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Exalted 3E Discussion

That loses out on a critical part of the experience of being a DT though. Exigents presumably cannot say "Fuck you God X, I wanna be the Exalted of Y." It isn't just the Infernals gaining custom charms which is cool, it's them reforging the very themes of their Exaltation in a manner which was explicitly not intended to be possible, and doing so while fucking over the yozis, shattering the chains on their Exaltations, and becoming baby primordials to replace their predecessors. It's stamping your goddamn name on your cosmic power source and leaving your charmset behind as a monument to yourself for future Infernals.

Notice that it is specifically for starting as DT. The 'custom-race, custom-charms, custom-everything', I mean.

Yes, that one is awesome... but it required, what, less than five years, assuming Ascendancy Mantle? And if you want to have custom caste, with custom charm, and stamping your Exaltation with that, you'll need 100+ years since going above Essence 5 required you to be 100+ years old, and Ascendancy Mantle only bring you to Essence 6, if you are less than 100+ years old.

So, to reiterate, if you want starting as Infernal with Custom Charms/Caste, you'll need to push the vanilla timeline by 100+ years, minimum - and frankly, that's too much work as ST. For Exigent, you don't have to do anything - the setting already support that, so just plop your Exigent.
 
Nope. Only the "make/possess/empower 3rd circle" charms require an Essence higher than 6.
 
Well, I honestly dislike 'breed with elemental for 100% chance of DB Exalting!' since presumably, The Realm and Lookshy will do so if that were the case, or there'll be more encouragement to, ah, dally with elemental.

A roll of 10 for a DB Exaltation always fails.

And, remember, DB or not these are still Exalted and young people on top of it. The more control their elders attempt, the more likely they are to leave.
 
Resurrection, Time Travel, etc aren't impossible in the line. They are impossible via sorcery. They will also never get explicit support. It is the very intentional design goal that they be unachievable via one particular route and that no comment be made otherwise, not that they be unachievable.

That said, 1e/2e offered any number of ways of pseudo-resurrection that tipped about as close as you can possibly get toward it without really touching the concept.

(Well, there was one canonical method of accomplishing it, but it was a bit wonky, if thematic.)
 
Nope. Only the "make/possess/empower 3rd circle" charms require an Essence higher than 6.

Having Custom caste and make it stick requires higher Essence, I think? Gonna have to re-read it, then..

A roll of 10 for a DB Exaltation always fails.

And, remember, DB or not these are still Exalted and young people on top of it. The more control their elders attempt, the more likely they are to leave.

...if that were the case, why is that there're few example of young DB ran off from the Realm? I mean, my whole point is 'Getting it with Elemental equal 100% chance of Exaltation' kinda make Realm's genetic program moot, since, well, there is already chance for 100% chance of Exaltation!

Unless there is hidden cost, not stated on the book. Which is why Realm still go with their breeding.
 
Having Custom caste and make it stick requires higher Essence, I think? Gonna have to re-read it, then..



...if that were the case, why is that there're few example of young DB ran off from the Realm? I mean, my whole point is 'Getting it with Elemental equal 100% chance of Exaltation' kinda make Realm's genetic program moot, since, well, there is already chance for 100% chance of Exaltation!

Unless there is hidden cost, not stated on the book. Which is why Realm still go with their breeding.
Aside from pissing off all the elementals, killing one each time, and reducing the actual purity of the lineage?
Not enough sorcerers or immaculate monks to force the elementals to submit to it.

Besides, her redness wanted to limit the number of DBs, so the realm wouldn't grow beyond her ability to control.
 
Aside from pissing off all the elementals, killing one each time, and reducing the actual purity of the lineage?
Not enough sorcerers or immaculate monks to force the elementals to submit to it.

Besides, her redness wanted to limit the number of DBs, so the realm wouldn't grow beyond her ability to control.

*don't get why the life of elemental is important*

Alright, I'll grant you with Her Redness, though I'm doubtful. In that case, what about Lookshy? Or other ambitious faction outside Lookshy and Realm? I mean, hell, assuming that's true, I'll expect more efficient- GAH! THAT WAY LIES EMPEROR TIPPY! MADNESS! MADNESS! GAAAAAGH

*goes back playing Neptunia*
 
...if that were the case, why is that there're few example of young DB ran off from the Realm? I mean, my whole point is 'Getting it with Elemental equal 100% chance of Exaltation' kinda make Realm's genetic program moot, since, well, there is already chance for 100% chance of Exaltation!

As far as I'm aware, the bit about Elementals guaranteeing Exaltation was added in by someone who misunderstood the relationship between the Elementals and the Elemental Dragons.

Given that, I think it can be safely put in the same folder as Infernal Chapters 1&2 and Scroll of Heroes.
 
As far as I'm aware, the bit about Elementals guaranteeing Exaltation was added in by someone who misunderstood the relationship between the Elementals and the Elemental Dragons.

Given that, I think it can be safely put in the same folder as Infernal Chapters 1&2 and Scroll of Heroes.
Isn't it from Scroll of Heroes?
 
As far as I'm aware, the bit about Elementals guaranteeing Exaltation was added in by someone who misunderstood the relationship between the Elementals and the Elemental Dragons.

Given that, I think it can be safely put in the same folder as Infernal Chapters 1&2 and Scroll of Heroes.
My headcanon is that the Elementals + DB = Insta Exalt Bebe Dwagons is only if the Elemental in question is at least of Essence 5...
 
Behold, an artifact + evocations I made, with some balancing help.

Woeful Blades(Soulsteel Short Daiklaves, Artifact ***)
The Woeful Blades are a pair of soulsteel short daiklaves, Sorrow Razor and Depression Crush. Sorrow Razor is a thin blade about three feet in length. Care must be taken when handling the blade, as its edge will part flesh with the lightest touch. Depression Crush is a heavy blade, about 4 inches wide and 2 feet in length. It is just sharp enough to cleave and not one bit more.

Emerald Evocations:

Cracks in the Armor
Cost: 2m(+2m); Mins: Essence 1; Type: Supplemental
Keywords: Withering Only
Duration: Instant
Prerequisite Charms: None
Pay 2m when a withering attack is made with Sorrow Razor, its Overwhelming bonus is increased by 1.
At Essence 2, Sorrow Razor's wielder may pay an additional 2m to extend Cracks in the Armor's duration to one scene.

Weigh On the Mind
Cost: 4m; Mins: Essence 1; Type: Reflexive
Keywords: Withering Only
Duration: Instant
Prerequisite Charms: None
When a successful withering attack is made with Depression Crush, its wielder can pay 2m and gain additional post-soak damage dice equal to the number of 10's they rolled on the attack.

If the attack that Weigh on the Mind enhances crashes its target, the wielder if Depression Crush gains double the initiative from the damage dice added by Weigh on the Mind.

Damning Riposte
Cost: 3m; Mins: Essence 1; Type: Reflexive
Keywords: Withering-only, Counterattack
Duration: Instant
Prerequisite Charms: Spirit Cut
When the wielder of the Woeful Blades successfully parries a decisive attack, they may pay 3m and make a reflexive withering counterattack with Sorrow Razor.

Sapphire Evocations:
The wielder of the Woeful Blades must purchase 2 Emerald Evocations to unlock its Sapphire Evocations. Unlocking the Sapphire Evocations makes Cracks in the Armor a permanent type Charm with 0 cost.

Spirit Cut
Cost: 6m(+1wp); Mins: Essence 3; Type: Reflexive
Keywords: Mute, Decisive-only
Duration: Instant
Prerequisite Charms: Cracks in the Armor
When Spirit Cut is used with a decisive attack, it does no damage after rolling damage dice. Instead, the damage rolled is added to a temporary pool. Each decisive attack done against a target can add to this pool, doing no health damage. Each target has their own pool.

Anytime a decisive attack is landed and penetrates Hardness, but before damage is rolled, the wielder of the Woeful Blades may reflexively expend the temporary pool for the target to roll the accumulated damage against the target's permanent Willpower. Each threshold success removes one temporary willpower from the target.

Momentum of Victory
Cost: 4m; Mins: Essence 3;Type: Reflexive
Keywords: Withering-only
Duration: Instant
Prerequisite Charms: Weight on the Mind
After Incapacitating a foe, the wielder of the Woeful Blades may pay 4m and gain a reflexive withering attack using the Woeful Blades against a different target, halving the pre-soak damage of the attack.

Doubt Besets the Beleaguered
Cost: --; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Weigh on the Mind
This Charm modifies its prerequisite. Weigh on the Mind now does one post-soak level of damage per 10 rolled on the attack roll.

Adamant Evocations:
Requires 2 Sapphire Evocations to unlock. Momentum of Victory gains the Innate keyword and works only with swords.

Drink From the Soul
Cost: 5m, 1wp; Mins: Essence 5; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Spirit Cut
When a foe is slain by either of the Woeful Blades, their wielder may pay 5m and 1wp. If they do, then the Blades draw in the soul of the slain, consuming it to heal the wielder by their most damaged health level.

Consume the Spirit
Cost: (+2m); Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Drink from the Soul
This Charm modifies its prerequisite. If Drink from the Soul is activated on a target that died with a temporary pool created by Spirit Cut, the wielder of the Blades may pay +2m and gain an number of -0 temporary health levels equal to the temporary pool of the target, up to a maximum of (Essence).

Crush the Mind
Cost: 2wp; Mins: Essence 5; Type: Reflexive
Keywords: Decisive-only, Psyche
Duration: Instant
Prerequisite Charms: Weigh On the Mind, Drink From the Soul
When a foe is dealt enough damage by the Woeful Blades to slay them and has zero temporary willpower, the wielder of the Blades may pay 2wp. If they do, all the target's Intimacies are removed and a single Defining intimacy of loyalty to the wielder of the Woeful Blades is created.
 
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tehelgee note that the Breeding rules do not reflect the setting in any way - they are intended to be used for player characters in Dynasty games. NPCs don't use those rules unless the Storytellers applies them as a shortcut. Exaltation is never so clear cut as to fall to the roll of a dice - unless you are an Exigent of Plentimon, I guess.

Elemental breeding is terribad, as is the Elemetal Manse Breeding power. It should be ignored.
 
So, Intimacies. They come in two flavors, Principles and Ties. Principles are a statement of the character's beliefs; "I don't like lying." or "Slavery is evil." Ties are emotional attachment to a person, place, or thing and can represent positive emotions(respect, love, admiration) or negative(hate, fear, disgust).

I propose a third type of Intimacy: Goals.

Goals represent something the character wants to do, acquire, or prevent. They shouldn't be very vague, as a vague goal can be more easily represented by a Principle: "I want to provide for my family." isn't a Goal, it's a Principle. A Goal should be a defined achievement. "I want to build a Manse." or "I want to found an empire." or "I aim to prevent House Cynis from spreading their influence into Greyfalls." The scale of a Goal shouldn't be small. "I want to get food." isn't a Goal, it's a declaration of action.

Goals set as Defining would be that character's obsession. All they do is in relation to their Goal. A Major Goal is something a character is working towards more often than not, it's one of their primary occupations. A Minor Goal is a hobby, something someone works on when they have free time and nothing is pressing.

Goals could be used in social influence actions, both to empower an action and defend against it. They could also be targeted by Bargain actions, and used as defense in the same way.

Finally, Goals could grant normal or Solar XP when they are achieved, if the Storyteller feels the Goal was roleplayed well.
 
tehelgee , so if I want to....say...release someone or at the very least, find an alternative to the very reason said someone is imprisoned in the first place, that counts as a Goal, an I correct?
 
tehelgee , so if I want to....say...release someone or at the very least, find an alternative to the very reason said someone is imprisoned in the first place, that counts as a Goal, an I correct?

Well, it depends. Would it be something easy or something you could achieve in a 2-3 sessions? If so, that's probably not a goal. A goal would, imo, span at least one story.

Now, if the person was imprisoned in, like, the Heptagram and you had to find a way to get there, get in, get them out, and get away, all without being caught? That's a Goal.
 
Yup, they're gone, and I'm not exactly sorry about that.

Still, Goals (Conviction), Ties (Compassion), Principles (Temperance) and... what could we tie in to Valor? Peeves, Hot Buttons? Challenges?
 
Yup, they're gone, and I'm not exactly sorry about that.

Still, Goals (Conviction), Ties (Compassion), Principles (Temperance) and... what could we tie in to Valor? Peeves, Hot Buttons? Challenges?
Ties. Positive Ties would be for Compassion, negative Ties would be for Valor.
 
I'm thinking of renaming negative Ties into Bonds (of hatred/envy/whatever). Something the character doesn't like and wants to challenge, to assert himself over, to conquer.
 
I'm thinking of renaming negative Ties into Bonds (of hatred/envy/whatever). Something the character doesn't like and wants to challenge, to assert himself over, to conquer.

Eh, I'd go the other way. A Tie sounds negative, while a Bond sounds positive.
 
English is not my native language so I'll trust you on that :)

EDIT: something to tie on Valor, would be Fears: what your character dreads, what he must overcome, and what can empower him in so doing...

Upholding a Principle, protecting a Tie, accomplishing a Goal, vanquishing a Fear...
 
English is not my native language so I'll trust you on that :)

EDIT: something to tie on Valor, would be Fears: what your character dreads, what he must overcome, and what can empower him in so doing...

Upholding a Principle, protecting a Tie, accomplishing a Goal, vanquishing a Fear...

Ties still match up to that though, because they can represent fear, hate, disgust, and so on. Ties are inherently emotional, and they fill that niche.

Also, Virtues are gone too, if you didn't know. Intimacies are EVERYTHING about a character now.
 
I know they're gone, and I'm a bit disappointed.

I'm trying to put them back in, in some less-obtrusive way than before.
 
I know they're gone, and I'm a bit disappointed.

I'm trying to put them back in, in some less-obtrusive way than before.

I'm not sure they're needed, tbh. Especially since the whole virtue channel mechanic is gone too.
 
Yeah, I'm excited to play this, even if I'm going to wait to give OP my money first. :p. Still, I have my fair share of ideas- including one for a Night Caste for once (infiltrator of the courts rather than the typical thief/infiltrator that Night Castes seemed to me to be before). Or a Dawn Caste brawler/parkour specialist.
 
I have been looking everywhere for good art of guys who look like they could be a bronze age James Bond. Let me know if you find any!

kaMg3Wu.jpg
 

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