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A Not-Quite-Newb's Read-through of Ex3

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  • Originally posted by Totentanz View Post

    I'm an established player, and if anything the potholes trip me up more. Things like Counterattacks irritate the shit out of me, because I know the old version DID address this issue, so leaving it out is kind of inexcusable.

    Anyway, as for popularity, the sales of Ex3 is not a good indication. Lots of people are buying the game to try it. What we should look at is how the next few books do. If sales for the Backer charms and the Realm book are way down, that's an indication people aren't liking what they are getting. If it's stable or increasing, then people are willing to overlook the warts in order to play Exalted.
    What's the issue with counterattacks you're talking about here?

    (I hate them.)


    I am no longer participating in the community. Please do not contact me about my previous work.

    Comment


    • Originally posted by Leetsepeak View Post

      What's the issue with counterattacks you're talking about here?

      (I hate them.)
      Individual charms mention counter-attacks, but there is no real system for counter-attacks, or for how counter-attack charms interact with each other.

      Comment


      • Originally posted by Totentanz View Post
        Individual charms mention counter-attacks, but there is no real system for counter-attacks, or for how counter-attack charms interact with each other.
        Expanding on this, 3e does not answer questions such as:

        1) If a Charm just says, "Make a counterattack," when in attack resolution do you do that?
        2) If you kill someone with a counterattack before they roll damage, do they still roll damage?
        3) Can you use multiple Charms granting counterattacks in response to a single attack? For that matter, can you use a reflexive Charm like Solar Counterattack more than once in response to a single attack?

        You can find the answers to #1 (which avoids #2) on p. 150, and #3 on p. 183.

        Of Exalted Second Edition.
        Last edited by Irked; 06-13-2016, 01:13 PM.


        Homebrew: Lunar Charms for 3e

        Solar Charm Rewrite (Complete) (Now with Charm cards!)

        Comment


        • Originally posted by Irked View Post
          Expanding on this, 3e does not answer questions such as:

          1) If a Charm just says, "Make a counterattack," when in attack resolution do you do that?
          2) If you kill someone with a counterattack before they roll damage, do they still roll damage?
          3) Can you use multiple Charms granting counterattacks in response to a single attack? For that matter, can you use a reflexive Charm like Solar Counterattack more than once in response to a single attack?

          You can find the answers to #1 (which avoids #2) on p. 150, and #3 on p. 183. Of Exalted 2nd Edition.
          Huh. I did not even think about this. I just made assumptions.
          I assumed 1 and 2 happened at the exact time of the initial attack thereby being simultaneous without being considered a clash. For 3 I just assumed you could never use multiple counterattacks.

          Of the three I think my assumptions for 1 and 2 have the most potential for being problematic now that you bring it to attention. Are they simultaneous? Could they be considered a clash as per clash rules?

          Comment


          • Originally posted by Major View Post
            Huh. I did not even think about this. I just made assumptions.
            I assumed 1 and 2 happened at the exact time of the initial attack thereby being simultaneous without being considered a clash. For 3 I just assumed you could never use multiple counterattacks.
            You've identified exactly the conditions that 2e unambiguously declared. (So, for instance, killing a dude with a counterattack resolved simultaneously with that attack, so yes, you still took damage.) 3e, however, provides no rules.

            Of the three I think my assumptions for 1 and 2 have the most potential for being problematic now that you bring it to attention. Are they simultaneous? Could they be considered a clash as per clash rules?
            It definitely makes a difference, yeah!


            Homebrew: Lunar Charms for 3e

            Solar Charm Rewrite (Complete) (Now with Charm cards!)

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            • One thing that's occurred to me, is it possible that clashes & counterattacks are the same thing? As written, & as what they represent, it's a possible interpretation.

              Although discussion of that may veer off to quite a degree...


              A Not-Quite-Newb's Read-Through of Ex3 - my thoughts, notes and trials and tribulations with the Exalted 3rd edition rules.
              Ex3 Reference Materials - currently includes an ST screen, common actions sheet, weapons reference sheet, character creation summary and mortal QCs reference sheet.

              Comment


              • Originally posted by Xerxes View Post
                One thing that's occurred to me, is it possible that clashes & counterattacks are the same thing? As written, & as what they represent, it's a possible interpretation.

                Although discussion of that may veer off to quite a degree...
                One counterattack charm in Melee explicitly declares that it initiates a decisive clash counterattack, so I don't think they're clashes as a rule.


                I am no longer participating in the community. Please do not contact me about my previous work.

                Comment


                • Originally posted by Xerxes View Post
                  One thing that's occurred to me, is it possible that clashes & counterattacks are the same thing? As written, & as what they represent, it's a possible interpretation.

                  Although discussion of that may veer off to quite a degree...
                  If they had intended that, boy howdy was it unclear. The closest thing we have for Counterattack timing I've seen is in Solar Counterattack, which says "The counterattack is launched after the triggering attack is rolled but before damage", and could use some clarification. Like:

                  1. Are these the STANDARD rules?
                  2. Does the triggering attack go through?
                  3. SHOULD this resolve as a Clash Attack?
                  4. If not, does the Counterattack's damage get added at the same time as the triggering attack?
                  5. In the case of 4, if not, can this kill the attacker before they roll damage?

                  Tentatively, at my table, I'd probably rule that a Counterattack is NOT a Clash, that you roll it in response to someone else attacking you, and the damage is resolved at the same time by both attacks. So this means you can have two swordsmen kill one-another at the same time, falling onto each-other's swords.

                  I mean, this is a place where a sidebar would have been helpful. "On Counterattacks In General"


                  Disclaimer: I'll huff, grump, and defend my position, but if you're having fun I'll never say you're doing it wrong.

                  Comment


                  • Hmmm... this is possibly spoilerific for martial arts, but are counterattacks ever mentioned outside charms (can't check my pdf right now)? If not, they surely just function as listed in those charms, & "counterattack" has no specific meaning of its own.


                    A Not-Quite-Newb's Read-Through of Ex3 - my thoughts, notes and trials and tribulations with the Exalted 3rd edition rules.
                    Ex3 Reference Materials - currently includes an ST screen, common actions sheet, weapons reference sheet, character creation summary and mortal QCs reference sheet.

                    Comment


                    • Originally posted by Xerxes View Post
                      Hmmm... this is possibly spoilerific for martial arts, but are counterattacks ever mentioned outside charms (can't check my pdf right now)? If not, they surely just function as listed in those charms, & "counterattack" has no specific meaning of its own.
                      Hm, probably not too spoilerific...

                      The Crane Style makes a lot out of Counterattacks. Problem is, it SEEMS that the Style was written with the assumption that there are hard and clear rules FOR Counterattacks.


                      Disclaimer: I'll huff, grump, and defend my position, but if you're having fun I'll never say you're doing it wrong.

                      Comment


                      • Originally posted by Xerxes View Post
                        One thing that's occurred to me, is it possible that clashes & counterattacks are the same thing? As written, & as what they represent, it's a possible interpretation.

                        Although discussion of that may veer off to quite a degree...
                        To cut things short, no, this is not a viable interpretation. Quite a few counterattacks specifically interact with Defense, which is not relevant in a clash.
                        Originally posted by Kyman201 View Post

                        If they had intended that, boy howdy was it unclear. The closest thing we have for Counterattack timing I've seen is in Solar Counterattack, which says "The counterattack is launched after the triggering attack is rolled but before damage"
                        The majority of Counterattack effects specify when they are triggered. IIRC off hand, the only ones that don't are one in Ride and Crane Form.

                        Comment


                        • Originally posted by Anasurimbor View Post
                          To cut things short, no, this is not a viable interpretation. Quite a few counterattacks specifically interact with Defense, which is not relevant in a clash.

                          The majority of Counterattack effects specify when they are triggered. IIRC off hand, the only ones that don't are one in Ride and Crane Form.
                          Considering crane style is built around counter attacks I'd consider that a decently major oversight.

                          Comment


                          • Presence

                            Listener-Swaying Argument
                            • The Solar can soften even the stoniest hearts.
                            • One auto-success to an instill or persuade action, and 1 non-charm bonus die for each 2 points the target's Resolve is boosted by, up to a maximum of 3 dice.
                            Harmonious Presence Meditation
                            • The Solar has a gaceful and magnetic personality, which helps her persuade people.
                            • Gives 3 bonus dice to social influence from any ability apart from stealth. Default length is scene-long, can pay more motes to make it indefinite.
                            Excellent Friend Approach
                            • The Solar inspires devotion, and all who like her hold her in high esteem.
                            • Anyone with a defining tie to the Solar can be persuaded to do inconvenient tasks without a roll.
                            • This feels very meh, because of the defining tie requirement.
                            Tiger’s Dread Symmetry
                            • The Solar is William Blake fearful to behold.
                            • Get 1 bonus die to all Presence rolls and reroll all unsuccessful attempts to intimidate.
                            Impassioned Discourse Technique
                            • Solar argues passionately, persuading from the depths of her emotion.
                            • Grants 1 auto-success to a persuade action. If arguing from a principle she holds, gets 2 to 4 bonus dice depending on the strength of the principle.
                            • Explanation of what this is intended to be is awesome.
                            Empowering Shout
                            • Even when bound, the Solar is inspiring.
                            • Turn-long action where the Solar encourages another to greatness, granting a +1 bonus to an attribute and an ability until next turn. At higher Essence, the bonuses get bigger and can be applied directly to defence.
                            Majesty Majestic Radiant Presence
                            • Solar's bright spirit makes her look glorious and terrifying.
                            • While this is active, characters must spend Willpower to speak against or attack the Solar. All threaten actions against her have an Essence-based penalty.
                            • The pedant in me wants to point out that this charm doesn't specify "in the Solar's presence", meaning someone halfway across Creation can't talk smack about the Solar. It's kinda implicit that proximity is required, but not stated.
                            • Won't this sort of thing attract the Wyld Hunt? Shouldn't that be noted somewhere?
                            Underling-Promoting Touch
                            • Raise a servant into a champion with a touch.
                            • Anyone with ties of loyalty, admiration, respect etc for the Solar now also feels them towards the touched person. Character also receives any social station attached to the Solar, which others automatically recognise.
                            • Shouldn't this have an explicit tie-in with Bureaucracy and/or a call out to the Solar's relevant Merits (Backing, Command etc)?
                            Threefold Magnetic Ardour
                            • Solar's sexual magnetism amplifies her powers of persuasion.
                            • Appearance difference bonus dice are converted into auto-successes for any instil or persuade action made with Presence, Performance or Socialise when this charm activates. These count as charm dice. If character is Hideous, this also supplements threaten actions.
                            • Shouldn't the Hideous thing only apply to threaten actions, rather than all the rest and threaten actions?
                            Awakened Carnal Demiurge
                            • Through preparation, the Solar magnifies her own appearance to give herself more presence.
                            • Spends 5 minutes talking up her form, and then has an Appearance of 1 greater than her actual rating for as long as the motes are committed. Seduction attempts treat the target as if they have one less Resolve.
                            • Wait, this is a charm for putting on mystical make-up? Or does "intense preparation" also include a new hairstyle too?
                            Enemy-Castigating Solar Judgment
                            • Exalt's judgement stings the enemy.
                            • Supplements a social action or decisive attack on a creature of darkness, lowering Resolve or Defence by 1. Makes decisive damage aggravated. Makes other charms that affect creatures of darkness work on opponents for whom the Exalt has a Defining Tie of Hatred if this charm is activated with it.
                            Fulminating Word
                            • It's impossible to disagree with a Solar who argues from her principles, and her words sow doubt in enemies' souls.
                            • When a target is beaten on a bargain, threaten or persuade action, this charm may be activated to make Decision Points cost more willpower. If the target acquiesces, Solar gains willpower when they realise they're successful.
                            Authority-Radiating Stance
                            • Lawgiver radiates authority.
                            • All allies within medium range who can hear the Exalt's voice suffer no fear-based penalties to their actions. Rally actions get an auto-success. Does not protect against supernatural terror or a Dawn's intimidiation.
                            • Are there actually fear-based penalties rules, or not?
                            Terrifying Apparition of Glory
                            • The Solar burns with power, making herself an thing of terrible awe.
                            • At bonfire anima level, creates a wordless threaten action, without the penalties for being unspoken and ignoring group influence penalties. Failing a resolve check makes enemies flee. In combat, this lasts for up to long range, and recurs every round without needing a flurry for as long as the Solar has motes committed, and may be resisted for the rest of the scene by paying willpower and initiative. Terrified battle groups get penalties to their rout checks.
                            • An effect that requires bonfire anima but doesn't use it up? Very nice.
                            Blazing Glorious Icon
                            • Solar's glory burns like the Sun.
                            • Solar's Presence-based attempts to threaten, persuade, or instil gain 1 auto-success, with an additional die if Solar is at bonfire. Needs to be stunted to supplement a seduction action, and never enhances a bargain action.
                            • Having the stunt-based condition for seduction rather than a complete ban feels really weird to me. But I guess it simulates supernatural charm and the like. I mean, Zeus seduced people as a swan, for crying out loud.
                            Mind-Wiping Gaze
                            • Solar's presence exudes through her eyes, and she scours the target's soul, wiping memories.
                            • Make a Presence roll vs a person just about to make a social influence roll you disagree with to make the target forget to do that action for a scene. May only remember it if reminded and spends Willpower. May only be used on any given target once per scene. If target resists with willpower, Solar gets the willpower cost of the charm back. May be supplemented by Presence charms that enhance Persuade or Threaten actions.
                            • When DO NPCs spend willpower? I remember there's a sidebar saying "not that often" somewhere, but is the guidance ever any more concrete?
                            Hypnotic Tongue Technique
                            • Solar dominates others with the force of her presence. Her caste mark flashes and eyes blaze as her spirit strikes her target.
                            • Presence roll vs Resolve, cannot be defended against with intimacies, and intimacies cannot lower Resolve. If successful, target goes catatonic while Solar programs them with short sentences. All actions will be carried out at the same time. If no time specified, target does them immediately. Target does not remember why they did them. Target can resist by paying willpower, which also makes them forget this happened. Targets who resist cannot be targeted again for a number of days based on their Integrity.
                            Worshipful Lackey Acquisition
                            • Shadows grow long in the sun's presence. Solar's enemies often conspire against them when they succeed. Flavour-text blur.
                            • Enemies who witness the Solar achieving a goal through some form of performance must take a roll vs a difficulty based on the Solar's attributes or become enthralled with her wisdom, and follows her instructions as if she had a defining tie making her the Solar's acolyte. Character still hates Solar, but must defer to her and worship her for Essence-based days. This time can diminish the original negative intimacies, if the Solar treats them well.
                            Prophet-Uplifting Evocation
                            • Solar uplifts a follower to greatness with a gesture.
                            • Permanently empowers a character under the effect of Underling-Promoting Touch with an Essence pool of a confusing amount. Affected character gets a Resolve bonus vs supernatural terror, and gets Unhesitating Dedication charm if they have Integrity 3+, which reflexively allows them to defend against a Defining Intimacy being eroded by paying motes. Solar may have twice their Essence rating in prophets. If the prophet is slain, Solar recovers spent XP.
                            • What determines the "up to 5 more"? I would assume it's the Solar's Essence, but it's an Essence 3 charm to use, and never states this.
                            • Can the Solar grant this to other Essence users to give them a free charm?
                            • What do non-Essence users spend their new Essence on apart from UD? Excellencies? How do we determine favoured attributes in that case?
                            • If a prophet is slain, can the Solar create another using the same prophet slot? Or do they have to wait until their Essence goes up?
                            Shedding Infinite Radiance
                            • Solar has deep flames of passion, which can burst forth and inspire others.
                            • Simple dramatic action to prepare another for a task, invoking a principle which the Solar instilled. For as long as the Essence is committed, target gets 3 automatic non-charm successes to apply to an action taken on behalf of that principle. These can all be spent on one roll, or spread out as the character wishes. May not invoke more successes than they have dots in an ability. Can be stacked on the same target an Essence-based number of times. Any single action cannot be enhanced by more than 3 dice, even with multiple applications of the charm. Once these have been spent, Solar's commitment to the charm ends.
                            Rose-Lipped Seduction Style
                            • Solar amplifies her form with words, gestures and Essence.
                            • Grants double 9s to a persuade action intended to seduce a target, and can seduce a character for whom such influence is unacceptable.
                            • Does seducing an unacceptable target still benefit from double 9s, or just normal rules for rolling?
                            Remember the Red Rule sidebar
                            • A reminder about the Red Rule, with no specifics about how it could apply to Rose-Lipped Seduction Style.
                            • Could it have been worth highlighting here that RLSS was intended for use primarily on NPCs?
                            Crowned King of Eternity
                            • The Solar is some form of social lighthouse.
                            • Once per scene, get a free Presence, Performance, or Socialise Excellency.
                            • Is it worth me asking yet again why charms like this don't have prerequisites from multiple trees? If they have effects on multiple abilities, why can't they be accessed by multiple abilities!?
                            Favour-Conferring Prana
                            • No flavour text.
                            • Copy Empowering Shout, for an indefinite duration. Attributes may not be increased past 5 with this charm, and target cannot learn charms or magic she doesn't qualify for. Can be used in conjunction with Empowering Shout.
                            • The "[b]ecause this is a different Charm than its prerequisite" thing is weird. This is the only instance (that I can currently remember) of an upgrade charm creating a separate instance of its pre-requisite, rather than simply modifying its effects. From that wording, can other charms that upgrade their prerequisite (Perfect Mirror, Force-Stealing Feint, Unsurpassed Hearing and Touch Discipline etc) create separate instances of each charm, meaning they can be used at once? Have I been reading that wrong this entire time?
                            Countenance of Vast Wrath
                            • Not much flavour text, if any.
                            • While using Terrifying Apparition of Glory, Solar can shed and reshape her anima, adding Essence-based dice to threaten a single target. May use this on creatures incapable of fear. In combat, f opponents do not attack the Solar, they lose initiative every round. At Essence 5+, when the character returns to bonfire, activate TAoG for free. Characters failing their Resolve checks must pay additional willpower and initiative to remain in the battle. This charm cannot be muted in any way.
                            • How is this a scene-long charm? It enhances actions by using up anima levels, and yet it's somehow scene-long? So it can be used multiple times? OK I guess, it just feels odd.
                            General thoughts:
                            • As seems to often be the case with me, I really like the low-level stuff. It's thematic, it's easily understandable and simple.
                            • This feels like it maybe needs backing up with Socialise as a matter of course. It keys off imtimacies, but doesn't have many ways to grant them apart from the early charms.
                            • Or maybe it's just not clear where Presence ends and Socialise begins in some cases.
                            • I've become less concerned about flavour text or no flavour text in this section. This is possibly because, despite describing an effect, there is very little in the flavour text of each charm that describes what charms look like. For a tree like this, I gather not a lot, because they rely on the user being not identified as a Solar, but some indication of whether the glowing and whatever is actually there would be good.
                            Presence down, only... oh really, eight more to go? This chapter NEVER ENDS! Resistance next up.
                            Last edited by Xerxes; 06-15-2016, 02:53 AM. Reason: Forum, someone REALLY needs to talk to you about your spacing on copy-past problem...


                            A Not-Quite-Newb's Read-Through of Ex3 - my thoughts, notes and trials and tribulations with the Exalted 3rd edition rules.
                            Ex3 Reference Materials - currently includes an ST screen, common actions sheet, weapons reference sheet, character creation summary and mortal QCs reference sheet.

                            Comment


                            • On Majestic Radiant Presence: It's not obvious, so wouldn't necessarily attract a Wyld-Hunt unlike say, Terrifying Apparition of Glory.

                              Countenance of Vast Wrath is basically activated for a scene by paying 3 levels of Anima, but you retain the benefits throughout the scene.

                              Red Rule Sidebar reasoning: If you make a character who would treat seduction as unnacceptable and some other player decides that seducing such a challenging target would be 'fun' you explicitely have the option of saying "No" whcih you might otherwise forget, but yes, RLSS should have a note about how it's mostly intended for NPCs.

                              Comment


                              • Resistance

                                Durability of Oak Meditation
                                • Enemies can't hope to strike down Solars with their blade, because they are like oak trees.
                                • Reduces damage of all sorts, and grants hardness vs decisive damage. This cannot be applied in a crash.
                                Spirit Strengthens the Skin
                                • Solar channels Essence through her skin, hardening it beyond mortal limits.
                                • Solar may increase her soak after a hit but before damage is rolled by paying motes, up to double her natural soak. Cannot be used with magic that allows soak of decisive damage through withering-only means. At Resistance 5 & Essence 3+, remove withering damage after it is rolled at 2 motes per level of damage, with an additional cost of willpower, motes and initiative, which is Perilous.
                                Iron Skin Concentration
                                • Charm hardens the skin still further.
                                • Pay motes to apply stamina to soak unsoakable damage vs withering damage. Pay motes to create extra -0 health levels based on Stamina vs decisive damage. If more health levels are created than damage done, later damage is automatically done to the remaining -0 levels first. Motes committed to decisive levels are committed indefinitely, and when combat ends any -0 levels convert to -1 levels until the Solar can get treated, and then the charm ends. -0 levels vanish at the end of the scene. Each day the Solar fights with these penalties remaining increases the penalty by 1 (to -2, -3 etc). At Essence 3+, Solar can create Stamina+Essence health levels, at a cost of five motes + one for every health level created.
                                • This charm feels great, but may take a lot of work.
                                Ox-Body Technique
                                • Exalts' bodies are more durable than other mortals'.
                                • Buy extra health levels, based on Stamina. May repurchase this charm a number of times up to the Solar's Resistance. If she buys dots in Stamina, the charm automatically adjusts the number of health levels it grants.
                                • I can see this being an efficiency game - is it more efficient to boost stamina, or buy another level of this charm?
                                Body-Mending Meditation
                                • The Solar's Essence is always working to knit their body together.
                                • Roll Sta + Res to speed natural healing based on on Essence and successes. Successes may be applied to successes of Wound-Mending Care Technique. Solar must rest for an hour for this to work, but lasts all day so long as the Solar continues resting.
                                • The wording of this says "by a factor of". What does that mean? Does 2 successes shift the healing from days to minutes? Or is it that for every unit of time spent resting, instead of 1 level you get the number of successes + Essence healed? What factors are we talking about?
                                • Does the synergy with WMCT apply when the Exalt is being treated, or when she's the treater? It's not clear.
                                Front-Line Warrior’s Stamina
                                • Once per day, Solar can restore her momentum from her vitality.
                                • Roll half the Solar's permanent health levels and add successes to her initiative. At Essence 3+, Solar can pay 1wp to remove the Perilous keyword from the charm for an instant. Charm resets after a full night's rest.
                                Whirlwind Armour-Donning Prana
                                • Solar can put her armour on really quickly.
                                • Takes less time to put on a suit of armour than normal, based on the armour's mobility penalty.
                                Armoured Scout’s Invigoration
                                • Solar's armour becomes a second skin.
                                • Activated when the Solar puts her armour on. So long as it is worn, mobility penalty is 0. Costs more the heavier the armour it is used on. If the armour's mobility penalty is already 0, adds a die to join battle rolls.
                                • When would an armour's mobility penalty be 0 anyway?
                                Poison-Resisting Meditation
                                • Essence strengthens the Solar's metabolism, letting her resist toxins.
                                • Get one auto-success and 3 bonus dice when rolling vs a poison's duration. Charm can also be activated at the poison's interval to reduce or change the symptoms.
                                • The examples given for the interval activation say nothing about system-level effects. Does it actually negate these effects or not?
                                Essence-Gathering Temper
                                • Exalt is empowered by ignoring damage.
                                • When an attack lands, Solar gains motes, up to her Stamina rating, per round. Resets after soaking a withering attack with 10+ raw damage without suffering initiative loss. At higher Resistance & Essence levels, the number of motes gained per round goes up.
                                • I take it that using charms like SSTS & ISS help with the reset condition?
                                Diamond-Body Prana
                                • Exalt inverts her anima, putting her normal self beyond physical harm. Flavour-crunch blur, probably.
                                • For a scene, add (Stamina + Resistance) dice with (Essence or 3) auto-successes to the Solar's soak. This cannot be enhanced by other magic. Against decisive attacks, provides Stamina-based hardness, that can stack with Durability of Oak Mediation. This charm is incompatible with armour.
                                Iron Kettle Body
                                • Hitting a Solar is like hitting iron.
                                • All post-soak withering damage is halved for a round. At Essence 3+, 1s on the attack roll subtract successes, up to half the Solar's stamina. At Essence 4+, initiative lost by the opponent is gained by the Solar. This charm's benefits don't work in tandem with Adamant Skin Technique.
                                • Like iron... so, relatively brittle and will mostly shatter before it bends? [/pedantry]
                                • When does an opponent lose initiative in this attack? If the "all withering damage is halved" is supposed to represent a loss of half the attacker's initiative, that's not at all clear.
                                Adamant Skin Technique
                                • Solar runs on purpose fuel, and so won't be defeated.
                                • Can apply soak to a decisive attack. Incompatible with charms that increase soak, apart from Diamond-Body Prana. Grants total immunity to scenery-based uncountable damage, although such effects give a -3 action penalty for a number of turns. Can't be used against an ambush. There is an instant in this charm's activation where the Exalt's hardness is 0.
                                • When does the zero hardness moment happen? When does it end? The Magic player in me wants to know. I guess it's to allow for reflexive attacks done in response to this charm being activated, but exactly how that interacts isn't clear.
                                Tiger Warrior’s Endurance
                                • The Solar's anima infuses her very being, and regenerates her from near-death.
                                • Solar regains health levels when she recovers from initiative crash. Will not heal wounds greater than -2, but continues working up to -4, creating a gap in the health track. Solar still suffers from the greatest wound penalty she has suffered from, but can take fresh damage in the rejuvenated health levels. Can be used once per fight, and is reset by gaining 20+ initiative.
                                • I really don't get how new damage is applied if the Solar is at -4 and heals with this charm. Does it go to the lowest level, or the highest? The wording is really foggy.
                                Hauberk-Summoning Gesture
                                • No real flavour text.
                                • Solar call and sends her armour and shield from and to Elsewhere.
                                • Elsewhere is defined! Why here and not earlier?
                                Illness-Resisting Meditation
                                • Exalt's immune system is fortified by Essence (or "spirit energies", but I kind of assume they're the same thing?)
                                • Adds Essence-based auto-successes to the Exalt's attempts to resist a disease's virulence and morbidity. If the Solar wishes to get sick, this can just be applied to Morbidity.
                                • Chosen of Nurgle, ho!
                                Willpower-Enhancing Spirit
                                • Exalt remembers past failures, and knows that her death will be the death of the world.
                                • Pay 2 initiative when struck with a decisive attack, regaining a point of willpower. Reset by surviving a decisive attack of 10+ raw damage without taking any of it.
                                Battle Fury Focus
                                • Solar taps a well of primal rage, making her superhuman.
                                • Get bonus dice to combat rolls and ignore some wound penalties while in combat. Intimacies relating to combat, whether positive or negative, increase in intensity by one, with Defining intimacies going over the usual limits of what intimacies can do. Solar cannot use non-combat-related social influence, or engage in complicated persuade actions. Solar can still disengage, but cannot withdraw while this charm is active.
                                Wound-Knitting Exercise
                                • The Lawgiver entirely ignores minor injuries.
                                • Pay motes to heal -0 health levels on activation, and charm carries on working after that point, healing one -0 level every few rounds, determined by Stamina. This works even if the Solar has taken wound penalties.
                                • Does this create a gap like Tiger Warrior's Endurance? It doesn't say so if that's the case.
                                • I also find it difficult to understand why both of those charms don't just close the gap on the wounds they heal. Wouldn't that be miles simpler? It would possibly make this particular charm overpowered, but I'd rather that than the headache they give me currently.
                                Unbreakable Warrior’s Mastery
                                • Solar knows in her soul that sticks and stones cannot harm her, because she still exists underneath all the injuries.
                                • Trade crippling damage for something of less than permanent duration. Halve the penalty associated with a successful crippling attack, and eliminate it after Stamina-based turns.
                                • Hmmm... crippling injuries can only happen once per story. Is this too much of an edge case charm?
                                Ruin-Abasing Shrug
                                • The Solar's Essence-imbued flesh turns aside all harm.
                                • Force opponent to reroll successful damage dice. Use once per scene, reset by taking no withering or decisive damage on 3 separate rolls.
                                • How on earth are we meant to keep track of all these reset conditions?
                                Glorious Solar Plate
                                • Solar hardens her anima into a suit of armour.
                                • Get a set of artefact heavy armour, which has Armored Scout’s Invigoration for free if the Solar knows it. Can be done over a normal suit of armour. If the armour is attuned, the cost of GSP replaces the attunement cost and releases the committed motes. Can repurchase the charm to grant the armour evocations. Against energy-based decisive attacks, gets Essence or 3 decisive soak, which applies even in a crash. Crippling attacks against the Solar's limbs while wearing this armour auto-fail. If done over an existing set of armour, can be used with Whirlwind Armour-Donning Prana.
                                Immunity to Everything Technique
                                • Through exposing herself to such things, the Solar trains her anima to eat toxins and consume sickness.
                                • When activated, this charm makes the Solar immune to the effects of any disease or poison she's previously been exposed to. When exposed to new toxins, duration is reduced. When exposed to new diseases, morbidity is reduced. At Stamina 3+, Solar can resist incurable and irresistible diseases.
                                • The Solar might be immune to the effects of disease, but is she still a carrier?
                                Fury-Fed Ardour
                                • The Solar turns the force from a blow into momentum. Flavour-crunch blur.
                                • Convert non-successes on a decisive attack against the Solar into initiative for her.
                                Bloodthirsty Sword-Dancer Spirit
                                • Solar meditates on violence and destruction while using Battle Fury Focus. The world is a red tunnel and all things at the end must die.
                                • Get additional bonuses to combat actions, in addition to those granted by BFF. Ignore all wound penalties. Generate an additional mote per turn, which must be spent on combat-related stuff. Solar cannot be dissuaded from combat; will forcefully move anyone standing in her way. She will not end her assault until all targets are dead or fleeing. Acts of mercy that she listens to sends her into initiative crash, setting it to -3. If already crashed, the value does not change. Whenever she empties a battle group's magnitude track, she may roll Join Battle.
                                • SOLAR SMASH!
                                • Is this activated with BFF, or in another action? 2 actions to activate things seems a long time.
                                • Why is this a resistance charm? Feels more like a weapons-neutral Melee ability.
                                • Quite surprised this doesn't have an anima requirement.
                                Aegis of Invincible Might
                                • When her life is threatened, Solar uses Essence to make herself invincible.
                                • After using Adamant Skin Technique, Solar's hardness is raised to 20, withering soak is raised by Stamina + Resistance, and cancelled Stamina-based amount of post-soak damage. This takes effort to maintain, and Solar must either make a decisive attack each turn or spend 8+ motes on offensive charms each turn. Effect also ends if Solar is crashed or does not take continuous combat actions.
                                Random thought:
                                • With several effects that apply every round, this tree has made me realise: nothing says when exactly effects like WKE's restoration kick in. I assume bonus motes happen at the start of the Solar's turn, but what about everything else?
                                Some really nice effects in there, I have quite the itch to build a serene rock type character now, with Integrity, Resistance and Martial Arts of some kind.

                                But, needs must. Ride, saddle up!
                                Last edited by Xerxes; 06-16-2016, 04:01 AM. Reason: Feh, you know the problem by now.


                                A Not-Quite-Newb's Read-Through of Ex3 - my thoughts, notes and trials and tribulations with the Exalted 3rd edition rules.
                                Ex3 Reference Materials - currently includes an ST screen, common actions sheet, weapons reference sheet, character creation summary and mortal QCs reference sheet.

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