistance 0
*Ride 3 (Windblade) 3
Sail 0
Socialize 0
*Stealth 1
Survival 0
*Thrown 5
War 0

Mutations and Backgrounds:
Missing Arm, +2BP
Artifact 5, Armor of the Unseen Assassin (Damaged)
Artifact 3, Windblade
Artifact 2, Space-warping Needle

Second Awareness Excellency
Keen Hearing and Touch Technique
Surprise Anticipation Method
Second Investigation Excellency
Lock Opening Touch
Master Horseman's Technique (Harmony of Spirits Style)
One Man Cavelry
Call the Blade (Throw)
Deft Hand Deflection

Lunar Mate: TBD
Planning: Essential!/Positive
Other PCs: Grateful/Positive
Breaking and Entering: Exciting/Positive
Himself: Coward/Negative
Fighting: Nervous/Negative

Any other bits I should post in the thread for the character sheet?
No. 132373 ID: f57349

Good format overall.
Soul should probably be split up into two lines, with virtues on one, permanent essence and willpower on the other.
Backgrounds and Mutations should be separate headings.
If you're going to have a separate section for Essence, include long-term commitments such as artifacts there.
No. 132374 ID: f57349

Re-simplified the XP-worthy post standards, as explained here:
No. 132381 ID: d9acdc

Desert Locust Character Sheet

Casteless Lunar

Motivation: Expand the Thousand Streams River to Malfeas
Iconic anima: A Swarm of Locust Darkening the Moon
Limit Break: Curse of the Drunken Monkey

Compassion 2 Conviction 2 Temperance 3 Valor 2
Permanent Willpower 10 Permanent Essence 4
Spirit Shape- Swarm of Locust
Tell- Always has ball jointed limbs
Personal Essence 24 Peripheral Essence 48
Six peripheral motes permanently attuned to the infernal graft Vein Tapping Plague. Five peripheral motes usually committed to Principle of Motion. Six peripheral motes usually committed to Amethyst Awareness.

Strength 1 Dexterity 5 Stamina 5
Charisma 2 Manipulation 2 Appearance 3
Perception 3 Intelligence 3 Wits 3

Archery 0
Athletics 3
Awareness 3
Bureaucracy 0 (Cults) 1
Craft (Air) 0, (Earth) 0, (Fire) 0, (Vitriol) 1, (Water) 0, (Wood) 0
Dodge 3
Integrity 0
Investigation 0
Larceny 0
Linguistics 1 (Old Realm, Rivertongue)
Lore 1
*Martial Arts 3 (Kicking) 3
Medicine 0
Melee 0
Occult 3
Performance 0
Presence 0
Resistance 3
Ride 0
Sail 0
Socialize 0
Stealth 0
*Survival 1
Thrown 0
War 3

Creature of Darkness, +4BP
Sun Allergy, +6BP

Artifact 3 + Sapience 3: Vein Tapping Plague. An infernal graft that has transformed her feet into a cross between insectile claws and ice skates. They afford the effects of a Mist Razor artifact, causing a constant trail of vapor to emanate from her feet while allowing them to affect the immaterial, as well as the weapon statline of God Kicking Boots and the mobility enhancement of Perfect Boots. Finally, any surface at least one yard across which supports her weight is treated as a paved road, negating penalties due to slickness or uneven terrain. The relic has the following urge and charms:
URGE: Attune to or destroy any manse I see.
>Principle of Motion, containing ten banked actions
>Amethyst Awareness
>Tracking, applicable against those who do not allow me to attune to their manse
>Worldly Illusion
>Meat of Broken Flesh
>Bane Weapon, applicable against those who have interfered with my attempts to attune to a manse or demense
Manse 3, Vitriol Manse producing a SoAU
Resources 1, hunting and labor

Charms and Knacks:
Deadly Beastman Transformation, Extra Arms, Armored Carapace
Humble Mouse Shape
Emerald Grasshopper Form
Becoming the Swarm
First Dexterity Excellency
Wasp Sting Blur
Armor Forming Technique
Limb-Shielding Growth

Adamant Strix: Confusion/Positive
Herself: Confusion/Positive
Fighting: Fun/Positive
Bugs: Cool/Positive
Creation: Pity/Positive
Birds: Hate/Negative
Sunlight: Hate/Negative
Sorcery: Mistrust/Negative
No. 132387 ID: afdebc

Jan Do, Wandering Ronin and Belle-lettrist
Dusk Caste

Iconic Anima: A bone-white, bare cherry tree within a tempest of blood-red petals
Motivation: Master the killing art that once slew her

[8] Strength 2 Dexterity 5 Stamina 5 [+1 from BP]
[4] Charisma 3 Manipulation 1 Appearance 3
[6] Perception 3 Intelligence 3 Wits 3

Virtues: [Assign 5, +3 from BP]
Compassion 2, Conviction 2, Temperance 5, Valor 3
(Temperance Dominant, Conviction Flawed)

Essence 2, Willpower 10
Personal 16, Peripheral 36
10/36 Peripheral committed (5m Reaper Daiklave, 5m Principle of Motion)

Caste: Archery, Martial Arts, Melee, Thrown, War
Favored: Dodge, Integrity, Linguistics, Presence, Resistance

[skill dots: 10 caste/favored, 18 unrestricted +2 caste/favored from BP]
[specialties: 4 free (1 linguistics, 3 socialize), +6 caste/favored for 3 BP (3 integrity, 3 Melee) ]

*Archery 0
Athletics 1
Awareness 1
*Dodge 5
*Integrity 1 (Code of Honor +3)
*Linguistics 1 (Native: Skytongue (Hidden Kingdom Dialect), Others: Old Realm) (Poetry +1)
Lore 1
*Martial Arts 5
*Melee 5 (In Sandals +3)
Occult 1
*Presence 1
*Resistance 1
Socialize 2 (Scrupulous Politeness +2)
Stealth 1
Survival 1
*Thrown 2
*War 1

(20 caste/favored before BP, 22 after).

Charms: (Any 10)
Improvised Assassin’s Trick [Thrown 2, Essence 1]
Blood Calligraphy Technique [Linguistics 1, Essence 1]
Exquisite Etiquette Style [Socialize 2, Essence 1]
Fluttering Cry of Warning [Martial Arts 4, Essence 2]
Hearing the Unspoken Word [Martial Arts 2, Compassion 2, Essence 1]
First Melee Excellency [Melee 1, Essence 1]
Blade-Summoning Gesture [Melee 2, Essence 2]
Ebon Lightning Prana [Melee 3, Essence 2]
Flitting Shadow Form [Dodge 3, Essence 1]
Flickering Wisp Technique [Dodge 4, Essence 2] (Conviction Flaw)

Mutations, Merits and Flaws:

Backgrounds: [7 dots + 1 from BP]
Artifact 2 (Soulsteel Reaper Daiklave (Dyed in Red) )
Artifact 2 (Yasal Crystal)
Artifact 1 (Traveler's Staff)
Manse 2 (Crystal of the Frozen North)
Resources 1

Mundane Equipment / Resource Purchases:
Once-fine Ceremonial Samurai Clothes (Trappings of Death)

Intimacies: [12 max, need 6+]
Code of Honor (Unwavering Devotion)
Rudeness and Disrespect (Contempt)
Poetry (Contentment)
Dyed in Red (Devotion)
Clever Fox (Exasperated Fondness)
Exalted Comrades (Loyalty)

BP Spent:
+18 Free with Chargen
-5 Permanent Willpower 10
-3 three Virtue dots
-4 Stamina 5
-2 two caste/favored Abilities
-3 Specialties
-1 Backgrounds


Jan Do was once a samurai, sworn to service in a small and hidden northern kingdom. Her life and service came to an end when fate decreed one of the leaders of that community was to die- and a chosen of the maidens, pressed for time, did not have the luxury of subtlety. The samurai in the sidereal’s path fought bravely and with honor, but none were a match for the Violet Bier of Sorrows. The swordswoman has not returned since the abyssal exaltation came to her- she failed her lord, and now wanders the north as a ronin, bereft of name and home. Leaving in her wake only scraps of unsigned poetry, written in her own blood, the only name she answers to now is her people’s title for an unknown poet.

The Dusk caste seeks not vengeance for her death- her opponent was more skilled than she, and their victory fairly earned. She would, however, reclaim her honor by overcoming and mastering the martial art that once slew her- though she cannot well remember the face of her killer (memories clouded by the veil of death, it must be) the elegant dance of blades and violet katas remains burned into her mind’s eye.

The Belle-lettrist still follows the code of honor she knew in life, and has little forbearance or mercy for those who act rudely or without honor, willing to correct such offenses with blood and steel.

Jan Do dresses as a samurai without armor- in loose clothes (long dark pants, a lighter top, and jacket) with the appearance of fine formal dress, but visibly worn, as if used for burial. She is of somewhat short stature, unusually pale, with dark hair.

https://cdn.discordapp.com/attachments/458535618876801035/690383856733519882/e693137d88d384206bf0a7d129beb2dd.png (A not too far off reference)
https://cdn.discordapp.com/attachments/463154142680973342/690469575917305856/tumblr_lswjpkE5Uw1qbet1ko1_1280.jpg (A less correct reference, unless she were to grow her hair out and Clever Fox were to persuade Jan into a change of clothes)

Dyed in Red
Once there was a twisted sorcerer, lord of a city of slaves. His greatest enemy was a witch, empowered by arts bartered and stolen from the fair folk. The sorcerer captured and enslaved a certain god-blooded girl-child as a gladiator, bait the witch had long sought. Neither rival found victory. The girl, armed with a simple iron blade and a hard-won secret, slew the witch she had been meant to merely delay, before the jaws of the sorcerer’s trap could close. His power over-invested in workings that could not close nor see return, the sorcerer fared no better.

Forged with the bones of the long dead witch’s-bane, Dyed in Red is a Soulsteel Reaper Daiklave. Less ostentatious in shape and design than many similar weapons of the Exalted, the blade can be borne in an accompanying sheath (an ordinary object, with no magical properties of its own. The blade’s least god insists having a sheath is necessary maintenance, and it has been replaced more than once when lost or destroyed in the weapon’s history). The one significant decoration is a small charm attached to the pommel- a short chain terminating in a blood red flower, carved from jade.

Jan Do does not remember coming into possession of the hearthstone she now bears, so, for the moment, details of the corresponding manse are unknown.

Yasal Crystal
An amber gemstone the size of a pigeon's egg. Currently it holds an atypically philosophical bloop ape, advanced to Essence 3, Charisma 3 and adding the charms Loom Stride and Spice of the Custodial Delectation (both specialized in pools of blood) and some knowledge of thaumaturgy.

For reference, the list of applicable charms the blood ape provides are: Bane Weapon (Cats), Landscape Travel (Bratiation), Loom Stride (Pools of Blood), Principle of Motion (Five Actions), Spice of the Custodial Delectation (Pools of Blood), First and Second Excellencies for Athletics, Dodge, Martial Arts, Presence and Stealth.
No. 132391 ID: ac57f8

I'm going to stop putting this off and actually buckle down and put my two character sheets in here.

Strength: 2 Charisma: 2 Perception: 4
Dexterity: 5 Manipulation: 2 Intelligence: 5
Stamina: 2 Appearance: 3 Wits: 2

Essence 2: Willpower 10/10

Compassion: 3
Conviction: 2
Temperance: 2
Valor: 2

Awareness 3
Bureaucracy 3
Craft (Air) 2
Craft (Fire) 2
Craft (Lightning) 3
Craft (Vitriol) 1
Integrity 3
Linguistics 2
Lore 3
Martial Arts 5
Occult 4 (Art of Geomancy +3) (Art of Enchanting +1)
Performance 3

Martial ArtsRoots of the Brass Lotus
Martial ArtsBirdsong Over Blades
Martial ArtsAlehouse Memory Stance
Martial ArtsOwl Clutches at the Night
Martial ArtsWhite Veil Form
Martial ArtsOpen Palm Caress
Martial ArtsTorn Lotus Defense
IsidorosIndomitable Hedonism Drive
IsidorosUnbothered by Flies
Adorjan Sacred Kamila Inhalation
SWLiHN Pyrian Excellency
SWLiHN Factual Determination Analysis
SWLiHN Essence Disecting Stare
SWLiHN Mind Hand Manipulation

Savant 4
Resources 3
Past Life 2
Influence (Malfeas) 2
Cult 1

She Who Lives in Her Name (A Shining Example to follow)
First Age Textbooks (Love to read)
List-making (Favorite Way to Start a Day)
Building Artifacts (Self Reliant Pride)
Amilar Kraik (Deep personal respect)
Jan Do (Formal Respect)
Noir (Interested Respect)
Desert Locust (Terrified Respect)
Clever Fox (Confused Respect)
Doctor Lunar (Scholarly Respect)
Hipenci The Second, Lady of War (Love)

Negative Mutations:
Delusion (Can't Fight) 1
Megalomania 1
Phobia (Missing Deadlines) 1

BP Math:
Skills: 6
Charms: 6
Willpower: 5
Backgrounds: 4

EXP Debt: 8
No. 132395 ID: f57349

VTP should be a seven mote commitment, not six. Also, not sure if I like the name. Otherwise looking good.
No. 132396 ID: f57349

Past Life needs a Motivation, two Intimacies, and ideally some other biographical background.
No. 132404 ID: d9acdc

Updating this sheet to serve as an accurate reflection of the character build.

Desert Locust Character Sheet

Casteless Lunar

Motivation: Expand the Thousand Streams River to Malfeas
Iconic anima: A Swarm of Locust Darkening the Moon
Limit Break: Curse of the Drunken Monkey

Compassion 2 Conviction 2 Temperance 3 Valor 2
Permanent Willpower 10 Permanent Essence 4
Spirit Shape- Swarm of Locust
Tell- Always has ball jointed limbs
Personal Essence 24 Peripheral Essence 48
Seven peripheral motes permanently attuned to the infernal graft "Flea Upon the Flank of Pasiap". Five peripheral motes usually committed to Principle of Motion. Six peripheral motes usually committed to Amethyst Awareness.

Strength 1 *Dexterity 5 *Stamina 5
Charisma 2 Manipulation 2 Appearance 3
Perception 3 Intelligence 3 Wits 3

Archery 0
Athletics 3
Awareness 3
Bureaucracy 0 (Cults) 1
Craft (Air) 0, (Earth) 0, (Fire) 0, (Vitriol) 1, (Water) 0, (Wood) 0
Dodge 3
Integrity 0
Investigation 0
Larceny 0
Linguistics 1 (Old Realm, Rivertongue)
Lore 1 (Insects) 1
*Martial Arts 3 (Kicking) 1
Medicine 0
Melee 0
Occult 3
Performance 0
Presence 0
Resistance 3
Ride 0
Sail 0
Socialize 0
Stealth 0
*Survival 1 (Insects) 1
Thrown 0
War 3

Creature of Darkness, +4BP
Sun Allergy, +6BP

Artifact 3 + Sapience 3: "Flea Upon the Flank of Pasiap". An infernal graft that has transformed her feet into a cross between insectile claws and ice skates. They afford the effects of a Mist Razor artifact, causing a constant trail of vapor to emanate from her feet while allowing them to affect the immaterial, as well as the weapon statline of God Kicking Boots and the mobility enhancement of Perfect Boots. Finally, any surface at least one yard across which supports her weight is treated as a paved road, negating penalties due to slickness or uneven terrain. The relic has the following urge and charms:
URGE: Attune to or destroy any manse I see.
>Principle of Motion, containing ten banked actions
>Amethyst Awareness
>Tracking, applicable against those who do not allow me to attune to their manse
>Worldly Illusion
>Meat of Broken Flesh
>Bane Weapon, applicable against those who have interfered with my attempts to attune to a manse or demense
Manse 3, Vitriol Manse producing a SoAU. Details of the manse build are currently undecided.
Resources 1, hunting and labor

Charms and Knacks:
Deadly Beastman Transformation, Extra Arms, Armored Carapace
Humble Mouse Shape
Emerald Grasshopper Form
Becoming the Swarm
First Dexterity Excellency
Wasp Sting Blur
Armor Forming Technique
Limb-Shielding Growth

Mundane Equipment / Resource Purchases:
Oversized poncho which covers her completely for protection from the sun. Includes a long train, and is not well maintained.
A fundoshi style loincloth and two shirts, built more like robes with ties to keep closed, and sleeves that have built in storage space.
Two thick wool parkas, one worn and one stowed.
Travelers kit, including a straw bedroll, charcoal, old pants and boots which no longer fit her, a knife and whetstone, jug of wine, five pound sack of grain, and a canvas bag to hold it all, slung over her back.

Adamant Strix: Confusion/Positive
Herself: Confusion/Positive
Fighting: Fun/Positive
Creation: Pity/Positive
Bugs: Cool/Positive
Birds: Hate/Negative
Sunlight: Hate/Negative
Sorcery: Mistrust/Negative

BP Spent:
+18 Free with Chargen
+10 CoD Mutation and Allergy to sunlight
-5 Permanent Willpower 10
-20 essence 4
-3 Manse 3

Desert Locust is a descendant of the Shrouded Ones, an ancient race bent to the will of the Yozi. She bears this mark with her strange, ball-jointed limbs, despite not knowing much of her ancestry. As long as she can remember, she lived in Lookshy, traveling from town to town and finding work where she could, only to be run out by the immaculate eventually. Last she remembers, she was set to leave town for greener pastures, before any locals found it necessary to report her unusual appearance to the local monks. She's got the build of a northern woman, somewhat smaller in height, with her blond hair cut rough and short by inexperienced hands. This however is typically obscured as a mud-stained poncho almost always covers her whole body, dragging low on the ground and trailing far behind her.
No. 132415 ID: afdebc

Tasnim Violette
No Moon Caste

Iconic Anima: A great bear rears and looms, herbs tangled in its forepaws
Motivation: To provide medicine and succor to those deserving of care

Spirit Shape: Bear
Tell: The scent of something acrid and slightly out of place but also strangely soothing, like burning soporific herbs

Limit Break: Curse of the Mother Hen (Compassion)

Caste: Perception, Intelligence, Wits
Favored: Stamina

[Assign 8/6/4 dots, +1 caste/favored (Stamina)]

[4] Strength 1 Dexterity 2 *Stamina 5
[6] Charisma 3 Manipulation 3 Appearance 3
[8] *Perception 3 *Intelligence 5 *Wits 3

Virtues: [Assign 5 (up to 3 w/o BP)]
Compassion 3, Conviction 2, Temperance 2, Valor 2

Essence 3, Willpower 10
Personal 23, Peripheral 44
0/44 Peripheral committed

Favored: Survival, Occult

[skill dots: 25 unrestricted, up to 3 dots w/o BP, +2 favored from BP]
[specialities: 4 free]

Awareness 1
Bureaucracy 3
Craft (Water) 3
Dodge 1
Integrity 1 (Medical Ethics +1)
Investigation 1
Linguistics 1 (Native: Riverspeak (Nexus dialect), Others: Skytongue)
Lore 3
Martial Arts 1
Medicine 4
*Occult 4 (Art of Alchemy +3)
Presence 1
Resistance 1
Socialize 1
*Survival 1

[Select 8 Charms/Knacks/Spells]

Knacks: (1)
Towering Beast Form [Stamina 2, E3]

Charms: (7)
Second Stamina Excellency
Scorpion and Toad Absolution [Stamina 3, E2]
Scorpion and Toad Assumption [Stamina 3, E3]
Scorpion and Toad Mastery [Stamina 4, E3]
First Intelligence Excellency
Flesh-Sculpting Art [Intelligence 3, E3]
Terrestrial Circle Sorcery [Intelligence 3, E3]

Mutations, Merits and Flaws:
-2 Involuntary Medium
-1 Phobia (Tornadoes and Hurricanes)

Backgrounds: [7 dots, up to 3 w/o BP, +1 dot and Resources 4 for 3BP]
Artifact 1 (Spellbook with Becoming the Wood Friend, Cirrus Skiff, Incantation of Effective Restoration, Ritual of Elemental Empowerment, Summon Elemental, and vague pointers towards the Salinan Absorption)
Heart’s Blood 2
Resources 4 (Low profile sale of Celestial Wine)
Solar Bond 2 (Noir)

Mundane Equipment / Resource Purchases:
Exceptional Clothes (dress, boots, coat, glasses)
Medical Satchel (Limited selection of fine or exceptional tools, Alchemical Touchstones for certain poisons, wyld and infernal corruption, Wound-Cleaning Unguent, Blood-Stopping Compress, Maiden Tea, Hero’s Recovery, Munificent Antivenom, Badger’s Heart Elixir (Conviction), Owl’s Heart Elixir (Temperance), Seven Bounties Paste, Bright Morning, Celestial Wine)
Alchemist’s Satchel (Selection of Ingredients)
Exceptional Buckler

Human (True Form)
Bear (True Form)
Downy Woodpecker
8-Tailed Mole Hound
Fire Snake
Coral Snake
River Dragon
(Male) Elk

Intimacies: [13 max, need 6+]
Her Patients (Professional Responsibility)
Noir (Anxious Protectiveness)
Clever Fox (Camaraderie)
Jan Do (Deference)
Adamant Strix (Respect)
Desert Locust (Anxious Protectiveness)
Self-Sufficiency (Pride)
Her Circle (Loyalty)
Obstructive Law (Disdain)

BP Spent:
+18 Free with Chargen
+3 Negative Mutations / Flaws
-5 Permanent Willpower 10
-10 Essence 3
-1 Occult 4
-2 Medicine 4
-1 Extra Background dot
-2 Resources 4


The doctor wears a dark blue dress down to her ankles, above a sturdy pair of furred boots, covered with a furred jacket (not quite as long as the dress) and a pair of expensive gold-framed spectacles (whose arms disappear behind hair of similar color). She carries two satchels (one medical, one alchemical, color coded for ease of identification) slung over one shoulder, and a buckler (more commonly used as a worktop or cutting board than in battle) hanging on her back. Her clothes are fine (though her dress out of place in the wilderness, and several years out of style as such things are reckoned in Nexus) if somewhat the worse for travel. A city girl adapted to life in the wilderness, at first glance one might think her out of her depth- haphazardly encumbered, too thin in stature and in her arms. This belies a surprising stubborn resilience and familiarity with things that grow- and how they might be turned to purposes of survival and medicine.

The great looming bear that is her spirit shape, and her propensity to adopt even larger shapes when pressed is even more incongruous with her appearance.

Tasnim Violette was trained in medicine and alchemy in the city of Nexus, where she once held licenses and a successful practice. When Luna’s exaltation came to her, she initially managed to keep this secret, and continued trying to do greater good with greater skill. She expanded her studies to sorcery, until confronted by the station of sacrifice, she was finally forced to acknowledge the frustrations and restrictions of her circumstances. Cutting unwise, unprofitable and politically untenable bargains, and putting herself in debt to loan sharks, she managed to procure a single bottle of Celestial wine (if a thing can be bought anywhere in Creation, it can surely be found in Nexus)... and promptly repaid debts she should have never been able to before accountants count even begin to tally interest, amidst spreading news of miraculous recoveries. The No Moon fled town just ahead of her burning bridges, having sacrificed her career and certifications for the freedom and capacity to do greater good on her own.
No. 132423 ID: ac57f8

Since I missed this last time apparently:

For the past life Motivation and Intimacy:

Thousand Blossoming Sunsets
Motivation: Read or Write a comprehensive history of everything that's happened since the Usurpation.
The Exalted Host (Mourning)
Sidereals (Righteous Fury)

No major biographical information yet other than that she was an E7 Twilight at the time of the Usurpation who had Pyrian and Malfean charms from Primordial Principle Emulation and ruled a factory empire far to the east, in a Cecelyne aspected manse built to ride the exact border of creation and the Wyld for easy access to Wyld Shaping materials.

Motivation: Build a 5 dot Manse Treehouse/Library
Urge (Updated): Build a Monopoly on knowledge of how to build new First Age Technology (Pyrian)

Languages (Seatongue [native], Riverspeak, Old Realm)

Trials of Sorcery:

Station of Journey:
When she fled from her home of Wavecrest specifically to learn, both about the world, and more than she could in her libraries.

Station of Tutelage:
Mystical secrets are hidden in the patterns of essence that make sure that first age technology works, and that was chief among the lessons that she took at the Volkhawsen, much as the school was specifically designed to push students through the station.

Station of Humility:
Volkhawsen allows students to grade themselves, and pushes them based on their grade, and then assigns them harder and harder work based on those grades. The way the school is designed forces students to pass the station.

Station of Fear:
Volkhawsen forces students to go through a massive ramping up of pressure to succeed under more and more impossible. The Adamant Strix eventually looked impossible in the face, and drank lethal poison aiming to either conquer her fear and do the impossible tasks, or die trying. She failed at doing either, passing out in her dorm and getting her stomach pumped before she could die, but that failure also led to her Exalting, so make of that what you will, but she probably did the station.
No. 132424 ID: ac57f8

Fuck, I'm too mentally drained to put the whole thing here right now, so I'm going to post things that I need to go ahead and put down for myself.

Heartblood Library 2:
Human (Trueform) Probably nobody has seen it through Changing plumage mastery
Arctic Fox (True Form)
Ice Weasel
Snowy Owl

Learning and Teaching Martial Arts Hidden Passion
Jan Do Romantic Rivalry
The Soothing Speakers (Personal pride [in joining])
Haslanti Science (It's the best in the world)
Tasnim Violette (Kindred Spirit)
Desert Locust (Should really be pointed in the right direction)
Noir (Hilarious)
Adamant Strix (Cautious)
No. 132425 ID: f57349

>Human (Trueform) Probably nobody has seen it through Changing plumage mastery
Changing Plumage Mastery/Twin-Faced Hero can't do actual disguises by itself. You can change clothes, sexual characteristics (primary and/or secondary, independently), grow your hair longer or shorter or rearrange it, gain or lose weight (as if from dieting) or a sun tan... but for any shape that would require Prey's Skin Mastery to hunt, including the human true form, identifying features like bone structure, birthmarks, major scars, and permanent body art such as tattoos or piercings, can't be casually shuffled around.

Could easily fake all that stuff with the changing moon anima power, though.
No. 132473 ID: ac57f8

Alright, posting the rest of this.

Motivation:Get the ear of the Haslanti League and the Bull of the North and broker peace.
Tell: Her nose is always wet and her footprints are always an arctic fox's

Strength: 3 Dexterity: 3 Stamina: 3
Charisma: 3 Manipulation: 4 Appearance: 4
Perception: 3 Intelligence: 2 Wits: 2

Essence 2
Willpower 10/10
Compassion: 3
Conviction: 2
Temperance: 2
Valor: 3

Athletics: 3
Awareness: 3
Integrity: 3
Investigation: 2 (Socratic Method +2)
Linguistics: 1 (Native: Sky-Tongue, Old Realm)
Lore: 3
Martial Arts: 5
Occult 3
Performance: 2: (Pretending to be helpless +2)
Socialize: 2
Survival: 3

Resources 2
Heartblood Library 2
Solar Bond 2
Tattoo Artifact 1 (Moonsilver Breastplate)

Negative Mutations:
Heartblood Addiction: 2
Temperature Sensitivity (Heat): 1


Changing Plumage Mastery:
Shifting to another shape, the character develops greater control over superficial details. For any learned shape, she can control the creature’s appearance to a degree. Fur or feathers can be any color appropriate to the creature, and such identifying marks as scars and birthmarks are under the character’s control. Human shapes are more set, but the Lunar gains the ability to change the appearance of her clothes and hair length.

This power becomes inherent to shifting shape, not something the character can alter without also changing shape. She can change shape to a variation of the same creature, changing superficial features in the transition to a near-identical shape.

1st Dexterity Excellency:
Costs: 1m per die, Mins: Dexterity 1, Essence 1, Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite charms: None
Source: Manual of Exalted Power — The Lunars (p. 140)

Some Lunar Exalted excel at using their natural talents. The Exalt’s player can invoke this Charm when making a roll based on the relevant Attribute. This Charm adds one die to that roll per mote spent. This Charm is the most common source of dice added to rolls; no combination of Charms can add more than Dexterity dice to the roll.

This Charm can also enhance unrolled uses of the relevant Attribute. Common examples of this are increasing Defense Values with the Dexterity Excellency, climbing the Feat of Strength chart with the Strength Excellency or increasing alcohol Tolerance with the Stamina Excellency. When enhancing a static value, each success rolled with dice from this Excellency increases the effective relevant Attribute by two for an instant. Thus, one success increases Defense Value by one.

This Excellency, other Excellencies and other dice-adding Charms cannot “create” actions. They may supplement existing actions or increase static values that are already in use. Each Charm use also functions only for a single instant or task—the Charm supplements a single attack or defense but must be activated multiple times for multiple attacks or defenses, even on the same tick.

Essence Overwhelming may be Comboed with the Second Excellency, but can never be used on the same roll as the Third Excellency.

Ground-Denying Defense:
Costs: 3m, Mins: Dexterity 3, Essence 2, Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite charms: Any Dexterity Excellency
Source: Manual of Exalted Power — The Lunars (p. 152), Scroll of Errata (p. 54)

Stewards are masters of territory, and this Charm lets them command their ground in battle. By moving with grace, speed and forethought, the character limits the number of people who may attack him. Simply by spending three motes, he arranges positions on the battlefield such that one fewer people than normal can attack him in close combat. On open ground, this reduces the number from five to four; it also protects him from suffering one unexpected attack due to restricted maneuvering. In closer quarters, this Charm reduces the maximum number of attackers to three.

Demure Carp Feint:
Cost: 4m Mins: Martial Arts 2, Essence 1 Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: None

The character opens a fan, twirling it and waving it in a distracting way. (This does not need to be a war fan as long as it is used only for distraction.) The Exalt’s movements become as graceful and unpredictable as cherry blossoms in a gust of wind. While using this Charm, the Exalt adds either her Essence or +2 (whichever is greater) to her DVs.

Pearlescent Filigree Defense:
Cost: 1m per 1L/2B soak Mins: Martial Arts 3, Essence 1 Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisite Charms: None

The Exalt channels her Essence into his robes, making his clothing and accouterments take on an iridescent sheen as shimmering golden motes of Essence waft and rise from him. Each mote spent adds one to the character’s lethal soak and two to the character’s bashing soak. (This bonus does not count as armor, but as a form of natural soak.) The character cannot spend more motes of Essence to fuel this Charm than he has dots of Essence.

Lethal Paper Fan Attack:
Cost: 3m Mins: Martial Arts 3, Essence 1 Type: Supplemental
Keywords: Obvious, Combo-OK
Duration: Instant
Prerequisite Charms: None

In the hands of a martial artist using this Charm, a delicate paper fan can be infused with Essence that makes it cut like a razor. The character treats all paper fans (or other similar props such as brushes or mirrors) as wind-fire wheels. She treats all sashes, long hems, sleeves and so on as seven-section staves. The damage these weapons inflict is lethal, though their appearance does not change.

In addition, if the character uses an actual war fan or other accouterment that has been properly constructed for use in the martial arts, the character may enhance the weapon’s Speed, Accuracy, Damage or Defense by an amount equal to her Essence. (Pick any one value upon activating the Charm.) If the player picks Speed, a value equal to the character’s Essence is subtracted from the weapon’s Speed rating. The result of doing so can be no less than 1, however. Sashes, cloak-hems and other clothing turned into weighted ropes and then enhanced by this Charm deal less damage than they would if empowered by the Charm alone—but the character can wield them with much greater Speed, Accuracy or Defense.

Dreaming Pearl Courtesan Form:
Cost: 5m Mins: Martial Arts 4, Essence 2 Type: Simple (Speed 3)
Keywords: Form-type, Obvious, Social
Duration: One scene
Prerequisite Charms: Demure Carp Feint, Pearlescent Filigree Defense, Lethal Paper Fan Attack

The sensual martial artist’s props and robes take on a life of their own, enhancing and complementing her movements. At her command, her fans open and swirl enticingly about her body like butterfl ies. Her sashes tease and coil around her like a lover’s hands, and her flowing sleeves and robes writhe and twist at her whim. The Exalt does not have to physically manipulate these props in order to create this effect.

The martial artist controls one prop per dot of Essence she has (deciding which props to animate when she activates the Charm). For example, an Exalt with an Essence score of 4 could control one fan, one sash, one of her flowing sleeves and the hem of her cloak, or she could control four fans at once. If the martial artist wishes to add or change a prop, she must drop the present invocation of this Charm and reactivate it.

Objects the martial artist wishes to command must be in her possession, and she cannot make an attack with these props unless she is manually controlling them. To attack with them yet still leave her hands free requires her to use the Flurry of August Leaves Concentration Charm. While her character uses this Charm, the Exalt’s player adds her character’s Martial Arts score to all Presence and Socialize rolls, including those required for social combat and the activation of Charms.

Second Manipulation Excellency:
Costs: 2m per success, Mins: Manipulation 1, Essence 1, Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite charms: None
Source: Manual of Exalted Power — The Lunars (p. 140-141)
Lunars with this Charm consistently apply their base potential to solve problems. The character’s player may invoke this Charm when making a roll based on the relevant Attribute. The character spends up to Manipulation in motes, adding one success to the roll for every two motes. Each success purchased with this Charm is the equivalent of two dice purchased with the First Excellency or another dice-adding Charm. See Exalted, page 185, for examples on how this works.

This Charm can enhance unrolled uses of the relevant Attribute, just as the First Excellency. Each two motes spent increases the Attribute by two for an instant action or task, functioning just as a single rolled success with the First Excellency.

Essence Triumphant may be Comboed with the First Excellency, but it can never be used on the same roll as the Third Excellency.

Mask of White Jade:
Costs: 2m, Mins: Manipulation 3, Essence 2, Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite charms: Any Manipulation Excellency
Source: Manual of Exalted Power — The Lunars (p. 172)
Lunar Exalted are master dissemblers. When someone takes an action opposed by a difficulty or a roll based on the character’s Manipulation, such as trying to read the character’s intentions or motivations, the character may activate this Charm to make that action automatically fail. When the opponent’s action is supported by a Charm, the character must spend an additional point of Willpower to activate Mask of White Jade.

Multiple characters might use (Perception + Investigation) to detect a lie or deception from the Lunar. When that happens, the Lunar need not activate this Charm multiple times; one activation suffices to make the character unreadable to all observers for a single lie or deception.

Trash as Treasure Misdirection:
Costs: 2m, Mins: Manipulation 2, Essence 2, Type: Reflexive
Keywords: Combo-OK, Illusion, Stackable
Duration: Indefinite
Prerequisite charms: Any Manipulation Excellency
Source: Glories of the Most High — Luna (p. 26)
Such is the subtlety of the Lunar Exalted that they may openly bear the regalia of their station without drawing undue notice. This Charm enchants an obviously magical object the Lunar carries (such as an artifact or hearthstone), making it appear to be a wholly mundane object. A daiklave seems to be merely a large sword, while a Seven Leaping Dragon Stone appears to be an unassuming bead. This Charm may explicitly be used to make a Lunar’s moonsilver tattoos appear to be ordinary tattoos. This unnatural mental influence costs one Willpower to resist. The Charm must be invoked individually for each object the Lunar wishes to disguise, and Willpower must also be spent on a per-object

BP Math
Virtues: 1
Skills: 5
Willpower: 5
Negative Mutations: -3
Favored Charms10
No. 132617 ID: afdebc

For posterity, here's the sheet for Gilly's character, which has not been posted to the board yet.

Name: Patches in Reality
Demihuman: God Blooded

Iconic Anima (from Aura of Power): Moon Bunny
Motivation: To experience and chronicle wondrous and worthy stories.

Attributes: [6/5/4]

[4] Strength 1 Dexterity 3 Stamina 3
[5] Charisma 4 Manipulation 1 Appearance 3
[6] Perception 2 Intelligence 4 Wits 3

Virtues: [Assign 5, capped at 4 w/o BP, +1 from BP]
Compassion 2, Conviction 2, Temperance 1, Valor 5

Essence 1, Willpower 10
Peripheral 35
12/35 Peripheral Committed (3m Lammellar + 4m Bracers +5m Nibsplitter)

Favored [1]: Craft

[skill dots: 25 free, favored must be highest or tied for. +10 favored from BP]
[specialties: 4 free (3 Occult, 1 Dodge) +2 favored for 1 BP]

Awareness 1
*Craft (Air) 3 (Painting +1)
*Craft (Earth) 1
*Craft (Fire) 2 (Plumbing +1)
*Craft (Water) 1
*Craft (Wood) 1
*Craft (Crystal) 1
*Craft (Lightning) 1
Dodge 3 (Jump +1)
Integrity 1
Investigation 3
Linguistics 1 (Native: Sky Tongue (Whitewall Dialect), Others:Old Realm)
Lore 3
Martial Arts 3
Medicine 1
Occult 3 (Art of Enchantment +2, Art of Alchemy 1)
Performance 1
Presence 1
Resistance 1
Ride 1
Socialize 1
Survival 1

Charms: [+1 for 7 BP]
Pillar of Marble Stance

Mutations, Merits and Flaws: [Net +1 BP for -1 mutation points]
Rabbitfolk Template (Net 0)
+1 Alternate Nutriment (Grass)
-2 Diet (Cannot Digest Meat)
+1 Fur
+1 Heightened Sense (Hearing)
-1 Phobia (Loud Noises)

Personal (Net -1)
-4 Aura of Power
+2 Inexhaustible
+1 Wolf's Pace
+2 Moonsilver Resonance
-2 Natural Enmity (Hunters and Predators)

Backgrounds: [6 dots, +9 for 9 BP, Destiny 5 for 4 BP]
Artifact 1 (Jade Mountain Style Training Manual)
Artifact 1 (Master-level manual in the Art of Enchantment)
Artifact 2 (Moonsilver Hearthstone Bracers)
Artifact 2 (Moonsilver Lamellar)
Artifact 3 (Nibsplitter)
Destiny 5 (Write a book that will change the world)
Inheritance 2 (Snowshoe Hare in Brambles) [free]
Mentor 2 (Snowshoe Hare in Brambles)
Resources 1

Mundane Equipment / Resource Purchases:
[Other Stuff to be Stunted in as needed]

Intimacies: [max 12]
Bears (Protectiveness)
Snowshoe Hare in Brambles (Desire to Impress)
Frostler (Pet Deer; Deceased) (Mourning)
Shining Sand (Ex-Fiancee; Deceased) (Mourning)
Shining Sand's Family (Suspicion)
Assassins (Dislike)
Reality Strikes (Mother) (Mourning)
Hunters (Dislike)

BP Spent:
+21 free with chargen
+12 Inheritance 2
-1 Valor
-5 Permanent Willpower 10
-10 Favored skill dots
-7 Pillar of Marble Stance
+1 Net mutations
-9 Extra Background dots
-4 Destiny 5

She's a mutant from Whitewall, a god-blood child of SNOWSHOE HARE AMONG BRAMBLES, Haslanti god of dreams. Her mother, pregnant with child, took the difficult trek to Whitewall on a hard winter following the direction of her father, who left her only with a journal written by him about his history and a meager amount of coin to settle into Whitewall proper. On her birth and every birthday since, her father has sent her wonderful visions, brilliant gifts inside her dreams and told her all kinds of stories about the world of the exalts, but remains relatively quiet for most of the year. As she grew, she was shunned by the otherwise kind folk of Whitewall, finding very few friends among them-- but often getting involved in rather convoluted plots, from preventing the assassination of a leader of Whitewall to getting involved in the heist of a century. She lives comfortably, but is inextricably drawn to the outside world, wondering what Exalted are like and wishing to meet them. Pen and book in hand, she resolves herself to meet as many as she can and come back to her father-- this time to tell HIM stories about her escapades and the people she's met as she traveled all over the world.

Nibsplitter (Artifact •••)
A comically oversized feather pen that can store a thousand pounds of cargo elsewhere, and fly while carrying a rider… but not particularly fast, or comfortably, or more than a spear-length off the ground, and all the cargo needs to be able fit through a mail slot. It can also take diction and produce its own ink (as an Audient Brush) and is treated as a Goremaul when used in combat. Possibly also useful as a broom. (It may, potentially, be able to compress and expand between its oversized size and a normal quill size).
No. 133430 ID: 4424d1
File 159493958144.jpg - (636.88KB , 1920x2900 , eunjin-han-1021-copy.jpg )

Motivation: Discover the fate of Denandsor and return to preserve its splendor.
Tell: Jolts of Moonsilver colored essence sporadically jolt across her hair, leaving a very faint
Odor of ozone.

Strength 1 Dexterity 5 Stamina 5(Favored)
Charisma 5 Manipulation 1 Appearance 3
Perception 2 Intelligence 5 Wits 1

Essence 3
Willpower 10/10
Compassion 3
Conviction 2
Temperance 5
Valor 1

Abilities / Skills:
Archery 2
Awareness 1
Dodge 3
Linguistics 1 (Native: Old Realm, Others: Skytongue)
Lore 3(Old Realm +3)
Martial Arts 1
Sail 1
Ride 1
*Survival 2
Socialize 1
Presence 3
Air 2
Fire 2
Lightning 3

Tattoo Artifact(Warstrider Fire Lance)-4
Skin Mount Amulet- 2
Manse- 2
Savant- 4

Thaumaturgy: (Pending)

2nd Cha, 2nd Dex(+Instinctive Unity), 2nd Per.
Armor-Forming Technique
Clay-Wetting Practice
Knacks: Somnolent Statuary Method, Machine Heart Integration.

Sol Invictus(Worship)
Autocthon(Worship, admiration)
The Solar Deliberative(Patriotism)
Bright Shattered Ice(Celebrity Admiration)
Mysterious Lunar Savior(Gratitude)

EXP: 15.
-9 On 3 dots of Savant(from 1 to 4).
-5 On dot 1 and 2 of Archery.

Physical description:
Viatrix has fair northern skin mixed with a worker’s tan. Her hands and arms are covered with numerous minor bruises, cuts and burns from long shifts of working on repair and maintenance. Her ivory, almost metallic colored hair is usually tied up in an awkward ponytail or bun with a navy colored flat top visored hat that shades over her lilac eyes.
Her clothes are a discord of ancient and futuristic- An adjustable suit of overalls made from durable fabrics all but unheard of in The Second Age, fit for an almost extinct line of work, and
worn extravagantly loosely when not being actively used as protection from sparks and metal shavings.

Horizon Silver's Mortal name was Viatrix Senta, a Denandsor born young woman who loved
to tinker with machines from a young age and enlisted to The Deliberative's aerial fleet's
engineering core as soon as she was old enough. While never first in her class despite her considerable talents, Viatrix's protectiveness of others and saint-like patience saved many of her less able peers from flunking, and established somewhat of a reputation for being a pleaser and pushover that stuck until graduation, but came back in some good words on her behalf landing Viatrix a job at a Factory Cathedral and eventually on prestigious Northern airfield that supplied the Titan Citadel Harmonious Gale.
The Usurpation broke out only a few years afterwards, and during it Viatrix found herself scrambling to escape along with the rest of the field's workers on whatever skyships that could carry them.
The experimental Warbird she and a few others used for escape was shot down soon after, and Viatrix had to push away the dead pilot to try and prevent a fatal crash landing, praying to Sol, to Luna, to The Maidens,
to whatever machine god that might listen and give her dying Warbird another few breaths to carry them safely to a snowy landing.
Viatrix's prayers were answered; partially. The collision into snowy ground knocked her colleagues out cold and slammed her into a damaged panel.
Badly injured and whimpering, Viatrix resolved to live through this no matter what. It felt like hours to her, but she managed to dislodge the broken canopy with her tools and drag her unconcious colleagues one by one
to a nearby cave. Returnig for the last time to pay her respects to the machine that carried them to safety, Viatrix discovered that they had been followed by not only armed and armored Terrestrials but also by
the unmistakable Silhouette of one of the chosen of Luna. Increasingly dizzy from blood loss, Viatrix watched as the strangers exchanged some heated words, with the Terrestrials pointing at Viatrix's own forehead.
Confused, she glanced at her reflection from the metallic husk of the warbird, eyes widening at the burning, silvery ring on her forehead, but before she could fully appreciate the situation, the Lunar standing
between her and the Terrestrials chanted something she couldn't make out under his breath and shoved her backwards. Viatrix expected to soon feel the cold of the snow at her back, but instead felt like she had
fallen through a Kleidoscope without weight or sound. The images felt surprisingly serene and compelled Viatrix to at least rest her eyes for a bit.
When she woke up, Viatrix expected to at best have experienced a terrible dream, at worst having to deal with whatever series of terrible things that just happened.
Neither was the case; Viatrix awoke to what could only be a different season and an only barely recognizable landscape.
No. 133432 ID: 4424d1

Minor addendum: Viatrix Senta wears a pair of short, steel toed heavy duty black work boots, and they don't look like they're made entirely from leather, or made by any ordinary shoemaker at all, given their unusual make and symmetry.
No. 133443 ID: f57349

You seem to have mysteriously dropped two dots in Occult while adding one in Survival, relative to the previous character sheet draft. Craft (Lightning) specialty in "repair" seems too broad - could change that to "skyships," or swap it out entirely for initiate-level Art of Elemental Air, which (per houserules) also encompasses weather-working.
No. 133454 ID: 4424d1

That was probably a mistake in copying over an earlier sheet. I suppose that I could always shift that specialty dot into Thaumaturgy, but I'll look up weather-working anyway.
[Return] [Entire Thread] [Last 50 posts] [Last 100 posts]

Delete post []
Report post