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Unread 07-16-2012, 10:30 PM   #1
Krylo
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RPGs and Tabletops Exalted: Dead Waters

And so our story draws to an end. The Empress has been saved, the Mask of Winters has been struck low, the West has been won, and Luthe is safe.

Now great heroes may retire, even as more threats loom at the edges of creation, threats for heroes both new and old. However, that is not a tale for today, if it is to be told at all. For today. . . today we rest.

Today Creation is safe.

original post
When the sun first dawned on Creation, the rays cast by the sun’s
light created the very first jeweled brilliance by reflecting off the waves
of the Great Western Ocean. The ancient yozi, fetish souls of the
primordials, and the only beings who truly remember it, sometimes refer
to this event as the, "Incidental Invention of Beauty."

And the west did not stop at being the inventor of beauty. Coral grows
in elegant spires through the clear waters as seaweed dances in the
current and fish shimmer with rainbow light just beneath the sea's surface.
Even the islands themselves serve as accents to the shimmering
sapphire of the sea at dawn.

It is such that even the most stodgy of of divine historians and theorists
on the beginnings of creation must, grudgingly, agree that the West
seems to have a propensity toward beauty.

But even this most beautiful jewel does not remain untouched by the
ugliness of man, the corruption of the Deathlords, or the taint of
Malfeas. . .



***

That's right. The Tomb of the Five Corners test run went well enough that I'm going to be starting up a new campaign. This will be taking place in the same world as the Five Corners play through, some unspecified number of months after the events that took place there, and this time we'll be visiting the Great Western Ocean of Creation.

Pirates and sea monsters and who knows what else!

There will be some slight differences compared to the Tomb. The most important of which is going to be the Errata. Which is to say we'll be using it. That there's a link that lets you download it for free.

You'll also be using characters you create for yourselves! Which means you might want to try getting ahold of the Core Rules as well, in some way.

I'll also be available to help you with character creation questions, and I'm sure if we get Arhra in here again he can can assist with making sure sheets are correct.

The character creation is probably going to be the hardest part, I won't lie! But once it's over. . . well, even Drac managed to play a pre-made character relatively well. If he can do it, I'm sure any of you can!

There's also going to be just a couple Home Rules
Linguistics: Linguistics still = languages, OR you can buy them as specialties.

Craft: Each craft type shall be bought as a specialty, with no more craft types than dots in craft. Again you can refund points if you want (I.E. Kai going down to craft 4 and picking up two craft types with the BP she used for craft 5), or purchase the specialties. If for some reason this doesn't work for you contact me and we'll figure something out. Also, almost forgot to mention, when you buy your first point of craft, pick a craft. You get that specialty for free.

Mass Combat:
Fighting alone! Count as solo unit with 0 magnitude for init, but as mag = what your health levels would give you for everything else. Also have access to full might score for your character. DV Refreshing Charms subtract (war) extra sux granted against you by magnitude differences when defending. Smallish AoEs (peony blossom, etc) Add 2 post soak damage dice. 1 against skirmish formation, 3 against close. Larger AoEs (grass cutting, etc.) Add 4 post soak, 2 against skirmish formation, 6 against close. This doesn't work against other solo units, and these dice do not count as dice added by charms. Post battle, solo units will divide any damage they've taken by their magnitude, and round up. This is how much damage they've actually taken as characters.

Charms:

ULTIMATE [Ability] EXPRESSION OF MOTION AND STILLNESS
Cost: -; Mins: Dodge 5, Essence 4
Keywords: Permanent, Mirror (Malice in Thought and Deed),
Prerequisite Charms: Infinite [Dodge] Mastery, Infinite [Ability] Mastery
When choosing this charm, pick either Infinite [Martial Arts] [Thrown] or [Archery] mastery. The lawgiver's mastery of his combat form flows into his footwork, allowing
him to be agile in all things. Half of the discount afforded from the chosen ability applies to dodge excellencies as if committed from Infinate Dodge Mastery.


At essence 5 this affords the full discount.


This discount does NOT stack with Infinate Dodge Mastery if activated seperately.

-

MEASURE THE WORLD'S PULSE v2!
Cost: 5m; Mins: Occult 4, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Spirit-Detecting Glance
The Solar opens herself to the essence flows of the world, reading the motions and intentions of those around her before they even act.


While this charm is in effect, all dice from Aim and Study actions are converted into automatic successes. Each time your DV refreshes, pick an opponent. You gain one bonus success on attacks against them, as if you'd spent 1 tick aiming. This counts as dice added by an Aim or Study action.


The DV penalty from actions taken against the Aim target is reduced by 1 and the Solar ignores onslaught penalties to her DV from target of Aim action.

-

VARIEGATED MIRACLE PANOPLY
Cost: -; Mins: Occult 4, Essence 3; Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: None
The Solar Exalted bedeck themselves in wonders. When attuning multiple artifacts, the attunement cost of each artifact is reduced by two motes. This cannot lower the attunement cost below one mote and each artifact benefiting from the discount must serve a distinctly different purpose from each other artifact benefiting from this charm. As a rule of thumb, artifacts relevant to different Abilities are sufficiently different except for niche cases such as weapons. For example, a sword and a suit of armour is appropriate, but a sword and a khatar are not. This cannot reduce the total combined attunement cost below the highest attunement cost of the affected artifacts plus one mote for each additional artifact.


-



Harmonious Dragon Stance
Cost: 1m; Mins: Melee 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Cooperative, Leader, Merged, Stackable
Duration: Instant
Prerequisite Charms: None
The Dragon-Blooded learn to empower their most basic abilities beyond that of mortal stock. Elemental energy buoys his body with grace and strength. When defending against an attack, the Exalt may spend one mote to ignore two points of penalty that applies to his PDV. When another Dragon-Blooded who possesses this charm is within (Essence x 20) yards, he ignores an additional point. At Essence 3, this latter effect is enhanced, increasing it's benefit to two additional points if three total Dragon-Blooded are in range.


Merged: Dodge

-

Enraging the Bull (aka: Nyah nyah nyah, phbbbbbt)

Type: Dodge
Cost: 3m
Type: Reflexive
Mins: Dodge 5, Essence 3
Keywords: Combo-OK
Duration: 1 tick
Prerequisite Charms: Seven Shadow Evasion, Reflex Sidestep Technique

To their enemies, a Solar's perfection is infuriating, humiliating, and frustrating. Faced with their inability to lay so much as a finger on the Solar, many opponents become so enraged and desperate just to prove they are not helpless that their continued attempts become progressively sloppier.

On any tick in which the Solar applies her dodge DV to an attack successfully, she may activate this charm to give her opponent a -1 internal penalty until the end of the next tick on which they act. Additionally, any further attacks made by the targetted opponent which the solar applies her dodge DV to successfully on the same tick she activated this charm inflict an additional -1 internal penalty for the same duration. While under these penalties, those affected treat “not targeting the Solar” as violating their Valor. They may pay one Willpower to remove this unnatural mental influence. However, if the opponent manages to hit the Solar, all penalties inflicted by this charm immediately vanish.


-

Matroyska Marking Method
Cost: -(1+ m, 1 wp); Min: Linguistics 1, Essence 1; Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisite Charms: None
Commonly referred to as "Glorious Chicken-Scratch Prana" by their Dragonblooded lieutenants, this charm was first developed when the initial generation of farmers and toilers turned Exalts realized that being gifted with untold cosmic power didn't necessarily bequeath improved penmanship. Any writing of the Exalt is perfectly legible, no matter how hurried or dirtied. Additionally, the message can be made readable in any other language she has seen, even if she is not fluent, by spending 1 mote per additional language, her imitation markings appearing legitimate.


At Linguistics 3+, Essence 3+ this Charm automatically upgrades. The Exalt is now able to make readers see what they want to see, turning potentially any marked up slip of parchment into valid papers. By committing 5 motes and 1 willpower to a single piece of paper, any who view the paper with an MDV lower than the Exalt's (Charisma or Manipulation + Linguistics sux) fall under an illusion to believe it to be a credible example of the document the Exalt wishes to convey. Readers may gain a +1-3 MDV bonus depending on their familiarity with the perceived document.


At Linguistics 5+, Essence 5+, this Charm automatically upgrades again, allowing any action by the Exalt to be a potential message. By reflexively spending 10 motes and one willpower she may imbue any action that leaves a mark with the capability to express a message. Later onlookers who view the mark immediately experience an Illusion that lets them know the message the Exalt wished to convey, although this message does not count as a social attack and cannot impose mental influence. Lasciviously Lilted Lilac was fond of leaving lipstick kisses on the pillows of her lovers that contained romantic poems about the last night's activities, while the scars borne by the defeated opponents of Blaze in Arms detail exactly the events leading to the fight and how soundly she defeated them.

-



Invincible Ego Shield now only factors half your WP (round down) for determining Dodge DV.


WARSTRIDER HOUSE RULES (Tentative--Comment on them as you please)
Halve mobility penalties for all striders except scout. Scout no longer has mobility penalties.
No Warstriders have fatigue penalties (reasons will follow later), however resting/sleeping within a warstrider is impossible.
All warstriders have hardness equal to 2/3rds of their soak, round up, except Scout which continues to have half soak in hardness.
Warstriders have their own health tracks.
--Scouts have 7 HL (1 -0, 2 -1, 2 - 2, 1 -4, 1 inop)
--Common and Noble have 10HL (4 -0, 2 -1, 2 -2, 1 -4, 1 inop)
--Royal have 12 HL (4 -0, 4 -1, 2 -2, 1 -4, 1 inop)
--Collosus have 15 HL (6 -0, 5 -1, 2 -2, 1 -4, 1 inop)
Scout increases Dodge DV by 1 for its pilots.
External penalty to attacking smaller things is removed


Cockpits, instead of working as described, now use elsewhere folding techniques to have a larger interior than exterior that gives 8 feet of clearance in all directions within the cockpit. A pilot has to wear a skintight suit with nothing over it, however, that transfers essence from pilot to strider. In this way the strider perfectly mimics the movements of the pilot, and the pilot receives force feedback. This skintight suit offers the pilot no protection, thus necessitating a pilot having 0 armor soak if their warstrider is destroyed.


Colossus Warstriders are 40 feet tall, making them twice as tall and twice as wide as nobles.


Force Feedback: A pilot feels any damage on their warstrider as if happening to them. When a warstrider is reduced to inoperable levels or destroyed the link is cut and all pain fades almost immediately. This is also what keeps a pilot from moving faster than the strider is capable of (I.E. the mobility penalty).


A warstrider reduced to inoperable level simply ceases to move. Any further damage, however, causes the warstrider's essence engines and other delicate systems to rupture creating an explosion of 20B trauma 2 vs the pilot. The cockpit is well shielded, and therefore the explosions are very rarely fatal, and often don't harm the pilot at all.


Trauma damage: Warstriders are well sealed against environmental damages, and therefore get their own stamina + resistance rating, equal to the warstrider's strength to resist environmental damage. Against most environmental damage the pilot themselves are completely protected so long as the warstrider is not destroyed. However, certain types (such as electrical damage) may still affect the pilot, though at one level of severity less than the warstrider (I.E. Warstrider is hit by lightning for lethal, pilot rolls their own trauma, but against bashing, or warstrider is hit by lightning for lethal, but makes trauma and thus takes bashing, pilot takes no damage).


Warstrider weapons with overpowering 8 down to overpowering 6, and all other warstrider artifact weapons have Overpowering 4.


Warstrider soaks are all buffed by 4.


To get Warstrider Weapon Stats, take normal weapon damage, double BEFORE MM bonus, apply MM bonus. All other stats remain the same.




And a few things you'll need to know about your charactersI'm looking for a full solar circle, preferably. That's five players, one dawn, one zenith, one twilight, one night, and one eclipse caste. I may also accept an abyssal, but said abyssal will still have to fill one of the solar circle spots (I.E. if we have a midnight abyssal, no zenith solar, etc.) and can not be a death knight of The Silver Prince or Mask of Winters. Further, as this is going to be a heroic game, such a death knight should either be seeking redemption or be built in a way that being convinced to do such isn't unlikely. Potentially/preferably a renegade.

Really, though, I'd mostly prefer all solars. If we get a full circle and still have more people who want to play who can make it for games, I may allow Lunars or Dragonbloods as well, but probably only one. And I'd prefer to avoid Sidereals altogether.

So to summarize all that: Solars = Yes, Abyssals = Maybe, Lunars/Dragonbloods = Only if I end up taking an extra person, Siddies = No


As for character creation itself, I'll be dropping some helpful cheat sheets with calculations, where to find certain rules that I always forget/some basics of the system for you guys, and the actual character sheets I want you to use.

Just check them attached files.

And lastly, we'll be doing this by first having people post available times, as they did last time I did one of these. I'd suggest not going into character creation until we get a time hammered out and you know you can make it. Just because you might end up wasting time.

That said, if you're new to the system, go ahead and make one ahead of time if you're okay with the possibility that it won't be good for anything but practice!
Attached Files
File Type: txt RulesNotes.txt (1.0 KB, 163 views)
File Type: txt solarcharsheeterrata.txt (4.4 KB, 172 views)
File Type: txt RulesSolarErrata.txt (2.0 KB, 178 views)
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Unread 07-16-2012, 10:33 PM   #2
Girasol of Chaos
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I am interested in trying to make a twilight caste!

My available times are approx. all days about 8pm Pacific Standard Time to 2am. Specific days may vary to include more hours.
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Unread 07-16-2012, 10:53 PM   #3
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I'm in. My times remain the same ever: Anytime!

Considering ideas! Night Caste's takin' my fancy this time...
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Unread 07-16-2012, 10:54 PM   #4
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Going to rehammer and manipulate my old Eclipse character again, and I have a resource that may prove useful to everyone. Anathema a very in depth Exalted character creator, I started buzzing around it since Japan said he was planning a new Exalted RP, and it is very good.

Times are the same as before.
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Unread 07-16-2012, 11:00 PM   #5
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I'm in too, and my times remain the same.

Thinking I'll go with either Dawn or Night this time. But I should probably take a good look at the rules first.
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Unread 07-16-2012, 11:07 PM   #6
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I'm game for it, times vary but most consistently I'm available around midnight PST (preferably Fridays and Sundays). I can start as early as 11 pm some nights but that's when my latest shifts end so it won't always be the case.

EDIT: Probably won't since I don't want to invest in the required exalted materials at this time.

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Unread 07-17-2012, 12:20 AM   #7
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Tentative interest, pretty flexible on time.
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Unread 07-17-2012, 08:56 AM   #8
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Even if I had all the stats from my old character this is feeling unfeasibly fast. Anyway I'm starting to feel a tinge of specialty loss here. I have the resources and the followers to have a mobile bureaucratic force whenever I need one, but I'm unsure if there will be commerce enough for that to matter.
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Unread 07-17-2012, 09:05 AM   #9
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I have interest!

Vague Zenithy and Lunary thoughts are filtering into my brain slowly, but I can't say I have any solid concepts yet.

Times are the same as before!
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Unread 07-18-2012, 03:10 AM   #10
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Okay I'm looking at this again, and I can't figure out why we were doing it not like 2-3 hours earlier?

It looks like everyone is open for that time?

God I hate time zones.

Edit: Wait I think I picked that time so Mauve could watch if she wanted?

So yeah I think we're good to start at 3am GMT, Sunday.

Any objections?
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