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

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  • Originally posted by Stephen Lea Sheppard View Post
    Yeah, it's supposed to represent the archetypal seasoned sailor. Even back on land, you carry what the sea's shown you with you.
    Part of the image I had in my head was the cover of Perfect Storm. I mean really, how scary is a snarling dog gonna be to you after that.
    Last edited by Major; 06-19-2016, 01:44 PM. Reason: edit: spelling

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    • "With a rum tankard full of courage I've seduced a mermaid, and woke the next morning to find a sea witch had turned her into a manatee! What need have I to fear your Neomah temptresses after that?"

      Comment


      • Originally posted by Matt the Bruins fan View Post
        "With a rum tankard full of courage I've seduced a mermaid, and woke the next morning to find a sea witch had turned her into a manatee! What need have I to fear your Neomah temptresses after that?"
        "And this is where the Calibration story gets REALLY good-"


        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


        • Socialise

          Mastery of Small Manners
          • Solar attunes her Essence to society, and it guides her actions.
          • Solar can instinctively follow all local customs. Does not grant full understanding of a society, but makes it understandable. Eliminates all penalties on interactions based on unfamiliarity with a culture's expectations and dynamics. Any with positive intimacies towards the culture get a minor tie of respect towards the Solar, and anyone with negative intimacies towards outsiders have that temporarily reduced by one level.
          • What is a "culture" for this charm? I'm thinking about things like organisational culture and such, which are talked about roughly in Bureaucracy. Does this charm grant familiarity with the norms of that kind of culture, or is it limited to societal or regional-level customs?
          Motive-Discerning Technique
          • No flavour text.
          • Gives double 9s to a read intentions action. May substitute Wits for Perception when reading intentions. Essence 4+ repurchase allows player to guess at an intimacy of a character. If correct, treat it like Cunning Insight Technique. A further repurchase at Socialise 5 grants a second guess to this ability.
          Quicksilver Falcon’s Eye
          • Solar has an eye for people's reactions and relationships. Flavour-rules blur.
          • Can tell when people use Guile or Resolve and when they don't - can tell if someone is hiding something or if they are opposed to something. Disagreement with no resolve is shown as a sham performance.
          • The general social influence rolls, which if I remember right presume the application of Guile and Resolve in most situations, strike me as creating a hell of a lot of pings for this charm, not all of which will actually be useful.
          Umbral Eyes Focus
          • No real flavour text.
          • Solar can tell when an intimacy she created or modified with an instil action has changed. Supplements a read intentions action to determine this, granting an auto-success and bonus dice to the attempt.
          Humble Servant Approach
          • No flavour text.
          • When reading intentions to see what a target wants, Solar may activate this charm to drop their Guile. Must already have succeeded on a read intentions roll during this scene while target was interacting with another character.
          Shadow Over Day
          • Solar purges all emotion and is inscrutable.
          • May raise her Guile by a point. At Essence 2+, can pay to make this up to 2 points.
          Night Passes Over
          • No flavour text.
          • Solar ignores penalties to her Guile caused by emotional states. Does not remove penalties from physical injury or being observed by hidden characters.
          Intent-Tracing Stare
          • Solar can read subtexts of a social scene, and sense others' scrutiny.
          • Solar can sense when she or another within 5 feet of her is the target of a read intentions action. Can tell who the target is, and who initiated the action, provided the Solar is aware of the reading character, and gives a reflexive Awareness roll to notice hidden watchers.
          • This charm must be hell to use at a packed embassy reception.
          Culture Hero Approach
          • No flavour text.
          • Make a read intentions roll when observing an unfamiliar ritual to discern its purpose. Roll's rating is based on the obscurity of the ritual, and can be lowered by a relevant Lore rating. Can also pick up on ritual subtexts. One success gives the meaning, more give more facts about it. If asked to participate, each success on this roll counts as an auto-success in a Performance-based participation roll.
          • What is the "meaning" of a ritual in this sense? What it's currently used for and what it means, or where it came from? For example, used on Morris Dancing, does this charm tell you that it's an English folk tradition that most people think is rather weird and potentially racist, or does it tell you that it was originally done thanks to Moorish influence in the 16th century, and that the tradition of "blackface" was done to hide the identities of those who did it for money because to do so was shameful?
          • The phrase "relevant Lore rating" again makes me feel that Lore is like Craft, with entirely separate abilities. I know SLS has clarified this to be something far more sensible, but rules like this imply that it's something else.
          • Doesn't Mastery of Small Manners make the ritual performance roll part of this charm entirely unnecessary? MSM ensures you won't screw up, so why do you need the successes on the participation roll, or even to make a participation roll at all?
          Unimpeachable Discourse Technique
          • The Solar guards her thoughts.
          • If Solar is in a situation where Master of Small Manners would apply, reroll 1s on a persuade or instill action until 1s fail to appear.
          Indecent Proposal Method
          • Because the Solar speaks well, she can get away with saying outrageous things.
          • Instil, persuade and bargain actions all sound really pleasant, regardless of their actual content. No intimacy towards the Solar may decrease as a result of her social action. Characters must pay willpower to take offence at her remarks. Affects all who witness the social action, not just the target.
          Dauntless Assayer Method
          • No flavour text.
          • Solar may retry a failed read intentions action. Reduce the cost if the player stunts the action to re-engage.
          Preeminent Gala Knife
          • Solar draws strength from her social successes.
          • Regain motes on successful offensive or defensive social actions. May not gain more motes than she has used to activate Socialise charms this scene.
          Wise-Eyed Courtier Method
          • Solar understands the social currents that flow around her, reading them to give her a better view of her situation.
          • Make a read intention with Essence-based auto-successes, making a single roll vs the Guile of all possible targets. Success gives surface attitudes, emotions and ties, as well as what people are trying to achieve. Failure to read in this manner does not count as a failure to read intentions for charm reset purposes. Use once per scene, but resets if the scene changes significantly.
          • Another "reset at ST fiat" (mostly) reset condition. I really don't like those.
          Discretionary Gesture
          • Through a minor signal, Solar can raise another's Guile. Flavour-crunch blur.
          • Reflexively raise target's Guile when she is targeted by social influence. Rate of increase depends on the stunt used to trigger this charm.
          • This wording implies a maximum increase of three, but doesn't outright state it. As it's stunt-based that makes sense, but again, zero explicit indication of that.
          Deep-Eyed Soul Gazing
          • No flavour text.
          • After successfully defending vs social influence through Guile, Solar's next read intentions action against the same target gain Essence-based bonus dice and an auto-success. This does not last longer than the scene.
          • I assume the "this is just scene-long" is in case they don't get the chance to use it before the scene ends. Makes sense.
          Easily-Discarded Presence Method
          • No flavour text.
          • When the Solar defends herself against a read intentions action, this charm makes the target think she saw through the user's Guile. This causes her to disregard her for the rest of the scene.
          • Why would this always cause the target to disregard the Solar? Surely their response depends on the character of the target?
          Guarded Thoughts Meditation
          • Exalt locks up her mind behind mental walls.
          • Raises Solar's Guile for as long as motes are committed to the charm.
          Penumbra Self Meditation
          • Solar can wrap bits of her soul in her anima.
          • Solar meditates for an hour and makes an intimacy undetectable by a read intentions action. Can hide as many as she is able to commit motes to in this fashion. Intimacies can still be revealed through Solar's overt actions.
          Inverted Ego Mask
          • Solar can twist another's perceptions of her.
          • If a Solar's intimacies are uncovered, this charm can supply false intimacies, making social actions against her less effective or totally implausible. False intimacy lasts until the end of the story, and does not require motes to maintain. If the Solar limit breaks before the end of the story, the false intimacy becomes real.
          Cunning Insight Technique
          • No flavour text.
          • Any time the Solar witnesses a character dispute or reject something, she may attempt to discern the intimacy involved in the denunciation. ST must then truthfully confirm or dismiss the speculation.
          Doubt-Sowing Contention Method
          • Solars sometimes need to act quickly to avert disaster.
          • May attempt to prevent a character making a social influence roll she disagrees with. Success at a Manip+Socialise roll with Essence-based auto-successes results in the automatic failure of the action. Something about conditions to reject this that I don't have a clue about. If action can be reset or character spends willpower to resist, this charm cannot prevent the section action. May be used to prevent subsequent different social influence actions, however.
          • "This charm is capable of defining influence without using an intimacy" - should this be "defying"?
          • Don't get "This influence costs three Willpower to resist in a Decision Point and requires a Defining Intimacy to reject." Why would a character making a social influence roll (the target of the charm) be at a decision point? I didn't think this charm actually created any form of normal social action at all, so why are Decision Points relevant? Really don't get this.
          Effective Counterargument
          • No flavour text.
          • Once per scene, Solar can act during a persuade action to make someone resist social influence. Roll Wits + Socialise to give bonus dice to the Resolve roll.
          • The text of this charm says "change the target's mind", when the effects aren't anything to do with overturning influence (as I understand it); the charm is about stopping influence taking root, not removing it once it's there. Really poor wording, had me looking up all sorts of oddities in social influence to work out what it was trying to mean. When it didn't actually mean what it said at all.
          Wise Counsel (Flashing Soul Reform)
          • The Solar's words make the world go round.
          • When commenting on etiquette, or group and social policy, roll Charisma/Manipulation + Socialise. Successes here let the target add bonus dice to enhance a socialise roll, or increase Resolve or Guile. Successes may be spent at one point or spread out as the target wishes. Spending these points either increases an intimacy the character has relating to the Solar, or creates one where there were none before.
          • What's with the two-name charms? Is there any actual point to the multiple names apart from forcing players to remember two entirely distinct out-of-universe terms for the sake of it?
          Endless Obsession Feint
          • The Solar's very presence shapes nations.
          • When a Solar achieves a significant social objective (uniting warring houses, securing a deal with the Guild, calling off an assassination etc) at the expense of another, that actor is left in a state of obsession. The Solar stays in her thoughts for days, imposing dice penalties to several abilities and 1s cancelling success on those rolls. After that time, the actor automatically gains a positive or negative intimacy towards the Solar.
          Aspersions Cast Aside
          • No one blames the Solar for anything.
          • Solar switches 1s and 2s rolled on a Socialise action with the successes rolled by another character. Can be activated in response to another using this charm on you, but cannot pass the dice back to the initiator.
          • What if no one else nearby is making any social rolls?
          Asp Bites Its Tail
          • Solar turns insults and slights back on the accuser.
          • Whenever another takes an action that is intended to harm the Solar's reputation or incite others against her, make a Socialise roll. If the roll gets more successes than the aggressor's roll, the effects are turned back on the accuser, in a way that makes sense for the scene.
          Fete-Watcher Stance
          • The Lawgiver provides peace by granting pre-emptive powers to her subordinates.
          • Whenever the Solar uses read intentions to notice violent intentions, gain bonus non-charm dice to Awareness-based detection, and the next Join Battle roll. Can pass these actions on to her allies through discreet means before any action is taken.
          Seen and Seeing Method
          • No flavour text.
          • If the Exalt defends against social actions through Guile, she may reflexively attempt a Read Intentions action against the initiate, and if successful gain a point of willpower. Can only use these actions against an action she is aware of. Can use this against a character who she failed read intentions on earlier in the scene. Essence 4+ repurchase allows a reflexive read intentions action even if her Guile is pierced.
          Face-Charming Prana
          • Solar bares her soul to another.
          • Make a persuade action as if exploiting a defining intimacy. Success makes the target Read Intentions on the Solar. Resisting this during a Decision Point costs 2 willpower.
          • How long does a Decision Point last? Nothing in the rules says; I assumed it was a momentary state, between either resisting influence using an intimacy after failing the initial Resolve roll, or failing to do so. How can this last long enough for a Read Intentions roll, unless I've missed something?
          • And what's the benefit here anyway? Why would you want to do this? Making the other person understand your point of view? Isn't that what most social actions are designed to do anyway?
          Selfsame Master Procurer
          • No flavour text.
          • On failing a read intentions action, the target sees the Solar as a means to achieve her goals, and takes her into her confidence.
          • No instilled intimacies as a result of this? At all? Then how is that confidence expressed?
          Soul-Void Kata
          • No flavour text.
          • After a successful application of Guile, the Solar hypnotises an opponent. They cannot be socially influenced or initiate social influence in this state, and will remain that way for the rest of the scene unless severely shaken or worse.
          Knowing the Soul’s Price
          • Solar can tell the hidden passions of a target's soul with a glance.
          • Read intentions action, with Essence-based auto successes, rerolling 5s and 6s until they stop. Success means the Solar learns what it will take to get target to do a specific task. Can then use Cunning Insight Technique to guess what intimacies connect to this price.
          Societal Influence & Group Dynamics Sidebar
          • The late sidebar returns! This answers my question in Culture Hero Approach.
          • ...or maybe not so late. It refers to Understanding the Court. If this is generally applicable, shouldn't it have been earlier?
          Understanding the Court
          • No flavour text.
          • Solar gains nearly total understanding of a court (or apparently any other social grouping). Solar must spend time observing behaviours before activating the charm. Doing so provides a map of the social relations in the group; the strongest tie each member holds towards the other, and the main principle behind their purpose there. Can also show secondary effects of those intimacies, as far as the ST can be bothered to describe them. Recalls any roles and procedures played out at court. This allows her to predict movement, usual attitudes and habits, and why they do them. Also reveals intimacies related to those who aren't present during the observation period.
          • This is the "tell me all the plot hooks ever" charm...
          Unbound Social Mastery
          • When a Solar acts, she brings the wisdom of the ages with her.
          • Once per scene, get a free full Socialise excellency. Reset by achieving a legendary social goal that vents a point of limit.
          Heart-Eclipsing Shroud
          • No flavour text.
          • Create a false persona with new intimacies (as many principles as the Solar has, as many ties as desired) by taking a dramatic action that lasts 4 hours. In this state, Solar can act against her true intimacies without eroding them, or gaining Limit. Is also not affected by appeal to those intimacies. If the persona's intimacies are used to void social influence, they carry over onto the next persona or her true Intimacies set, blurring the identities. Can be bought up to Essence times to create multiple personas. Motes are not committed for this charm; it needs a second activation to return to her true intimacies.
          • Oooh, a Jekyll & Hyde charm... I really like the blurring.
          Hundred-Faced Stranger
          • No flavour text.
          • Upgrade to Heart-Eclipsing Shroud. Assign Abilities and Specialities to a persona, with various maths to determine how much gets reassigned, and an XP hit.
          • I don't get why the castes are brought into the maths on reassigning dots etc here.
          Legend Mask Methodology
          • No flavour text.
          • Upgrade to Heart-Eclipsing Shroud. Personas can now have their own charms. Each time a Solar vents a point of Limit by defending her persona's intimacies, that intimacy becomes an intimacy for the non-persona Solar as well, replacing an intimacy that is most antithetical to the persona's character concept. This is not restored until the transferred intimacy disappears. Lowers the cost of Flawlessly Impenetrable Disguise.
          • I think the above is how the intimacy transfer works, but it took me several reads to work it out. The language around "voiding" is really confusing, and doesn't link to any actual systems around intimacies to help you figure it out, as far as I can see.
          Personas & Limit Break Sidebar
          • Can't switch personas while in Limit Break. Makes sense.
          Friend of a Friend Approach
          • Solar is well-known and in good standing, and her reputation precedes her.
          • When encountering a stranger who has a Major or Defining Tie towards someone who has a Major of Defining Tie to the Solar that the stranger knows about, that person gains a Minor Tie of respect for the Solar. Can be destroyed by bad behaviour of the Solar in that first meeting.
          Venomous Rumours Technique
          • Solar can freely talk smack about anyone and get away with it.
          • Solar speaks against someone for whom she has a negative minor or higher tie, making an instil action that ignores all penalties for group persuasion. Convinced characters believe the Solar's claims, penalising the target when they interact with them by an amount based on the Solar's Essence. Characters may pay willpower to resist, but it does not break the charm overall. Target must present evidence to the contrary or leave the group for Essence-based days while the charm wears off. After this the penalty disappears, but any generated negative intimacies remain. Use once per story.
          • The persisting negative intimacies is my interpretation, not actually in the rules. I don't understand how there can be permanent detrimental effects from this charm without them, although they aren't stated.
          Even-Touched Prophet
          • Solar speaks with wisdom granted by the world.
          • Once per scene, get double 8s to a socialise-based action. Reset by overturning a Defining social influence made against another character.
          Elusive Dream Defence
          • As day becomes night, Solar becomes the perfect cipher.
          • Once per story, add Guile to Resolve or Resolve to Guile for a scene. Exploiting intimacies does not lower Resolve, and she can't call on intimacies to strengthen her Resolve.
          Draw the Curtain
          • Solar's inner self is closer to the surface.
          • Selected personas gain a higher proportion of the Solar's overall XP, but also gains an additional Limit Trigger. Can be repurchased for each persona.
          At Your Service
          • After gazing into a subject's heart, can adopt a new persona.
          • Personas can be reflexively adopted out of the list of personas available through Heart-Eclipsing Shroud. Trait numbers of the created personas must be equal to the strongest available persona, who has been enhanced by Draw the Curtain. If Larceny charms are used as well, the subject is incapable of perceiving the change.
          Fugue-Empowered Other
          • Solar reaches within herself and uplifts the Essence of one of her inner selves.
          • Can borrow traits or charms from a persona for a tick. While in Limit Break induced by this charm, Solar can access all of the persona's charms, but be confused about who she is when she recovers. This is the result of shuffling intimacies of the character and the persona.
          • How does this charm induce Limit Break? All it does is grant access to abilities.
          • Is the intimacy shuffling permanent? Doesn't say either way.
          Soul Reprisal
          • Solar is Doctor Who.
          • Trade all Intimacies, Abilities and Charms for that of a persona when their last health level is checked off. Anima blazes to iconic automatically. Roll Stamina to regain health levels. Use once per story. Changes anima manifestation, and anima blaze cannot be muted by any means.
          • Which Stamina rating is rolled to regain health levels? The old or the new?
          General thoughts:
          • Is there a rhyme or reason to the application or not of mute to these charms? So far, it seems like it's sprinkled in when the author feels like it.
          • Stuff happening while in a Decision Point feels like a total contradiction to me. As written, Decision Points feel momentary. Or am I missing something?
          • Part of me wants a sidebar index/contents list now. They have lots of useful information, but are scattered everywhere.
          Phew! I think that's the longest tree so far. On to Stealth.
          Last edited by Xerxes; 06-20-2016, 03:18 AM. Reason: Extra large tree = many more spacing gremlins!


          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
            Ship-Claiming Stance
            • The Essence of a ship knows its master.
            • Solar can claim a ship. Anyone is not welcomed aboard by the Solar takes a penalty on all actions taken aboard until they are formally greeted. This penalty can be reinstated at any time. If the Exalt's intimacy towards the ship becomes Major or Defining, she can draw motes from the ship once a day while aboard. Doing this for more than one ship causes them to dissipate at the end of the round.
            • When will you ever be on 2 ships that you have Major plus intimacies for in one round?
            • The wording implies that the ship takes up a slot of a familiar here, but doesn't actually state it. Bad writing or something else?
            I think you are slightly misreading the "one round" limitation. The way it works is, say you have 5 qualifying ships. You go to the first ship, get 5 motes from it, great. You go to the next ship, get 5 motes from it, you must spend those motes immediately or they are lost. Next ship, same deal. And so on.

            The pattern in general with these "free 5 motes from (source)" charms is that:
            1. Each charm, on purchase, is more-or-less a 5-mote increase to your mote pool.
            2. Some of these charms can optionally give you more motes, but those motes are constrained in how you use them (generally only usable-ish in combat).
            The purpose is so that you gain some benefit from having more than one ship, familiar, whatever but that it doesn't turn into a completely unbounded mote pool expansion (or ~equivalently mote regen increase). So you can't have 24 ships and get effectively double your daily mote regen.
            Last edited by AtG; 06-20-2016, 07:09 AM.

            Comment


            • Originally posted by Kyman201 View Post

              "And this is where the Calibration story gets REALLY good-"
              "Swims in Shadows never missed an opportunity to troll the mortals during Calibration."

              Comment


              • Originally posted by AtG View Post
                The purpose is so that you gain some benefit from having more than one ship, familiar, whatever but that it doesn't turn into a completely unbounded mote pool expansion (or ~equivalently mote regen increase). So you can have 24 ships and get effectively double your daily mote regen.
                Ah, that makes sense. Part of me wants the wording to be "if this is done more than once per day" in the wording, though.


                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
                  Doubt-Sowing Contention Method
                  • Solars sometimes need to act quickly to avert disaster.
                  • May attempt to prevent a character making a social influence roll she disagrees with. Success at a Manip+Socialise roll with Essence-based auto-successes results in the automatic failure of the action. Something about conditions to reject this that I don't have a clue about. If action can be reset or character spends willpower to resist, this charm cannot prevent the section action. May be used to prevent subsequent different social influence actions, however.
                  • "This charm is capable of defining influence without using an intimacy" - should this be "defying"?
                  • Don't get "This influence costs three Willpower to resist in a Decision Point and requires a Defining Intimacy to reject." Why would a character making a social influence roll (the target of the charm) be at a decision point? I didn't think this charm actually created any form of normal social action at all, so why are Decision Points relevant? Really don't get this.
                  I think this charm is fairly straightforward as written, actually. The [Manipulation+Socialise] roll the charm calls for is a Persuade action, as defined on page 216. If you beat the target's Resolve, that puts him in a Decision Point, where he must either use 3wp or a Defining Intimacy to resist the charm's effect. The meaning of "defining influence" becomes pretty clear when you look at the Persuade rules text - you can persuade as if the target had a Defining Intimacy supporting your point, meaning stronger influence than if he had only a Major or Minor Intimacy. Does this make sense?

                  Comment


                  • Originally posted by Swooper View Post
                    I think this charm is fairly straightforward as written, actually. The [Manipulation+Socialise] roll the charm calls for is a Persuade action, as defined on page 216. If you beat the target's Resolve, that puts him in a Decision Point, where he must either use 3wp or a Defining Intimacy to resist the charm's effect. The meaning of "defining influence" becomes pretty clear when you look at the Persuade rules text - you can persuade as if the target had a Defining Intimacy supporting your point, meaning stronger influence than if he had only a Major or Minor Intimacy. Does this make sense?
                    Yes. The term "defining influence" doesn't appear anywhere else in the book, though, and the syntax feels weird if that is the intended meaning.


                    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


                    • Stealth

                      Perfect Shadow Stillness
                      • Solar's stealth technique is honed until it's flawless.
                      • Reroll any stealth-based action, keep 10s from the original roll. At Stealth 5, passing a Stealth-based test gives back willpower.
                      Invisible Statue Spirit
                      • Solar has Obfuscate 1 fades from sight when still.
                      • Solar is invisible, but she cannot move or take violent action without breaking the charm. Users are not immaterial and can be detected by all non-sight senses.
                      Easily-Overlooked Presence Method
                      • Solar hides in plain sight.
                      • Solar cannot be noticed unless she takes "overt action". This is any display of skill, or a Join Battle roll. Does not work against alert guards or those stopping everyone, but can only be overcome by magic if the magic user has an intimacy towards the Solar or a Major of Defining intimacy that the Solar's presence threatens. Some charms will aid in the detection, but doesn't give any examples.
                      • So can you have a conversation that doesn't involve a social roll while keeping this charm active? RAW implies yes; it's not a display of skill, but it feels like an "overt action" to me. This is way too fuzzy.
                      • Which charms aid detection here? Some examples would be great.
                      Easily-Overlooked Charm Blinding Battle Feint
                      • Solar jumps in and out of battle with fantastic speed.
                      • May Join Battle with Dex+Stealth, and Join Battle counts as a concealment attempt, so long as there's a place she can hide. If foes use a method other than Awareness to Join Battle, they must make an Awareness check to detect the Solar, with a penalty based on the difference between their initiative rolls. Even if the opponent rolls higher JB in this situation, she must roll to see the Solar.
                      Stalking Wolf Attitude
                      • Solar stalks her prey unseen, sensing things through their Essence.
                      • Ignore Stealth penalties for moving while concealed. If making a contested roll to remain concealed, gains initiative from the excess successes they succeed by. If still undetected, can make an immediate decisive attack. Each round this charm is active has a cumulative -1 penalty to Stealth rolls. If she fails a stealth roll or leaves voluntarily, she loses all initiative gained through this charm.
                      • I take it this is an out-of-combat charm?
                      Personas: Rules & Limitations Sidebar
                      • [insert obligatory complaint about poor placement here]
                      • Helpful clarifications on the metaphysical consequences of personas. Mostly common sense.
                      • If personas can't gain Supernals, does that mean someone who regenerates with Soul Reprisal loses their Supernal ability?
                      Guardian Fog Approach
                      • Solar can make someone else seem hidden by her own actions.
                      • Must be touching the person she wishes to hide, and making an effort to conceal her. Both make a Stealth roll. Convert half the Solar's successes and any stunt bonuses to dice for her charge's roll.
                      Blurred Form Style
                      • Solar sinks into colourless Essence, blurring with the form of nothing.
                      • Solar can attempt Stealth without cover, grants Essence-based auto-successes. Any time she attacks or changes range bands she can be seen by opponents until she doesn't do one of those things. If struck by an attack, the charm ends.
                      • The range band thing seems like an arbitrary balance issue. Feels really odd, like there's a glitch in the Solar's invisibility circuitry or something.
                      Mental Invisibility Technique
                      • Exalt can hide in the space between thoughts.
                      • Roll Dex+Stealth vs Resolve. Success allows her to vanish from a subjects notice. Applied to everyone whose Resolve she beats. Overt action does not end the charm, but violent action does. Subjects may spend willpower to see the Exalt if their presence is pointed out, or if the Exalt harms or steals something for which the subject holds a Major or Defining intimacy.
                      Shadow Victor’s Repose
                      • Solar stands unseen by her enemies and controls the battle.
                      • Once per scene during combat in which she has landed a decisive attack, the Exalt may roll an additional Join Battle and add it to her initiative. Charms used to enhance this are automatically muted.
                      Flash-Eyed Killer’s Insight
                      • The Solar's eyes flash to hidden places, showing the path to victory.
                      • Reset Shadow Victor's Response after incapacitating an opponent.
                      • Why is this a separate charm? Shouldn't it just be a repurchase of SVR?
                      Hidden Snake Recoil
                      • The Exalt is like a viper, striking and disappearing.
                      • Have a reflexive attempt at concealment after incapacitating a target, with Essence auto-successes. Motes are effectively added to the cost of the charms used in the attack.
                      • Why does it contribute a mote cost but not actually cost them? For the purposes of flaring anima? Doesn't that rather defeat the point of a stealth charm? What other possible effects does such an added cost have?
                      Dark Sentinel’s Way
                      • No flavour text.
                      • When conceal a defend other action if the Solar is hidden. Must be either within close range of her target or using charms that allow her to defend at longer range.
                      Smoke and Shadow Cover
                      • Exalt is one with the shadows, and works even from the loosest concealment.
                      • Solar treats concealment as cover, with mild concealment as light, heavy concealment as heavy, and pitch darkness as full cover. Still requires a take cover combat action, replacing Dodge with Stealth for the roll. Adds further penalties to non-ranged attacks beyond low light penalties.
                      Sun Swallowing Practice
                      • Solar drinks in her anima, restoring darkness.
                      • Commit motes to reduce anima brightness. Releasing them puts anima in full show again. At Essence 5+, can release anima by making a heatless flare, seen up to 10 miles away. This totally sheds anima, and gives all characters within Long range or closer of the Solar a visual penalty, unless they are a Solar using Eye of the Unconquered Sun.
                      • Does this penalty apply to the Solar using it?
                      Vanishing From Mind’s Eye Method
                      • Solar has Obfuscate 4, complete with name and everything vanishes from memory.
                      • Dex+Stealth roll with Essence auto-successes. Record this. Solar disappears from the memory of anyone who has ever known her automatically. Characters may try once per day to remember the Solar, with a difficulty of the number of successes the Solar got on the roll.
                      Sound and Scent Banishing Attitude
                      • Exalt renders herself undetectable to a single sense. Flavour-crunch blur.
                      • May stack this charm twice, rendering her invisible to 2 senses in this way. A stunted description of the charm reduces its cost by 2 motes.
                      On Vanishing from Mind's Eye Method Sidebar
                      • Notes the charm is not selective, and needs to be deactivated before she can be noticed again.
                      • Being able to voluntarily terminate the charm makes a bunch of sense, and I hadn't registered that from the charm text itself, becuase "duration: indefinite" is too small a reminder for me that motes need to be committed to those sorts of charms.
                      Ten Whispers Silence Meditation
                      • Exalt whispers ten meditative koans, each quieter than the last, which allow her to swallow sounds.
                      • Awareness attempts to detect the Solar lose a success for every 1 or 2 rolled.
                      Mind Shroud Meditation
                      • Exalt meditates and speaks a phrase to remove herself from combat.
                      • Permanent upgrade to Shadow Victor's Repose. When it is used to reroll JB, Solar vanishes from everyone's minds for Essence-based rounds, allowing her to ambush so long as it is done within those rounds.
                      Shadow Replacement Technique
                      • Solar grips her opponent and rends her soul, hiding in her shadow.
                      • Solar must control a grapple. Rolling Dex+Stealth vs Resolve, with Essence-based auto-successes and extra dice based on rounds of control remaining. If successful Exalt steps into her shadow and sees everything through the target's senses. Can force the target to act on a negative intimacy or against a minor intimacy without contest. Acting against a Major or Defining require social influence rolls, although abstract intimacies against control cannot be used. Can force the subject to kill herself, but the Exalt takes equal damage while possessed. Can activate Vanish from Mind's Eye Method vs the host alone while this charm is active. Can be used on targets without a shadow. Replacing a shadow counts as full concealment for Shadow-Crossing Leap Technique.
                      Shadow-Crossing Leap Technique
                      • Solar leaps to join the darkness she has conquered.
                      • While concealed, Solar may move freely from cover to cover without penalty, up to one range band. Must be a clear path, but travel is instant. Incompatible with Blurred Form Style. Bypass path requirement at Essence 4+.
                      Fivefold Shadow Burial
                      • Solar can defeat all 5 senses.
                      • Perception and Awareness rolls to detect the Solar subtract 2 successes for every 1 rolled. Does not stack with Ten Whispers Silence Meditation.
                      False Image Feint
                      • The Solar fades away from a blow, and only her anima is struck.
                      • If the Solar is hit by a Decisive attack with a combined total of six 1s and 2s on her attack and damage rolls, roll Dex + Stealth vs Per + Awareness. If Solar wins, she auto-dodges. If at least one 10 is rolled, she becomes stealthed too and opponent returns to base initiative. Solar may leave an object in her anima, which takes the hit and reduces the mote cost. At higher Essence, returning an opponent to base initiative with this charm gives the Solar bonus willpower.
                      • Why so specific on the number of successes? Or is there an unspoken "or more" in the charm wording?
                      Flashing Nocturne Prana
                      • This is the bestest Stealth charm ever, used by the awesome Solars of old.
                      • While concealed, Solar may commit the cost of this charm. When it is released, so long as the Solar is within 3 range bands, she instantly pings back there, not travelling in the space in between and automatically entering Stealth. May not be detected for 2 rounds after a successful ping-back.
                      This tree feels very neat, and mostly simple. I would potentially have expected some automatic withdrawal charms, but you can't have everything.

                      And so we roll on with Survival.
                      Last edited by Xerxes; 07-15-2016, 02:55 PM.


                      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
                        I take it this is an out-of-combat charm?
                        Very much not, I think; the Initiative is only going to do you any good in combat. Primary intent seems to be to be a lone wolf stealth hunter: you pop in, land a Decisive to kill somebody, go back into Stealth (rolling Join Battle along the way), and then reap Initiative as long as you stay hidden. Once you've juiced up enough, you pop out again and murder another guy; rinse, wash, repeat.

                        You're almost home, and the longest trees are behind you - you can do it!


                        Homebrew: Lunar Charms for 3e

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

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                        • Originally posted by Irked View Post
                          Very much not, I think; the Initiative is only going to do you any good in combat. Primary intent seems to be to be a lone wolf stealth hunter: you pop in, land a Decisive to kill somebody, go back into Stealth (rolling Join Battle along the way), and then reap Initiative as long as you stay hidden. Once you've juiced up enough, you pop out again and murder another guy; rinse, wash, repeat.
                          Sorry, I wasn't overly clear. I appreciate that initiative is only useful in combat, but Is there any real point in using the charm during a combat that's already been started by someone else that you haven't joined, for example. The "lone wolf" example feels like its only use - during a multi-person melee, I can't see it having much advantage in that context.

                          Originally posted by Irked View Post
                          You're almost home, and the longest trees are behind you - you can do it!
                          Thanks. I will do it, I'm just annoyed I won't get all the charms, martial arts and sorcery sections done before my players start character creation (tomorrow evening). I've slowed considerably from my previous pace.

                          That said, were I not doing this review, even as an ST I would have given up and only looked through things on a need-to-know basis. There's just too much to take in from them that an unaided read-through is frankly not worth doing, unless you're just doing it for kicks. Which I would only recommend for certain (short) trees.


                          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
                            Sorry, I wasn't overly clear. I appreciate that initiative is only useful in combat, but Is there any real point in using the charm during a combat that's already been started by someone else that you haven't joined, for example. The "lone wolf" example feels like its only use - during a multi-person melee, I can't see it having much advantage in that context.
                            Ahhh, okay. Sorry, misread!

                            Some value, at least - it lets Stealth Guy ignore defense and concentrate his resources on slurping Initiative out of thin air, which leaves him lots of motes for his eventual Murder Surprise. He's not a lot of help to the rest of the party in the meantime, but if he'd be a soft target, maybe that's for the best.

                            That said, were I not doing this review, even as an ST I would have given up and only looked through things on a need-to-know basis. There's just too much to take in from them that an unaided read-through is frankly not worth doing, unless you're just doing it for kicks. Which I would only recommend for certain (short) trees.
                            It is an absolute beast, yeah. On the one hand, I appreciate the lack of 2e-style "six Charms and done" trees; on the other hand, seriously, no Ability should have more than 25-35 corebook Charms.


                            Homebrew: Lunar Charms for 3e

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

                            Comment


                            • One thing I liked about stealth is the nice combo of Obfuscate type powers and Predator type powers. I have to admit I let out a short "ha" when I read your first Ob1 power comment.
                              The sidebar thing though... it is really really annoying. I have been thinking of copy-pasting them all into an Illustrator file and making a multi-page pdf just so I can have them available for people to reference.

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                              • Easily-Overlooked Presence Method is a dead ringer for Requiem 2e's version of Obfuscate 1, while we're at it.

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