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  • #31
    I've been thinking about it a bit more and I'd like to colour in my statements before about being a Dragonblood in Creation. In that games I've been in, save one which took place so far in the North East that most people didn't even know what the Realm was, being a Solar has always had a feeling of being a fugitive to it. You don't carry your daiklave with you, you keep it wrapped up in cloth on the cart, because even wrapped in cloth having a giant blade slung across your back marked you as suspicious. Forget armor, even if you decided to wear jade instead of butter you raise suspicion, and unless you're claiming to be a Dragonblood yourself, a deception that will not hold up to close scrutiny unless your character is designed for it. Artifact armor was for special occasions, or summoning around you with charms if you had them.

    Your powers are also restricted half the time. Sure, sometimes when you're delving deep into a tomb, or in the third level basement of some house you might be able to safely flare, but even just inside a normal building the light blasting out the windows and the sunbleached drapes are a dead givaway. God help you if you don't have some way to mute it after the fact either because it's going to be an hour before you're not obviously an anathema anymore, so one way or another somebody investigating will have their suspicions confirmed. Even way way out in the wilderness the Realm's spies might be found. If one traveler saw your banner, or if one forest spirit allied with the Immaculates did, you were on the radar. The worst was if they saw your iconic, because now they knew you were there and had an idea who you were if you ever popped up again.


    Compared to that, playing as a DB was great. You didn't have to hide anymore, you don't have to hold back from using your peripheral motes in the street, you didn't have to lie and explain how you could lift a wagon, you could wear jade armor and carry your weapon around, you could interact with locals without worrying you'd tip them off. You could go in and offer help without having to awkwardly explain how you and your little band planned to fight fair folk invaders.

    That alone would be a lot, but add on top of that being placed at the pinnacle of of the immaculate faith and being a major player in the Realm gave you intrinsic power and respect. Like Manual of Exalted Power: Dragonblooded says on page 229, it can be an amazingly heady feeling. Also from that page it mentions the true power of the strength in numbers that terrestrials have, and it's not about teamwork charms making you better with your circle. It's about having Backing 4 (All Seeing Eye) Contacts 5 (Immaculate Order) and Influence 5 (Imperial Legion General) because with that you can call in major reinforcements...reinforcements that consist of a dozen terrestrial exalted. What organizations exist for Solars to call on with hundreds or even thousands of DBs again? Oh right, none. Especially none like those three which will not only come to kick ass but have zero problems working together with eachother, that's teamwork on a grand Exalted scale.

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    • #32
      Originally posted by DrLoveMonkey View Post
      That alone would be a lot, but add on top of that being placed at the pinnacle of of the immaculate faith and being a major player in the Realm gave you intrinsic power and respect. Like Manual of Exalted Power: Dragonblooded says on page 229, it can be an amazingly heady feeling. Also from that page it mentions the true power of the strength in numbers that terrestrials have, and it's not about teamwork charms making you better with your circle. It's about having Backing 4 (All Seeing Eye) Contacts 5 (Immaculate Order) and Influence 5 (Imperial Legion General) because with that you can call in major reinforcements...reinforcements that consist of a dozen terrestrial exalted. What organizations exist for Solars to call on with hundreds or even thousands of DBs again? Oh right, none. Especially none like those three which will not only come to kick ass but have zero problems working together with eachother, that's teamwork on a grand Exalted scale.
      Mechanically, Solars can take these Backgrounds. And Cult. You don't have to call on Realm Legions, you can have your own Legions of Tiger Warriors. Your own Creation spanning Spy network. Take Guild Contacts. Invest in Solar Larceny or Lunar Heart's Blood and just pretend you're a Deeb. Invent your own kingdom with a Gens of dozens of Deebs, or populate your organisations with gods and elementals. Taking Backing in the Aerial Legion. Mmemon is sneaking Deathknights onto the Blessed Isle, just take Merits in Realm organisations as a balls-out Anathema.

      And yes, you have to justify these Merits. They need backstory. You might even need to invent fluff for whole organizations. But your Deeb also needs a backstory (so you're a new graduate from the House of Bells who commands a legion, is a ranking member of the All Seeing Eye and is friends with every priest in the North?).

      Solar (and Lunar) Charms make it easier to make friends (and money) and to build kingdoms. Deebs start play with more Merits, but they don't finish stories with more Merits. Deeb stories are about how you lose friends and alienate people on your quest to be a hero. Solar stories are about how you win allies and build kingdoms on your quest to be a hero. Deeb stories are about plunging Hrunting into the monster's chest, and leaving the sword burried there until the Ragnarok. Solar stories are about reclaiming Hrunting from your previous incarnation's tomb as the world ends.

      The Realm is descending. It's organizations crippled by petty rivalry and nepotism. The house legions are recalled. The Wyld Hunt is weaker than it's ever been. Realm institutions are still powerful, and if anyone can mobilize them it's the Deeb PCs... but the wheels of beurocracy grind slowly. The Realm can't deploy legions to stop banditry on the Blessed Isle -- if you want to Infallible Messenger for help out on the Threshold, you'd better have shipped over your reinforcements well in advance, else be prepared to wait months (in travel time alone). And if you have shipped in four Wings, encamped just half a day away... a Solar could just take the Command Merit same as you.

      If you're running Deeb games before the disappearance of the Empress, then I agree with you. Default setting? Good luck.
      Last edited by JohnDoe244; 09-04-2019, 04:23 AM.


      Hi, I'm JohnDoe244. My posts represent my opinions, not facts.

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      • #33
        Originally posted by Saur Ops Specialist View Post

        While it's probably not good for me to get into a discussion of 3e Lunars, the fact that Solar Charms are, by this point, really damned old might play into this discrepancy. It's been four years or so since the core dropped for backers, and there's been a change in the approach of writing Charms. Solars are defined by being incomparable in human endeavors, so it would stand to reason that they probably wouldn't lose out to Lunars in a "seduction arena" in any edition if that's a Solar's focus. As the parody Star Trek TNG twitter had it, "A delegation of alien hummingbirds secretly plans to drink Wesley. It's difficult, but Riker manages to hook up with one."
        I suspect that if you reversed the order of release for Solars and Lunars, people would look at things like their approaches to creating alternate identities and see that as indicative of Solars having a more sophisticated development.

        I mean, I do think Lunars probably had a slightly more sophisticated development, I just don't think that's evident in things like the breadth of what might be called seduction Charms. I think that's just a result of Lunars having different priorities in characterisation and gameplay than Solars, who are meant to be more accessible and support the broadest array of archetypes.

        That said, one thing I think is beneficial about Lunars is that seeing an alternative approach to things like social interaction, personality reinforcement, theft and trickery gives a stronger sense of the characterisation of Solars. I never thought of them as vanilla, but I think the qualities of the regal culture hero from the beginning of history are most evident now that they have a contrast. Solars can be anything, but they can't be ask of the flavours of that thing. Other Exalted explore... not as many things maybe, while having their own different and interesting flavours.

        On that note, I think another thing that can stand out with Lunars in terms of how they look and play is a certain higher range of portrayals within a select group of archetypes. To put it simply, I think Appearance, Charisma and Manipulation feel more different from one another than any given Dollars Abilities do (while still all feeling commonly Lunar) in ways that have interesting implications for characters like Changing Moons whether they focus specifically on one of them or dip into each and keep circulating between them as they go about their business.


        I have approximate knowledge of many things.
        Watch me play Dark Souls III (completed)
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        • #34
          Originally posted by JohnDoe244 View Post
          Mechanically, Solars can take these Backgrounds.
          That's true! But you can't invent a world spanning empire with over ten thousand exalts that's pushed forth a pervasive religion raising up the Solars and demonizing the dragonblooded. Everyone PC in the circle could spend every merit dot they have and they still wouldn't even come close. Even subjugated satrapies like Eashaldha worship the Dragons, they just think that the ones who have been put in charge of them have fallen from the way. Not to mention how unwieldy it can be as a Solar to use those merits. Sure you can get a size 5 battlegroup right off chargen, but you can't just hide them in a cellar when you think a monk might be in town, they're a giant flag broadcasting your position.

          Maybe you could try to hide them in the woods temporarily with Solar magic somehow, if it was just mortals chasing you. The very first Essence 1 Survival 2 DB Survival charm has vanishing 6s and explicitly allows you to contest otherwise perfect Solar magic. It doesn't perfectly counter Solar magic either but, man, what do you want, DB survival to no-sell Solar stealth?

          You don't even have to be the one to screw up either. If your Zenith filled an entire town with awe and reverence, and then one of those villagers travels to another town and unwittingly lets slip some of the amazing things he saw you do, which gets picked up by a missionary monk, now you're made. The Immaculate Order has a big information gathering network of monk>temple>mission>directional mission>Palace Sublime and that's cast over the world. Then the Palace Sublime leads right back to the Bronze Faction and that's even worse.

          The Scarlet Empire is just starting to crumble, but it sure as hell isn't gone. Just look at Jiara, which is the new hot signature area of 3e. The Solar signature circle exalted there or traveled there and started a rebellion...which House Mnemon then came in and kicked out of their city. Not to fear though! Novia Claro is a Night caste assassin so naturally when she attempts to assassinate Mnemon she...fails and gets chased off by a fearless, tireless demon, and Mnemon doesn't even seem that perturbed by the encounter. In her own words she's felt worse, and she doesn't even pause before shaping some kind of sorcery after Novia. Then though, then we have Volfer! A Dawn, a Dawn fighting alongside his army. Sure he's against a warstrider, but Dawns just punch through those with ease- and his flesh is charred black and bleeding while being bodily tossed aside like trash so the DB can return to slaying his men. He bought enough time that they won't all die today though so, feel the domination of Solar supremacy?

          This is all well after the disappearance of the Scarlett Empress as well, and there are still only a scant few empires in the world that can boast the strength of even one of the Realm's great houses. House Mnemon is fielding warstriders, demons, powerful exalted, and winning against an entire Solar circle. Are the Solars inevitably doomed against such might? No, they definitely stand a chance, but it is not easy, and they stand just as good a chance to straight lose.

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          • #35
            Originally posted by DrLoveMonkey View Post
            This is all well after the disappearance of the Scarlett Empress as well, and there are still only a scant few empires in the world that can boast the strength of even one of the Realm's great houses. House Mnemon is fielding warstriders, demons, powerful exalted, and winning against an entire Solar circle. Are the Solars inevitably doomed against such might? No, they definitely stand a chance, but it is not easy, and they stand just as good a chance to straight lose.
            And if DB characters started as Essence 5 matriachs of Great Houses, then I'm sure I'd be receptive to the point you're making. But the fact that a Great House can stalemate a starting Solar Circle doesn't speak to me as it seems to speak to you.

            I'm not trying to be a dick about this, but show me the build. Build an actual, starting DB, show me the character sheet and give me just two or three lines about how she interacts with the story. What does "grand Exalted level teamwork" look like in play for me and my friends sitting round a table? Because I really don't see anything an actual character can do that a Solar can't do better.

            Originally posted by DrLoveMonkey View Post
            Dragonblooded are a bit different, they don’t really have anything that puts them into a special spot because...well 15,000 of them are deadlocked in a war against ~300 Lunars. Even with that war being asymmetrical the DBs can’t be too powerful or versatile.
            Unless you're making the case that the area Deebs shine in is "being used as NPCs"? In which case, I agree with you 100%. The Realm provides real, meaningful, (dare I say it) frightening opposition to Celestial PCs. A starting DB probably isn't in charge of a legion and a spy network with allies throughout Creations largest religion, but an NPC certainly can leverage those Creation-spanning organisations. A player can't play hundreds DBs working together, but NPCs can certainly work together. A Great House can definitely crush a Solar rebellion and drive the demons off. I absolutely, unreservedly, agree that DBs make great NPCs -- and whilst I was probably a bit too irreverent, that's basically the point I was making with my first post. But the fact that the most powerful, ancient, influential Dragon-Blooded in existence don't immediately die when a Solar looks at them is not an indicator of the splat's expertise to me.
            Last edited by JohnDoe244; 09-04-2019, 01:23 PM.


            Hi, I'm JohnDoe244. My posts represent my opinions, not facts.

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            • #36
              Originally posted by JohnDoe244 View Post
              And if DB characters started as Essence 5 matriachs of Great Houses, them I'm sure I'd be receptive to the point you're making. But the fact that a Great House can stalemate a starting Solar Circle doesn't speak to me as it seems to speak to you.

              I'm not trying to be a dick about this, but show me the build. Build an actual, starting DB, show me the character sheet and give me just two or three lines about how she interacts with the story. What does "grand Exalted level teamwork" look like in play for me and my friends sitting round a table? Because I really don't see anything an actual character can do that a Solar can't do better.
              Well, first of all, Jiara is no stalemate. The last we see of Novia is fleeing through the city with a bunch of broken ribs chased by Mnemon and a second circle demon, Volfer is lying in a beaten bloody pile in a field somewhere, and the remainents of their retreating and defeated army is being cut down by a warstrider. If it wasn't for Volfer nearly sacrificing his life there would be no army left at all. The Solar circle might recover from that, but it will be a recovery, they're not deadlocked like the Realm and Lookshy are, or sitting on two sides of no-mans land unable to advance.


              As for DBs as NPCs, it's not a character sheet thing. If you're standing in the deliberative making a gigantic speech about how Thorns is the greatest threat to the eastern Realm and must be destroyed before they make a move on Gloam or something, blazing your anima as you pour essence into your words, it matters if you're a Solar or not. Your ST isn't going to pick up your character sheet and say "Well, you don't have any flaws in the flaws section here that SAY the Dynasts kill you on sight, so I guess they politely listen and let you go.". No way, they're paying willpower to overcome your Majestic Radiant Presence and descending on you, along with the one thousand elite guards that fill the Palace of the Deliberative.

              If you're a DB though, for one it's way easier for you to actually get to the deliberative floor, again nothing to do with merit dots or anything, and they'll actually let you finish talking and maybe listen. If they DO listen, then you've just brought the might of the empire down upon the Mask of Winters. Now, because it's the Realm things can be a bit trickier than that, because once the decision is made to invade Thorns you have a bunch of actors in the Great Houses who are going to look to use this to their political advantage, so it takes guiding, but you're still wielding a power with tens of thousands of soldiers and hundreds of dragonblooded and you don't even need any merits for that.


              The pervasive religion and hunting is also part of that. You're a DB, you don't need to worry about being found out. Even if you're an Outcast a Wyld Hunt passing through the area won't kill you, if anything they'll treat you like a brother or sister and ask your assistance to join them in hunting down whatever Anathema or Wyld Creature is stalking the land. If you're a Solar and you're found out by a passing Wyld Hunt they will fight to the death to kill you. How is that not an advantage to playing a DB?

              I'll quote right from the book even:


              BACKING
              Once a Dragon-Blood realizes his power, he has the backing
              of two of the most powerful organizations in the world: the Scarlet
              Empire and the Immaculate Order. Even the most rustic outcaste
              is welcome (and desired) in the Realm, as long as he understands
              that he’ll probably never be a Dynast. Even better, the incredibly
              widespread Immaculate Philosophy declares that the Dragon-Blood
              is a walking, talking bodhisattva, enlightened and incapable of
              steering mere mortals off the true path.
              It can be an amazingly heady feeling.
              While not everyone’s going to obey a Dragon-Blood right off
              the bat, especially in the Threshold, most will give a second thought
              to making one angry. Even those outcastes who never associate
              themselves with the Realm can take advantage of that empire’s
              reputation even without any real Dynastic contacts. Dragon-Blooded
              are, after all, the most famous Exalted in Creation.

              HEROES, NOT DEMONS
              The popular Immaculate Texts don’t declare the Dragon-Blooded
              to be demons, thankfully. Because of this, the Dragon-Blooded
              can be freer with their Peripheral Essence. Spending enough Essence
              to make oneself glow isn’t such a big deal when mortals have all
              heard the stories of heroes with fl aming auras or invincible warriors
              who can leap as if they were the wind itself. While Solars have
              to restrict themselves to Personal Essence, get ready for mobs or
              make real good friends real fast, the Dragon-Blooded can invoke
              any Charm they like until they run completely dry.
              Furthermore, they can use Obvious Charms without worrying
              about observers. Since activating an Obvious Charm makes it clear
              that one is using magic, being a Terrestrial Exalt when doing so is
              the difference between hope (or fright, in one’s foes) and fear (or
              terror, in one’s foes).

              NUMBERS, AND STRENGTH THEREIN
              Also unlike the Celestial Exalted, the might of the Terrestrial
              Exalt passes through his bloodline to his children, and to his
              children’s children, and on to the seventh generation—and further!
              This is, no doubt, what those who originally endowed them with
              their elemental power imagined when the Dragon-Blooded were
              created—weak alone, but capable of epic feats when they work together.
              And what better way to make sure that the Dragon-Blooded
              would always have teammates to aid and depend on than designing
              them to breed their own?
              Yes, not only do the Dragon-Blooded have an entire society
              built around supporting and worshiping them, they almost have
              an entire society composed of them! Beyond the astounding social
              structure that provides, it also provides myriad reinforcements—most
              of them related. In short: Beware harming the dragon, for it has a
              thousand brothers and sisters eager to bite.


              Last edited by DrLoveMonkey; 09-04-2019, 12:34 PM.

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              • #37
                So... are we talking about what PCs do, or what characters in the setting do? Because I think there's some disconnect in the way some of you are arguing.

                Because Sidereals are the best at being Essence 5. Lunars are second-best at being Essence 5. And Solars are total rubbish at it. Like, basically more rubbish than anyone else around (or at least equal... I guess Abyssals might be the same, though they also might be marginally better).

                Dragonblood are best at turning up with a ton of Exalted friends.* Lunars are second-best, and then Sidereals, and then Abyssals.

                Oh, also obviously Lunars and Sidereals are best at sorcery. Sidereals probably slightly better, but I'm not sure (as the Sidereal book isn't out). I suspect Sidereals are better at Workings and Lunars are better at combat sorcery.
                Solars and Dragonblood I guess are kind of even at sorcery; Dragonblood sorcerers tend to know more spells, but none of them have any Celestial spells whereas a handful of Solars do.

                *Johndoe pointed out that a Solar could have a legion of Tiger Warriors. But a Tiger Warrior legion doesn't come with 50 Essence 2-4 Dragonblood.


                Of course, if the point is for players to compare kinds of Exalt they could play, this isn't really that relevant.


                I run... Lunars: The Apocalypse! Exalted 3rd edition. Fimbulwinter is upon the world as an Ice Age begins, and only six young Lunar heroes have a chance of saving humanity.

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                • #38
                  Originally posted by The Wizard of Oz View Post
                  Of course, if the point is for players to compare kinds of Exalt they could play, this isn't really that relevant.
                  I think some of it is relevant. The fact that Sidereals have access to Heaven and the heavenly bureaucracy and the heavenly waygate portals, and just the rest of the bureau of fate is something that players should feel empowered by.

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                  • #39
                    True, though equally it means they're particularly weak at getting to do their own projects, ruling as god-kings, etc.

                    But all those extra Means on sorcerous workings sure are nice.


                    I run... Lunars: The Apocalypse! Exalted 3rd edition. Fimbulwinter is upon the world as an Ice Age begins, and only six young Lunar heroes have a chance of saving humanity.

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                    • #40
                      Very true, the position in the world comes with responsibilities as well as powers. Unless you’re a ronin sidereal you are expected to actually do some work. If you’re a Dynast you have house ties that may strain you one way or another, unless you’re way outcast in which case the only real benefits you’re getting are that you don’t need to worry about Wyld Hunts.

                      The benefits are real though. Someone might be told to fuck off when requesting a personal audience with a local god until you tell them you’re a Sidereal on official business from the Bureau of Destiny. Just like flashing an FBI badge it doesn’t instantly get you everything you want and enforce complete cooperation, but it definitely helps smooth some bumps and open doors.

                      Or if you’re out in the Threshold and it’s revealed that the foe that’s been harrying your DB hearth for the past month is actually anathema you call for a Wyld Hunt. It doesn’t matter who you are, Lookshyan, Outcast, Dynast, Forest Witch, when a Hunt is called you’re obligated to answer if able. I mean, it’s even the whole premise of the new signature circle getting together, it’s a thing that happens. Some people might not like that, and I get it, you’re not achieving victory through your own personal might, but it’s nice to know that you’re not alone out there.

                      It’s not like you just sit back either. If you found a Nephwrack was boiling up a sea of darkness in caverns beneath Harbourhead that will soon start spawning abyssal horrors and spitting them out onto the surface, you don’t just send a letter to the bureau or the imperial city and dust you hands. You send the letter, call up any local heavenly or House Mnemon forces and exalted allies, and get down there to kick some ass. You might have to convince the satrap to send her house paramilitary forces with you if you don’t have the actual Backing or Influence merits, but all that’s required there is a friendly trip to your family’s palace and an easy persuade roll. Or at least probably easy, unless she hates your guts specifically or something.

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                      • #41
                        Yeah, you're just much more likely to be making Persuade rolls against people with supportive intimacies than a Solar is.


                        I run... Lunars: The Apocalypse! Exalted 3rd edition. Fimbulwinter is upon the world as an Ice Age begins, and only six young Lunar heroes have a chance of saving humanity.

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                        • #42
                          Originally posted by The Wizard of Oz View Post
                          Yeah, you're just much more likely to be making Persuade rolls against people with supportive intimacies than a Solar is.
                          Unless the Solar's had three minutes to set themselves up with a Defining Tie of love.

                          Originally posted by DrLoveMonkey View Post
                          Or if you’re out in the Threshold and it’s revealed that the foe that’s been harrying your DB hearth for the past month is actually anathema you call for a Wyld Hunt. It doesn’t matter who you are, Lookshyan, Outcast, Dynast, Forest Witch, when a Hunt is called you’re obligated to answer if able. I mean, it’s even the whole premise of the new signature circle getting together, it’s a thing that happens. Some people might not like that, and I get it, you’re not achieving victory through your own personal might, but it’s nice to know that you’re not alone out there.
                          WFHW has Left Hand Chalima bemoaning how she can't summon a Wyld Hunt. When four Anathema are turned loose on the Blessed Isle, it takes, what? Months? For a single Kinship to assemble to take the Solar down.

                          ****

                          Solars can ask for help. They're going to face negative Intimacies, but they can still ask. And it's not like a Resolve of 8 is going to stop a Solar who asks for help.

                          The Corebook has an entry under Performance for what happens when a god tries to tell a Prince of the Earth to "f*** off". There's some good Lunar chapter fiction of what happens when a god tells a Lunar that too.

                          Deebs and Sids have a social structure that gives them rewards and obligations. It exists, no doubt. It's useful fodder to tell an interesting story, no contest. But in play, engaging with the actual rules of the game, I don't see the benefit.

                          Yes, the Satrap will lend you her troops with a Difficulty 1 roll instead of a Difficulty 8 roll... but as Threshold successes don't do anything and Solars can easily hit Difficulty 8... what's the benefit? Sure the Satrap will call a Wyld Hunt on the Solar as soon as they're out of sight, do you think that's worse than owing the Satrap a favor?


                          Hi, I'm JohnDoe244. My posts represent my opinions, not facts.

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                          • #43
                            Originally posted by JohnDoe244 View Post
                            Unless the Solar's had three minutes to set themselves up with a Defining Tie of love.
                            How does that work? (I get the impression this is something to do with sexy performance charms, but I'm not that familiar with that tree as I have no interest in it and none of the Solar characters I play/play with have it.)


                            Solars can ask for help. They're going to face negative Intimacies, but they can still ask. And it's not like a Resolve of 8 is going to stop a Solar who asks for help.
                            The issue isn't the difficulty specifically (because Solars are the best at rolling an amazing amount of successes), it's that you need them to have a strong positive intimacy to even be able to make a persuade roll at all.
                            Our Zenith and Eclipses are not extremely successful at their social aims (I mean, they're okay, but not amazing) not because they didn't get enough successes (I've seen the Zenith roll 25 successes on a performance roll) but because they're trying to convince people to do stuff that those people simply have no reason to do.

                            If a Solar turns up to the local Outcaste King and says "I need you to lend me some Exalts to go kill a Dragonblood who's hunting me" she's likely to find that much harder than a Dragonblood who turns up and says "I need you to lend me some Exalts to go kill an Anathema", because the King doesn't have the Major intimacy necessary to go kill some other Dragonblood, whereas there's a decent likelihood he has a Major negative intimacy to Anathema.

                            Not saying it can't be done. Maybe you can find some other intimacy to go off. Maybe you can trick them. And you probably will get a lot more successes. But it's harder to just turn up and find the person you want to talk to has some convenient intimacy to hang Persuade attempts off.

                            (Also, Dragonblood are slightly better at doing Persuade rolls on people with no useful intimacies than Solars are, as they have a few more charms that give people Major intimacies directly or count them as having an Intimacy without having to get it on them. Lunars are the best at it though.)



                            I run... Lunars: The Apocalypse! Exalted 3rd edition. Fimbulwinter is upon the world as an Ice Age begins, and only six young Lunar heroes have a chance of saving humanity.

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                            • #44
                              Originally posted by JohnDoe244 View Post
                              WFHW has Left Hand Chalima bemoaning how she can't summon a Wyld Hunt. When four Anathema are turned loose on the Blessed Isle, it takes, what? Months? For a single Kinship to assemble to take the Solar down.
                              I'll be honest, I thought this was a bit silly. In the Threshold, sure, but on the Isle?


                              I run... Lunars: The Apocalypse! Exalted 3rd edition. Fimbulwinter is upon the world as an Ice Age begins, and only six young Lunar heroes have a chance of saving humanity.

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                              • #45
                                Originally posted by The Wizard of Oz View Post
                                How does that work? (I get the impression this is something to do with sexy performance charms, but I'm not that familiar with that tree as I have no interest in it and none of the Solar characters I play/play with have it.)
                                Yeah. Thousand Courtesan Ways to fire off an Instill Minor Intimacy of Love and Inspire Lust. Don't need to target an Intimacy. Persaude based on the Emotion effect to sleep with you (and TCW to raise the Intimacy to Major if you've got Mastery of Small Manners/Seasoned Criminal Approach or some other Minor Intimacy). Celestial Bliss Trick: Defining Intimacy in three minutes.

                                Or if you don't want to have sex, Instill an Intimacy to create a positive Tie to liking oranges whilst TCW adds in a Tie of Love to yourself. Then give your target an orange and Instill again to raise the target's love of oranges to Major (using the Minor Tie of love to you -- the person you love loves oranges), and TCW to raise the Tie of love to you to Major (using the Tie to oranges, you can get oranges from the person you love). Three minutes of conversation.
                                Last edited by JohnDoe244; 09-06-2019, 02:51 PM.


                                Hi, I'm JohnDoe244. My posts represent my opinions, not facts.

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