The Enworld Exalted Discussion Thread

Darkness said:
Hm. I'm not sure I'd allow it in my games but as long as it's a one-time thing (i.e., you take enemies you already have as Flaws when Flaws become available but don't insist on getting points for any future enemies you make in game after this point) and you don't take more points in Flaws than are allowed it could be alright. :)

Assuming Enemy will indeed be viable Flaw in Exalted, considering most of the world is already out to get you anyway. :D For a Solar or an Abyssal such as yourself, at least.

It is really a once-in-a-game circumstance, as the PG only comes out once, so I've not had a problem with it the few times it's come up. As to your second point, it is rather questionable as to whether it's available in the first place. Especially since I started playing as an Eclipse, then turned into a Moonshadow and is for the time being still with his original Circle. I do not want for foes, both within and without. :D

This entire subject may be moot, however, since we might be looking at a TPK on Sunday. If the other PCs handle the situation right, we should be OK, but I'm not sure they will.
 

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Some Player's Guide errata (yes, before the book has even come out), from the man himself:

Originally posted by Geoff Grabowski on the WW boards
I'm not too red-faced for this, as it has more rules in it than any
other book we've ever published for the line, but here's what Neph
spotted in the PG. Please spread this around to the Wiki and what
have you, folks.

Page 115:
XP cost for first dot of a Science: 7
XP Costs for Sciences: CR x 6

Page 116:
First dot of a Science: 5 bonus points
Additional dot of a Science: 7 bonus points

Step Four on page 116 should read (5 in addition to recorded
Knowledge) instead of (5 in addition to recorded Inheritance)
 

Heh. I assume the errata are about mortal sorcery and will make more sense with the book in hand. ;)


Anyway, here's some more info about the PG, as told by one of the authors:

Ok, admittedly I'm terribly biased since I did both the Merits and
Flaws and God-Blooded chapters, but I think I will comment here.

God-Blooded have 5 core heritages, of which the Half-Caste are broken
into sub-Heritages. No, you don't get a mix... ever. You're only ever
one type of heritage, and there is a system in the book to help you
figure out which one you are if mommy and daddy are different
species. I didn't want another "Abomination" situation.

With that cleared up, let's look at the supposed misnomer of
the "Exalted Players Guide." First, this *is* a book for Exalted the
game, even if only a single chapter is directly for the Exalted as
beings. Yes, the Exalted are the center stage, but that's why they
have 5 hardbacks so far. In this case, the Exalted PG is precisely
what most WW PGs have been: a grab-bag of the extras that didn't fit
into the corebook and all the other playable critters somewhere
beween mortal and demigod.

So you have Merits and Flaws. Well, some of the old and expected
traits from the World of Darkness are there, though the mechanics are
generally different. In general, you'll see a lot more variable point
traits that are extremely customizable instead of fixed costs. I like
options. I like them a lot. The other thing you won't see are Traits
that can be simulated with other Traits (at least not very many).
You'll see Merits that modify or expand Traits and many, many ways to
customize your character. The other thing you'll see is my big bold
caveat that Storytellers don't have to allow any Trait or combination
of Traits they don't want to. The system CAN be abused, but I spell
out pretty clearly that the Storyteller has to police that. Players
can't just point to the book and say "I want that because it's
there." Not a chance. If these optional rules tweaks break your game,
it's your fault. A great number of Merits and Flaws are totally over
the top in true Exalted fashion.

But then there are the god-blooded. Well, as one person noted, unless
you're a scholar, you probably don't divide the heritages out. You
just say, "Magical parents, eh? So you're a god-blood, ok." But why
so many? Well, besides the fact that they actually have different
powers but remain about the same in power, thematically they're
pretty different.

In general, Ghost-Blooded are tragic and angsty. Many of the half-
dead are suicide commandos and spies for their undead ninja clan
families, the eyes and hands of the honored ancestors. It's a pyramid
scheme of sorts, since Grandfather is already dead and he isn't going
anywhere, so every generation adds another tier. It's the mafia with
Arcanoi. Or maybe you're a deathknight's squire or a Deathlord's deep
cover operative or maybe daddy still loved mommy after he died and
you're the product of a creepy romance. Think Ghost if Demi's
character found out she was pregnant at the end. Or hell, maybe it's
creepy comedy with the Adams Family.

Contrast this gloom with a minor elemental God-Blood. Yeah, daddy
dallied with a dryad and I'm the local hero. My mother... well, not
my real mother, but the woman who raised me... she doesn't like me so
much, but that's ok. I get along with my half-siblings just fine and
I'm tough as an oak. I stopped the brigands. It was great.

You'll see more when you read the book and I don't want to give too
much away, but there are reasons for dividing them and there is a lot
that is both crunchy and delicious about this book. Also, and I can't
stress this enough, the Dragon Kings rock my world. I'm in awe. I
love them. I'm having a lizard love affair every time I read it. I
hope you like this book, but more importantly, I hope you give it a
chance. I'm a big fan. We all are. We don't want to ruin Exalted, but
options are what gaming is all about.
 


Welverin said:
Do you remember who that's from and where it was posted?

Here's a larger version of the PG cover Brian posted a couple of days ago.

I first saw that on WW's Exalted forum. Or maybe it was the wiki. I usually read the forum, but have recently discovered the wiki, so I'm not sure where I found it. Probably the forum. It was posted by the freelancer who goes by the handle Neph. He wrote the Charms and Necromancy for the Abyssal book.

That's a great cover.
 
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Wow, that large version of the cover rocks !

Btw, I'm kinda curious what kind of games you are running/playing. I'm currently running a vanilla Solar game for a group of relative Exalted newbies. I gave them the choice between Dragonblooded or Solars and they chose Solars. The are really into the tragic flawed hero thing:). My game is still in the early stages and so far our sessions have mostly been involved with getting the circle together, introducing concepts like the Wyld Hunt, and playing through some relaticely simple (but cool ;)) combat set-ups to get them used to the ST-system.

Since this is the first exalted game for all but one of the players I try to introduce a variety of elements/locations/themes/whathaveyou from the Exalted setting to see what my players like. I'll probably build my main story arc from one of the things the players latch onto. Of course I have generously been sprinkling very ambiguous hints so that my players think I have this story arc all worked out already :)

So, what's your game like ?
 

Welverin said:
Do you remember who that's from and where it was posted?
Michael "Nephilpal" Goodwin.
It was posted on the WW boards but I only saw someone else quoting it in rpg.net.
I'll try to hunt the original down, though.
Ok, found it: here. (This is only the post in question. Click on 'Thread', at the very top, to see the entire thread.)
Welverin said:
Here's a larger version of the PG cover Brian posted a couple of days ago.
Ooohh... Pretty. Thanks! :)
 

Straight from rpg.net by Joseph D. Carriker: http://forum.rpg.net/showthread.php?threadid=111718&perpage=10&pagenumber=1

A breakdown of its contents:

Introduction: Includes a lexicon, and specifics about heroic mortals, interestingly enough. Moreover, it includes a sidebar that is absolutely hysterical entitled "I Have Moral Objections," written to those who consider the concept of a game where some people are mechanically better than others to be evil and fascist.

Chapter One: Merits & Flaws: Some twenty plus pages of Merits and Flaws, some of which are really cool, some of which are sort of mediocre. I really like the ones that modify backgrounds (such as Hidden Manse or Damaged Artifact).

Chapter Two: The God-Blooded: A chapter that gives a run-down both setting and mechanics-wise on the god-blooded, which is a general term for those who are born from the union between mortals and high-Essence creatures of some kind. There are splats for God-Blooded, Demon-Blooded, Ghost-Blooded, Half-Castes (the children of mortals and high Essence Exalts; they are Golden Children, Moon-Born, Star-Blessed, Shadewalkers and Dragon-Touched) and Fae-Blooded.

There are specialized Backgrounds (Inheritance and Patron) and Merits & Flaws for them, as well as some rules additions to Spirit Charms to take God-Blooded into account. There are also some flat-out new Charms, including a new Path of Arcanoi that allow Ghost-Blooded to mimic the traits of true undeath. So. Cool.

Finally, there are rules for Akuma, the Resplendent Slaves of the Yozi, including the Investiture of Infernal Glory and a sidebar on the Broken-Winged Crane. THe chapter ends with Notable God-Blooded in Creation, and a bit of Storytelling Advice for the children of the gods.

Chapter Three: Mortal Thaumaturgy: This chapter gives us Cool Stuff on mortal sorcery. It begins with a setting history and current-day organizations of mortal sorcerers. Then, we have a selection of splats: Scavenger Lord, Savant, Village Shaman, Black Cultist and Holy Man. This is followed by character creation, including unique Merits & Flaws for mortal sorcerers.

The second half of the chapter is all about Thaumaturgy. There is an interesting section on sources of Essence for mortals, including some new Charms that allow Exalts to imbue mortals with some of their motes of Essence in order to make it possible for those mortals to work thaumaturgy without resorting to their own health levels, temporary Willpower points or blood sacrifice.

Mortal Thaumaturgy is broken down into three types: Arts (things that anyone can do with Occult, but sorcerers are often better at thanks to practice and XP), Sciences (magics that can be performed once the sorcerer has purchased the formula or procedure, for 1 XP each) and Rituals (specific rites that must each be purchased, performed with Occult).

Chapter Four: The Dragon Kings: Brilliantly written, this section gives a history of the rise and fall of the Dragon Kings (including their role in the original faith of the Unconquered Sun), as well as rules for playing them. There is also a Solar Performance Charm here used to give Essence 1 Dragon Kings a second dot in Essence, making their normal spiritual evolution from mindless beasts into aware sentients happen much more rapidly than normal.

This chapter also includes modern-day hold-outs of Dragon Kings and even touches on Dragon Kings in Yu-Shan. THen, we get a section that describes how the advancement in Essence evolves Dragon Kings, step-by-step, followed by splats for each of them (Pterok, Raptok, Anklok and Mosok). Also included are character creation rules, followed by the Ten Paths of Prehuman Mastery and Artifacts of the Dragon Kings.

Chapter Five: The Exalted: This chapter focuses on the Exalts we already know. It begins with a section titled Exalted Power Combat that is basically a wonderful grab bag of rules updates. This section really goes a long way towards applying the mechanics skill that our developers and writers have developed with experience and multiple sourcebooks to the rules in the core rulebook.

Combat is clarified and improved in a number of ways. There is even a chart that includes all of the martial art styles and what weapons are considered to be "unarmed attacks" with eacch of them (Snake Style gains the seven-section staff and hook swords).

Equipment is changed somewhat, so that hand-to-hand weapons now have a Rate, and some weapons are considered to be Piercing (that is, they halve worn armor). Hearthstone Bracers now grant a 3-die bonus to all Dodge attempts by the wearer, regardless of what kind of metal they are made of, and in addition to their other, normal effects.

A ton of Charms are updated, from many of the Solar charms that give extra actions being changed to a flat cost of 3 motes/attack to things like Feather-Foot Style and Spider-Foot Style durations being a scene. There are four pages of these changes, and they are drawn from a huge variety of sources.

After this section is the Mail & Steel, which is the mass combat rules. Units are basically considered characters and each unit has specific traits.

The chapter then touches on Martial Arts, including the Trinity of Perfected Understanding (basically applying the concept of three "Circles" to Martial Arts). INcluded are details of the Three Initiations, including the one that allows mortals to use supernatural martial arts.

There are a couple of new styles: Crimson Pentacle Blade Style (a polearm, spear and shield Terrestrial style which includes "directional postures," specialties that exist only while the character is using the martial art form), Celestial Monkey Style (a totally unarmed Celestial style that forbids its practitioners from having Virtues above 3, but - at its apex - permits the practitioner to wear any armor and still use the style), Dreaming Pearl Courtesan Style (a fan, sash, cape and whip-using Celestial style that fascinates and uses seemingly harmless things as deadly weapons) and the Righteous Devil Style (a flame-discharge weapon using Celestial style that augments the capabilities of firewands and the like using Celestial fire).

The chapter ends with a small section on Elder Exalts, including a "downtime" XP award.

Appendix: Writing in the Age of Sorrows: This is the appendix that details the styles of writing in the setting, including several pages of ideographs that represent sounds ("cha", "fu", "le", etc) in both High Realm and Low Realm.

There we go! :-)
:)
 

reutbing0 said:
Wow, that large version of the cover rocks !

Btw, I'm kinda curious what kind of games you are running/playing. I'm currently running a vanilla Solar game for a group of relative Exalted newbies. I gave them the choice between Dragonblooded or Solars and they chose Solars. The are really into the tragic flawed hero thing:). My game is still in the early stages and so far our sessions have mostly been involved with getting the circle together, introducing concepts like the Wyld Hunt, and playing through some relaticely simple (but cool ;)) combat set-ups to get them used to the ST-system.

Since this is the first exalted game for all but one of the players I try to introduce a variety of elements/locations/themes/whathaveyou from the Exalted setting to see what my players like. I'll probably build my main story arc from one of the things the players latch onto. Of course I have generously been sprinkling very ambiguous hints so that my players think I have this story arc all worked out already :)

So, what's your game like ?

I'm playing in my first Exalted game. I'd been meaning to pick up the book for some time, but finally found my justification when clark411 decided he wanted to run one. I fell in love with the system in the first reading. But I'm preaching to the choir here. :) As for the game, it started out with 5 players, each happening to choose a different caste. I initially was going to be a Twilight ghost-hunting sorcerer from the West, but one of the other players later chose to play a Twilight Immaculate Monk sorcerer which happened to have an identical spell selection to mine, I decided that we'd be stepping on each other's schtick too much, and I always play the wizard, so I went with an Eclipse merchant prince from House Ragara.

We all took the "The rest of the world thinks you are demons to be destroyed" thing to heart, and when we were introduced to each other at a dinner party thrown by another Exalt, we spent 2 real-time hours denying that we had any powers whatsoever. :) The first few sessions were pretty much devoted to helping us learn the system and our powers and help us get into character. We were also learning more about the city (specifically, The Lap). We had an early appearance by a Day caste 0 XP Abyssal, who nearly killed 3 Circle members before she was taken down. Since then we've helped negotiate peaces, break sieges, make deals with the Fae, hunted ancient evils, contacted the Cult of the Illuminated, dispatched a Wyld Hunt sent to bring us down, and are in the process of dealing with the fall of one of our number into the clutches of the Deathlords. Good times. We've played about 14 sessions, twice a month.
 

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