Setting Discussion and General Topics.   Posted by Segev Stormlord.Group: 0
Segev Stormlord
 GM, 260 posts
Sun 9 Oct 2011
at 01:30
Setting Discussion and General Topics
At the suggestion of a player, I am opening this thread for any questions about the setting - whether Exalted's Creation or specifics about the history, local area, or just how things are going in our individual game's canon - and general conversation about the game and what is going on and the like. The hope is that this can keep up interest by giving people a sort of ongoing overview of what's happening.

So, if there are any questions or inclarities, or any ideas or the like you want to ask or discuss or even suggest for inclusion, feel free to post in here!


Also, I and one of the players hang out on irc.sandwich.net. If you want, I can create a channel for us to all converse in in real-time, whenever we all happen to be on at once. I'm usually lurking even if I'm not at my computer.

This message was last edited by the GM at 01:31, Sun 09 Oct 2011.

Merlin
 player, 165 posts
Sun 9 Oct 2011
at 06:10
Re: Setting Discussion and General Topics
In reply to Segev Stormlord (msg #1):

Eewww......sounds fun. I played a game on AIM once and IRC works very similar.
Segev Stormlord
 GM, 261 posts
Sun 9 Oct 2011
at 13:42
Re: Setting Discussion and General Topics
I wasn't suggesting moving the game to IRC. Just using it as a place to chat about the game in semi-real-time, if people are online at the same time and interested.
Segev Stormlord
 GM, 265 posts
Thu 13 Oct 2011
at 21:35
Re: Setting Discussion and General Topics
A little background on the area:

If you note in the map that's here: http://web.mst.edu/~cej/gaming...esMap01-Updated1.jpg , Falan and Trademeet Dale are located in the region surrounded on three sides by rivers, with Greyfalls about 200 miles to the north (and on the other side of a river). Ma Ha Suchi's lair is about a month or two of walking-distance travel north of the northernmost border of Falan, and the Yanaze river to the south is probably the biggest "highway" for travel and trade through the area.
Segev Stormlord
 GM, 276 posts
Fri 4 Nov 2011
at 16:50
Re: Setting Discussion and General Topics
We've had a new potential player express interest. I have given him a temporary character account so he can post in here and discuss what he wants to play and get an idea of the game from backlogs and talking with you, the other players.

Nothing is decided yet, but I thought I'd let people talk it out, here.


...I don't THINK this needs saying, but I'll do so anyway just to be sure: I ask that he only post in OOC threads unless and until he gets a PC introduced. ^^;
Knight_Vassal
 player, 1 post
Fri 4 Nov 2011
at 19:15
Re: Setting Discussion and General Topics
In reply to Segev Stormlord (msg #5):

Okay not a problem. I would be the player that Segev Stormlord is speaking of. I guess this is as good an introduction as anything else. Nice to meet everyone. If I'm posting in the wrong spot please let me know. Just so everybody knows my first choice is a Lunar, but I don't know what you guys need in the way of skills and what not or focus so if you guys want to enlighten me that would be good.
Segev Stormlord
 GM, 277 posts
Fri 4 Nov 2011
at 19:16
Re: Setting Discussion and General Topics
In reply to Knight_Vassal (msg #6):

Nope, this is exactly the right place to post. Any thread with "OOC:" in the title is an OOC thread and thus fine to post in, but this is the "general discussion" thread.

I will ask the other players to fill you in on what they see as going on, so I don't accidentally spill anybody else's secrets (if they have any). I will fill in any factual questions people might have in the process.
Knight_Vassal
 player, 2 posts
Fri 4 Nov 2011
at 19:42
Re: Setting Discussion and General Topics
    Okay Cool.
Merlin
 player, 177 posts
Fri 4 Nov 2011
at 20:51
Re: Setting Discussion and General Topics
In reply to Knight_Vassal (msg #8):

As a group, which used to be much larger, we were auspiciously thrown together in the far East to deal with a Fae problem. The group broke up (and we found a new GM) and got back together about a year later in Trademeet (link above for the map).

Once there we discovered that there were peasants missing from the outlying villages. Merlin and another Lunar investigated (due to their flight abilities). The group decided to find out what was going on. Seems that a Duke in Falin was stealing Trademeet's peasants to supplement the ones he lost to continuing beast men incursions.

Merlin and the lunar found the encampment of the kidnappers and took off with their 3 main officers. Interrogated one of them to find out the above. Returning them we agreed to have them meet Beatrix (our 'Face'). This happened, we all agreed to return and talk to a Duke or 2 and the King of needs be to 'solve' the problem.

Right now I think we still Beatrix, Merlin, Sevastian, Captain August Galen, and perhaps K-Jestur who logs in but doesn't post anything.

Merlin is very Stealthy, please at least start with a Stealth of 1, of not more, no matter what you make ;-) He throws things and generally makes thinks die or slump over.
Captain August Galen
 player, 46 posts
Sat 5 Nov 2011
at 06:16
Re: Setting Discussion and General Topics
Knight_Vassal:
In reply to Segev Stormlord (msg #5):Nice to meet everyone.


Hello! Welcome aboard.

Knight_Vassal:
If I'm posting in the wrong spot please let me know. Just so everybody knows my first choice is a Lunar, but I don't know what you guys need in the way of skills and what not or focus so if you guys want to enlighten me that would be good.


Hrm. Investigative stuff always seems to be handy. I don't know if we can have too many PC's with that skill.

Do we have a sorcerer heavy PC currently?

My PC's OK with; larceny, being a big ham, dodging, and navigation. So basically the PC's good at getting into trouble and running away. I want to eventually get into crafting stuff, especially Manses.

I have zero problem if you want to overlap focuses, as it can be fun in Exalted if two PCs' collaborate on projects/goals (and much more effective), rather then D&D when a rounded out group of specialists is a must or everyone dies.

What type of PC are you thinking of playing?
Knight_Vassal
 player, 3 posts
Sat 5 Nov 2011
at 07:42
Re: Setting Discussion and General Topics
I will tell you what I told Segev. I have a dozen or so ideas in my mind. Ranging from a Smith to a sneaky backstabbing SOB and almost everything inbetween.
Captain August Galen
 player, 48 posts
Sat 5 Nov 2011
at 11:40
Re: Setting Discussion and General Topics
The smith sounds interesting.

I've got to admit, I'm always leery of Backstabbing SOB PCs', due to a lot of bad experiences with PVP in my tabletop games.

What else are ya thinking about? <creepy voice> Share... share... </creepy voice>
Knight_Vassal
 player, 4 posts
Sat 5 Nov 2011
at 12:55
Re: Setting Discussion and General Topics
Okay the smith, a ranger, seductive thief-knifefighter, Realm Legion trainer, Lookshy samurai, standard martial artist, cross between Tamuz and Ragara  Myurran, a western Sorceror.
Beatrix LeSchaye
 player, 187 posts
 Solar
 Zenith
Sat 5 Nov 2011
at 14:01
Re: Setting Discussion and General Topics
Takin' the ideas one by one. :)
Smiths are always neat; if Evangelical Design were still active you'd be moving in on his schtick, but he hasn't posted since February or so, so it's likely not a problem.
Rangers are likewise useful. I'm trying to more or less cover the social combatant role with Bea (how's my driving, guys?), but another charismatic pc wouldn't hurt.
A Realm soldier might have trouble this far from the Realm, as most nations out here will be hostile to the Empress.
Lookshy samurais are the best samurais. I played a retired Lookshayan in another game and enjoyed the hell out of it.
Martial artists are always welcome.
I have no idea who Myurran is, but Tamuz is made of win. If you're a Lunar, be aware that we may end up in conflict with Ma-Ha-Suchi.
A full blown sorcerer could also be interesting.

And that's my two bits. Although heck, the most important thing is just that you enjoy whatever you end up playing, right?
Knight_Vassal
 player, 5 posts
Sat 5 Nov 2011
at 14:29
Re: Setting Discussion and General Topics
Those were all Lunar ideas. Ragara Myrrun is the Dragon-Blood that Anys-Syn trained in SMAs.
Beatrix LeSchaye
 player, 188 posts
 Solar
 Zenith
Sat 5 Nov 2011
at 14:55
Re: Setting Discussion and General Topics
All Lunars? Even better!
Knight_Vassal
 player, 6 posts
Sat 5 Nov 2011
at 15:55
Re: Setting Discussion and General Topics
In reply to Beatrix LeSchaye (msg #16):

  Okay so it seems that the smith is what you guys are liking overall. He is fairly sneaky. Absent that guy I'm thinking either the thief or the Western Sorceror.
Merlin
 player, 179 posts
Sat 5 Nov 2011
at 18:03
Re: Setting Discussion and General Topics
In reply to Knight_Vassal (msg #17):

I would like to see a Twilight Sorcerer/Smith/MA Master with a Metasorcerous Phylactery, Wood Dragon Claws spell put on a trigger so he can instantly pop them out, and some kind of awesome style (Perhaps Tiger, Snake, Cobra) to go with it!
Segev Stormlord
 GM, 278 posts
Sat 5 Nov 2011
at 18:38
Re: Setting Discussion and General Topics
In reply to Merlin (msg #18):

I have a sneaking suspicion you're up to something, here. >_>
Merlin
 player, 181 posts
Sat 5 Nov 2011
at 22:16
Re: Setting Discussion and General Topics
In reply to Segev Stormlord (msg #19):

I have often wanted a method in 2nd Edition to be able to 'instantly' cast spells that require instant activation in combat. Exactly how crappy is having to spend 12 ticks of combat casting Claws of the Wood Dragon, then another 5-6 putting up your MA Form, all before you can attack....oh and you probably have to put up some other charm before that to up your defense for 5 actions or something similar or you will be TORN apart.

With the Metasorcerous Phylactery you can set up a Trigger Word or Action or whatever to pop off a spell that you have already cast. Mind you your Hearthstone set in the Metasorcerous Phylactery is useless till you loose it and let a few hours or a day pass. A lv4 artifact and a lv1+ stone is required. If you really want to have it when you need it you would have to have a lv3HS and have the spell cast 3 times with different triggers.

In 1st Edition you could do this with a Spell Capture cord, but the geniuses at WW nerfed that to all hell in 2nd Edition. With the Metasorcerous Phylactery and a Photoshamaic whatever HS want to be you could have up to 6 spells with triggers, making a Sorcerer and actual honest to the UCS threat in personal combat.
Knight_Vassal
 player, 7 posts
Sun 6 Nov 2011
at 01:40
Re: Setting Discussion and General Topics
In reply to Merlin (msg #20):

That has been the main reason that I haven't played a caster. I find it pointless to spend the kind of xp that sorcerers require and have to fall back on other abilities in combat. Been thinking of trying to come up with a level 1 artifact that is a one shot, one spell talen type of usage. It would be repairable, but then it has to be recharged.
Segev Stormlord
 GM, 280 posts
Sun 6 Nov 2011
at 03:05
Re: Setting Discussion and General Topics
The spell-capturing cord in 2E still lets you use a Misc. action to release a spell stored therein.

If you wish to play a sorcerer, my personal feelings on sorcery are that we need more awe-inspiring spells that make it worthwhile to be casting them, not to make them "D&D combat magic."

Demon of the X Circle is a really good one.

If that's not what you want to do, we can discuss other things. Just my two cents on Sorcery.

Some spells I've written (sorcery and necromancy) that were my efforts to capture what I think Sorcery and Necromancy should be can be found here:

http://wiki.white-wolf.com/exa...ry:Spells_from_Segev
Merlin
 player, 183 posts
Sun 6 Nov 2011
at 07:04
Re: Setting Discussion and General Topics
In reply to Segev Stormlord (msg #22):

This is a bit of a whine/rant about certain aspects of Sorcery. I have more than a few Sorcery based characters that have done exceptionally well and been remarkably useful in various game groups.

I am not suggesting D&D type Magic, which for all intents and purposes are more charm like than sorcery like.

What I am saying is that there are a large number of Exalted Spells that are combat specific that are not practical to use in combat. If you can 'prepare' for battle by putting up spells, such as Bronze Skin and Unbreakable Bones of Stone, which last most of a day, why can't you put up Claws of the Wood Dragon for a day as well. What opponent is going to let you sit around for 12 ticks while you pop out an Emerald. UCS help you if you try and get out Incomparable Arsenal. That says nothing about the 2 WP you pop every day to keep Bronze Skin and UBoS up every day. That of and by itself is a significant investment for most characters.

The Cord also takes willpower to utilize, which it didn't in 1st. Mind you, having Lost Egg John 'Has a Lot of Willpower' Smith with the Lv5Cord, that your Solar Sorcerer cast Sphere of Annihilation into 3 times, pop spells out on a battle field from one direction and your own Solar popping them out every 24 or so ticks from an Air Ship overhead.....spells utter doom for the invading Tepet armies.

The Cord is a VERY useful artifact for saving Essence and allowing other characters to be 'spell casters' as necessary.


Demon/Elemental summoning is a completely different tact. One that I have run successfully only once....and that was a high level game where we took on Mask of Winters, his Behemoth, and entire undead army directly. Demons are great shock troops that can't be 'raised' to fight for your Death Lord enemy. If your main army is throwing storms of arrows over the Demons heads and taking out the middle of the undead horde, that helps a lot to.
Knight_Vassal
 player, 8 posts
Sun 6 Nov 2011
at 11:17
Re: Setting Discussion and General Topics
In reply to Merlin (msg #23):

Sorry guys didn't mean to do that. I am assuming that you are the Segev from the White Wolf forums. I have read your stuff over the years and find most of it rather balanced and well written. And no I'm not sucking up I actually do. No what I'm saying is that certain spells should be able to be done at a reduced casting time. Which is what I was thinking. I think Merlin and I are on the same track, but I'm thinking of a few "D&D type" spells that Exalted could benefit from in combat. I'm not in any way saying that the thought of the game creators is wrong, but for crying out loud not everything is a ritual ya know.
K the Jester
 player, 45 posts
Sun 6 Nov 2011
at 12:02
Re: Setting Discussion and General Topics
Merlin:
and perhaps K-Jestur who logs in but doesn't post anything.


When the stars are right I shall rise again to smite this world, as in days long ago.
Captain August Galen
 player, 49 posts
Sun 6 Nov 2011
at 12:50
Re: Setting Discussion and General Topics
Knight_Vassal:
Okay so it seems that the smith is what you guys are liking overall. He is fairly sneaky. Absent that guy I'm thinking either the thief or the Western Sorceror.


Any of these sound awesome. Feel free to combine elements of each, if you like. Sorcery and Crafting go hand in hand in Exalted.

Knight_Vassal:
That has been the main reason that I haven't played a caster. I find it pointless to spend the kind of xp that sorcerers require and have to fall back on other abilities in combat.


I personally wish that you got a "free spell" of the corresponding Circle when you learned the initiation Charm. That way, you didn't just buy a Charm that states "You can learn spells. I'm an XP speed-bump. High."

It worked pretty well with Revised Vampire: The Masquerade Thaumaturgy. Each dot in the Discipline did little in itself, but you got a dot in a chosen path on a one for one bases. You even got a "free" ritual when you got your first dot in it.
Segev Stormlord
 GM, 281 posts
Sun 6 Nov 2011
at 14:22
Re: Setting Discussion and General Topics
Just a real quick note on Wood Dragon's Claw: You CAN put it up as far ahead as you like. It actually lasts until the sorcerer dismisses it or somebody countermagics it.

Spells like Death of Obsidian Butterflies, Brilliant Flight of the Raptor, Ice Hornets, etc.... those are the ones that are problems because they're "combat spells" that need to be cast in combat.

And I honestly think that they're designed with mortal sorcerers in mind, because for a mortal, they ARE impressive. They're kinda weak for an Exalt, though.


Yep, I am Segev from the forums (I generally am "Segev" everywhere I go online; I recently discovered there's a real-life guy with "Segev" as his last name who is a researcher in my own field of scientific study, but I think there's little danger of running into him in my online circles). Glad you like my Charms and such; I do strive do be balanced with them.

If you're playing a Lunar, I will not require it, but I will offer the alternate anima banner house rules I wrote up a month or so ago, found here: http://wiki.white-wolf.com/exa...ternate_Anima_Powers

I'm still not happy with the Changing Moon one; it's too convoluted and possibly overpowered. As you would be (now) the only Lunar PC, I'll leave it up to you whether you prefer to work with those and any attendant house rules and reworkings, or instead just go with Lunars-as-written.
Knight_Vassal
 player, 9 posts
Sun 6 Nov 2011
at 15:41
Re: Setting Discussion and General Topics
I doubt you remember me from the forums but I go by SibeliusVassal over there.

Okay how about I do a quick write up concept and backgrounds for the three and we decide which of the three we as a group like. Sound good?

Okay first up is Alistr Hamrsoung(pronounced Alister Hammersong)
 Concept: Smith
Background: Alistr was born in the Southeast. He unlike the rest of his tribe was facinated by fire and smithcraft. At the age of 10 he asked a smith to teach him how to forge. The smith took him in as an apprentice. His tribe was paid with a new spear for all of the tribe(spearheads are cheap ya know). As Alistr trained to be a smith he learned about forging most any type of metal and almost all types of metal work. When it came time for Alistr to set up his own forge an attack on the village changed his life forever. He Exalted as a No Moon Lunar. His totem is a bear and he scared the crap out of the raiders attacking the village. This far out in the Threshold the Lunars were known as saviors not villians. He left the village to keep them safe. During his travels he picked up a new hammer and has begun crafting again.

Next up is Tri-Spotted Alahna
  Concept:Thief/Seductress
Background: Alahna grew up on the streets of Great Forks completely unaware of the destiny that was to befall her. She was running the streets 24/7 at the age of 5 as her parents had died of Grinning Fool Death. Alahna was taken in by a group of thieves at the age of 8. She learned her trade well however she was captured and taken to the slave markets at 14. She was bought by a wealthy patron and trained as a concubine. However before her first night she Exalted as a Changing Moon Lunar.

Finally is Deep Horizon Walker.
   Concept: Western Sorcerer
Background: Walker was born and raised in Wavecrest. He was a fisherman and ship builder before he Exalted. He has since traveled the Great Western Ocean in his spirit shape of an orca. Walker Exalted as a No Moon. He spent his first few years as a Lunar under one of Leviathian's flunkies. When it became apparent that Leviathian knew next to nothing about sorcery. Walker went his own way and found Raksi after a time. He trained under her and it eroded his Compassion.

This message was last edited by the player at 01:42, Mon 07 Nov 2011.

Merlin
 player, 184 posts
Mon 7 Nov 2011
at 05:48
Re: Setting Discussion and General Topics
Segev Stormlord:
Just a real quick note on Wood Dragon's Claw: You CAN put it up as far ahead as you like. It actually lasts until the sorcerer dismisses it or somebody countermagics it.


HOLY JUNK IN MY TRUNK.

It does say that. How have I missed the 1st sentence for the last several years!

GAH!

Very sorry for that.
Captain August Galen
 player, 50 posts
Mon 7 Nov 2011
at 11:09
Re: Setting Discussion and General Topics
In reply to Knight_Vassal (msg #28):

I'm personally digging Hamrsoung & Horizon Walker.

I know I keep saying this, but if you want to mix the two, feel free, as Craft & Sorcery are like peanut-butter & chocolate. ;) Two great flavors that go great together.
Knight_Vassal
 player, 10 posts
Mon 7 Nov 2011
at 12:14
Re: Setting Discussion and General Topics
In reply to Captain August Galen (msg #30):

They both can do both to a limited extent. Hamrsoung is better at Crafting. While HOrizon Walker is better at Sorcery and Occult related stuff.
Captain August Galen
 player, 51 posts
Mon 7 Nov 2011
at 15:51
Re: Setting Discussion and General Topics
Knight_Vassal:
They both can do both to a limited extent. Hamrsoung is better at Crafting. While HOrizon Walker is better at Sorcery and Occult related stuff.


Oh. So I'm preaching to the quire. :P

I'll vote on Hamrsoung, then. It is close, but there is something about a bear totem blacksmith that sounds pretty boss.

I really like how ambitious he is in his craft, as well. Did he also learn how to work the precious metals in jewelry? It would be neat to see a gold smith. For some reasons, I'm getting flashes of Albrecht Dürer.
Knight_Vassal
 player, 11 posts
Mon 7 Nov 2011
at 16:00
Re: Setting Discussion and General Topics
   If it's metal he can work it. I have been leaning towards Hamrsoung myself since I narrowed it down to the three.
Segev Stormlord
 GM, 282 posts
Mon 14 Nov 2011
at 05:39
Re: Setting Discussion and General Topics
Okay! We have two new Lunar PCs joining us; I will be working with their players over the next week or so to figure out how to hook them into the game. For now, please welcome Mason Vaugn and Alistr Hamrsoung!
Mason Vaugn
 player, 1 post
 Changing Moon Lunar
 Happy to be alive
Mon 14 Nov 2011
at 06:21
Re: Setting Discussion and General Topics
Hello everyone.  I look forward to messing things up in the name of justice!  Well, I won't try to mess things up, but that's the way things tend to shake out.
Merlin
 player, 187 posts
Mon 14 Nov 2011
at 07:30
Re: Setting Discussion and General Topics
In reply to Mason Vaugn (msg #35):

Welcome and well met.

Lets go kill some beastmen!
Alistr Hamrsoung
 player, 1 post
Mon 14 Nov 2011
at 14:01
Re: Setting Discussion and General Topics
  Now why would I want to kill my beastman horde that is secretly barrelling down on wherever you are Merlin to take you hostage. Hmmm..... Just kidding.
Merlin
 player, 188 posts
Mon 14 Nov 2011
at 17:55
Re: Setting Discussion and General Topics
In reply to Alistr Hamrsoung (msg #37):

Better that than the panty raiding party here abouts ;-)
Alistr Hamrsoung
 player, 2 posts
Mon 14 Nov 2011
at 18:53
Re: Setting Discussion and General Topics
In reply to Merlin (msg #38):

Well I do have a couple of those scheduled against random settlements. Young virgin sacrifices and all that.
Alistr Hamrsoung
 player, 3 posts
Mon 14 Nov 2011
at 22:18
Re: Setting Discussion and General Topics
In reply to Alistr Hamrsoung (msg #39):

Hey does anybody know of a good martial arts style that uses hammers or goremauls as the form weapon other than Earth Dragon Style that is?
Segev Stormlord
 GM, 283 posts
Mon 14 Nov 2011
at 22:32
Re: Setting Discussion and General Topics
In reply to Alistr Hamrsoung (msg #40):

I seem to recall an "Ivory Pestle" style floating around after one of the Ink Monkey blogs. I'll see if I can find it (and feel free to look for it, yourself).
Alistr Hamrsoung
 player, 4 posts
Mon 14 Nov 2011
at 22:47
Re: Setting Discussion and General Topics
In reply to Segev Stormlord (msg #41):

That works if you count a tetsubo as a goremaul. That might work have to read over it.
Captain August Galen
 player, 57 posts
Mon 14 Nov 2011
at 22:53
Re: Setting Discussion and General Topics
Alistr Hamrsoung:
In reply to Segev Stormlord (msg #41):

That works if you count a tetsubo as a goremaul.


Goremauls are the artifact version of tetsubo, so that would work.
Captain August Galen
 player, 58 posts
Mon 14 Nov 2011
at 22:54
Re: Setting Discussion and General Topics
Grrrr...

Hamrsoung! Merlin! Get avatars! Growl.
Alistr Hamrsoung
 player, 5 posts
Mon 14 Nov 2011
at 23:19
Re: Setting Discussion and General Topics
In reply to Captain August Galen (msg #44):

I'm sorry Captain I shall heave to on the mizzen mast at once and get an avatar from the Isle of Avatars in the Dark Sea of Mordok. LOLZ. Get on it at once I will Captain!
Alistr Hamrsoung
 player, 6 posts
 Full Time No Moon Lunar
 Part time Smith
Mon 14 Nov 2011
at 23:27
Re: Setting Discussion and General Topics
In reply to Alistr Hamrsoung (msg #45):

I have returned from the Isle of Avatars my Captain does this be to thy pleasing? If not I can keelhaul it and go back to the Isle O Captain my Captain.


P.S. I figured that you might get a laugh out of this. If it offends then I am sorry. Look at this way barking orders is what a captain would do and you know almost any military unit has a smart mouth who would say that if only under his breath.

This message was last edited by the player at 23:43, Mon 14 Nov 2011.

Mason Vaugn
 player, 2 posts
 Changing Moon Lunar
 Happy to be alive
Tue 15 Nov 2011
at 00:38
Re: Setting Discussion and General Topics
I shall unhelpfully add that once you master Celestial Monkey Style, all weapons can be used in-style with it.  You can also wear any armor with it too!  Also, it halves all strength, dexterity, and martial arts requirements for weapons.
Captain August Galen
 player, 59 posts
Tue 15 Nov 2011
at 00:42
Re: Setting Discussion and General Topics
Alistr Hamrsoung:
In reply to Alistr Hamrsoung (msg #45):

I have returned from the Isle of Avatars my Captain does this be to thy pleasing?


Hmmmmm...

It... pleases us. You may continue on. (Dismissive wave.)
Segev Stormlord
 GM, 284 posts
Tue 15 Nov 2011
at 01:40
Re: Setting Discussion and General Topics
For those interested, one of the things I've thought about Lunars is that Knacks should center around Heart's Blood Shapeshifting, either giving new ways to gain things in the Library or new ways to use the Library.

Changing Plumage Mastery has always stricken me as a Charm, not a Knack, effect. To that end, after somebody else was discussing disguise options for Lunars, I played with this: http://forums.white-wolf.com/d...?g=posts&t=54510

I haven't put those on my wiki page yet. But, I would like to use these unless our new Lunars have pressing desires to use the Knack versions of things.
Segev Stormlord
 GM, 291 posts
Sun 20 Nov 2011
at 07:03
Re: Setting Discussion and General Topics
Oh, and rather than going into any fancy efforts to alter it for now, I would like to change only one thing about Solar Bond, as long as nobody has a problem with it:

It is free; take it at whatever level you want, Lunar players. It's almost more drawback than benefit, and it gives me an idea, if you take it, how heavily you want "finding/dealing with my Solar Bondmate" to feature into your Lunar's story and the game.

I will entertain objections, if people think this is unfair or bad. But I think it seems fair considering it's not all that strong generally and it can hurt so badly.
Alistr Hamrsoung
 player, 8 posts
 Full Time No Moon Lunar
 Part time Smith
Sun 20 Nov 2011
at 08:19
Re: Setting Discussion and General Topics
In reply to Segev Stormlord (msg #50):

Definately have to think on that one. As for the knack to charm I don't see to much of a problem at this point.
Captain August Galen
 player, 62 posts
Sun 20 Nov 2011
at 10:42
Re: Setting Discussion and General Topics
In reply to Segev Stormlord (msg #50):

Ink Monkey Dean has proposed a "Lunar Bond" fix for the Solar Bond BG. I personally find it really fun, (AND IT GETS RID OF THE MDV PENALTY! YES!!!) as it adds a lot of power to the Lunars and has a lot of expansion potential built in.

He sent it off to the other Monkeys for review. Would you want us to possibly play test it for him, Segev?

This is the draft in question, for ease of reference:

=DShomshak:
Okay, I hope I haven't forgotten any subjects I meant to address...

This is what I'm sending to Holden, Hatewhell and any other Ink Monkeys involved in Lunar Reconstruction.

LUNAR BOND, 2nd Draft

Luna defines herself by her emotional connections to others. They are part of her strength, and she gave her Chosen a similar power to draw strength from their relationships. In particular, she and the Unconquered Sun partnered the Exaltations of their Chosen so that they would never be alone. Though barriers of awe and fear might isolate a Solar from ordinary mortals, still her Lunar mate would know her heart; and though a Lunar might change through a thousand forms and roles, his Solar mate would remind him of his true identity.

However, Luna does not define herself through a single relationship, and neither do her Chosen. The “Solar Bond” between Moonchild and Lawgiver is merely a special case of a wider capacity.
The Lunar Exaltation can infuse any intense emotional relationship with supernatural power, and the bond a Lunar forms to a Dragon-Blood, a god or a milkmaid can be just as powerful as the bond to his Solar mate.

The Solar Bond has been in abeyance for fifteen centuries, due to lack of Solars. Losing all their Solar mates at once hit the Lunar host hard -- but they’ve moved on. Most Moonchildren never knew the comradeship of a Solar mate, and don’t miss it. If the returning Solars want their Lunar mates back, they will have to earn them.

Revised Background: Lunar Bond

The “Solar Bond” Background presented on pages 110-111 of The Manual of Exalted Power: The Lunars is now a special case of a broader Background called Lunar Bond. These rules supersede those printed.

As with any Background, Lunar Bond operates on a five-dot scale. A Lunar without a single Bond has chosen not to link his Essence with that of any other person. The higher a Lunar Bond’s rating, the more intense and supernaturally potent the Lunar’s connection to the other individual.

The person to whom a Lunar has a Bond is the Lunar’s “mate.” The Lunar is also “mate” to the other person. While this has connotations of love, sex and marriage, it is not necessarily so. A mate is a comrade, a person who matters so much that without them you feel as incomplete as a single sock or glove.

The Lunar Bond is usually one of affection. On rare occasions, though, Lunars find themselves bonded to people they hate. A Bond of hate is no ordinary dislike. It is utter loathing. The Lunar finds the meaning of his existence in seeking the mate’s destruction. Without that hatred, he is not fully himself. Lunars driven by a Bond of hatred have achieved great and terrible deeds that leave their fellow Moonchildren shuddering for centuries to come.

Obtaining Lunar Bonds

A Lunar character can begin play with a Bond obtained through the character’s initial allotment of points for Backgrounds, or through bonus points. Lunar Bond cannot be raised above three dots without using bonus points, and the fourth or fifth dot of a Lunar Bond costs two bonus points instead of one.

Bonds can also be acquired and raised by spending experience. Dots of Lunar Bond have the same experience cost as any other Background.

A Lunar cannot form a Bond to another person unless she already has an Intimacy to the prospective mate. On the other hand, a Lunar does not need to form a Bond to every person with whom she has an Intimacy.

If the Intimacy breaks, so does the Lunar Bond. This is notably bad for the Lunar. However, the Storyteller refunds the experience that went into the Bond. It is not possible to reduce or “buy down” a Lunar Bond, except by breaking it completely. A mate’s death also breaks the Bond.

The Lunar gains one Limit for each dot in the broken Bond, or the Lunar must spend that number of Willpower points. The Storyteller may raise of reduce this number by one, depending on the circumstances of the mate’s death and nature of the relationship. Finally killing one’s hated namesis is not so bad; losing the Solar mate who loved you for millennia can be shattering.

A Lunar can form bonds to as many people as her highest Virtue rating. However, the total points invested in Lunar Bonds cannot exceed the character’s Willpower: The more a Lunar spreads her love (or hate) among others, the less power she obtains from each.

The list of a Lunar’s Bonds always includes her Solar mate, even if that Bond is rated at 0. The supernatural connection still exists, even if the Lunar does not choose to give it any force. When a Lunar first meets his Solar mate, there’s always a “ping” of recognition between their Exaltations, and both characters remember their past lives together. (More precisely, the past lives of their Exaltations’ previous hosts.) his happens even if the Solar Exaltation has been converted to an Abyssal or Infernal Exaltation: Luna accepts that identities are fluid. These memories can be powerful and impel the Lunar to create an Intimacy to the Solar and restore the Solar Bond, but that remains the choice of the Lunar (and the Lunar’s player).

A Lunar can form additional bonds to any people she wants, with one very important exception: The Lunar Bond cannot link two Lunars. Now and then, Moonchildren ask their patron why this is. Luna responds that “I didn’t choose you so could circle-jerk,” or words to that effect.

Lunar Bond Effects

* Bonus Dice: The Lunar’s player can add the Bond’s rating to the dice pool for any task involving the Lunar’s mate, so long as it is consistent with the Lunar’s Intimacy. Bonus dice from Lunar Bond are not added through Charms, any more than stunt dice or channeling a Virtue would be. The Lunar can do this as many times per story as the Bond’s rating, just as if the Lunar Bond were an additional Virtue — except using the Lunar Bond does not cost Willpower points. On the other hand, three-die stunts that are consonant with a Lunar Bond can replenish channels of the Bond instead of Virtue channels.

Examples: Fight at the side of your boon companion; follow your kidnapped mate’s trail; wisely administer your mate’s kingdom; talk your mate out of a really bad idea; talk your mate down from a Limit Break flip-out; fight your mate to stop him from doing something he will later regret; attack the mate who is your hated nemesis.

Bonus dice from Lunar Bond do not stack with dice gained from channeling a Virtue. You can channel one or the other for a roll, but not both.

Bonus dice from multiple Bonds do not stack, either. If a Lunar fights beside two mates, one Bond rated at 4 and the other at 3, he cannot invoke both at once to gain 7 bonus dice. But he can get +4 dice four times, and +3 dice three times. That’s still pretty sweet.

* Defense of Loyalty: Each dot of Lunar Bond adds one to the Lunar’s MDV static value whenever a social attack or Charm seeks to force her to act against her mate; or more precisely, to act against the Intimacy to her mate. (So it’s extra-difficult to persuade a Lunar to act against a Bond of hatred.) This stacks with the basic +1 MDV for when a social attack acts against an Intimacy.

Unlike the Solar Bond in MoEP: Lunars, though, the Lunar Bond does not impose MDV penalties if the mate attempts a social attack on the Lunar. Luna’s loyalties are not blind, and sometimes a Lunar’s job is to save a loved one from himself. The –1 MDV penalty from the underlying Intimacy may still apply, but nothing worse than that.

* Sense Mate: The Lunar can expend a Willpower point to gain vague information about her mate’s current condition. Roll the Lunar bond’s rating. Each success grants one datum. A successful roll starts with the most basic information: Is the mate still alive? In addition to this, each success grants one additional piece of information such as whether the mate is in the same world as the Lunar; if so, the general direction of the mate (“east,” “up,” “somewhere in the Labyrinth”); or the emotional or physical condition of the mate (“doing fine,” “in pain,” “furious”). The Storyteller may grant other sorts of information too, of similar brevity, but information the Lunar specificially wants to receive about the mate should take precedence.

Repeated attempts to sense a mate become progressively more difficult: The second time in a day that a Lunar tries to sense her mate, the roll suffers a –1 external penalty. The third time suffers a –2 external penalty, and so on.

The Lunar’s mate can also use the Bond to sense the Lunar’s condition. This follows exactly the same rules as for the Lunar herself.

[I do like having this be part of the basic Lunar Bond rather than a Charm. Sometimes I think Exalted development focuses too much on Charms and not enough on other mechanics. Charms will then build on this aspect of the Lunar Bond.]

* Flawed Bond: Acting against the Intimacy that defines the nature of the Lunar Bond causes the Lunar to accumulate Limit. Just as with suppressing a Virtue, going against a Bond requires the Lunar to fail a roll of the Bond, or else spend 1 Willpower and gain 1 Limit. This is not an intended aspect of the Lunar Bond: Rather, it is part of how the Great Curse affects the Lunar Exaltation.

At the Storyteller’s option, though, events may lead to a Lunar developing two opposed Intimacies to the same person: The Lunar comes to hate the one he loved before, or develop first a grudging admiration, then honest respect for the one he hated. Storytellers might not want to allow multiple, different Intimacies to the same person; but if you do allow this, you might also allow a Bond’s character to change by flipping from one Intimacy to the other.

New Keyword: Bond (#)

Charms with this keyword build on the Lunar Bond. They may enhance the Bond’s effects directly, or require the Moonchild to have a certain minimum rating in Lunar Bond (given in parentheses) to use the Charm. While this restricts the utility of Bond Charms — most can only be used in regard to a Lunar’s mate — some of these Charms can also be shockingly powerful.

Eclipse, Moonshadow and Fiend Castes can learn Bond Charms through their anima power, but the Essence minimum becomes one dot higher, the Charm’s cost increases by 1 WP and the Exalt still must have an Intimacy of love or hate to the person on whom he uses the Charm.

Or something. The Eclipsoid Work-Around given here is modeled on that for Purity Charms, but there may be other options.

Knacks can also build on the Lunar Bond. These are of course beyond the reach of Eclipsoids.

A Few Sample Charm/Knack Concepts

The real Charms and Knacks would have properly “Exalty” names.

REACH OUT AND TOUCH SOMEONE: Perception. Enhances the “Sense Mate” aspect of Lunar Bond, enabling the Lunar and mate to tap each other’s senses and communicate telepathically. Extra cost if the communion must cross between worlds. For the base Charm, the Lunar must initiate the contact. Maybe an upgrade that lets the mate initiate the communion.

DRIVEN TO GREATNESS: Umm… Stamina, like Relentless Lunar Fury? Overdrive Charm for Lunars. Mote drip activated by fighting beside or otherwise assisting a loved mate, or attacking a hated mate.

SHARED STRENGTH: Stamina? For a modest cost, Lunar and mate can send motes to each other, wherever they may be.

MORAL SUPPORT: Charisma. The Lunar urges his mate to stand strong and thereby augments his mate’s capacity to resist social attacks or UMI. If the mate has run out of Willpower points to spend resisting social influence, the mate can spend her own Willpower points on the character’s behalf.

I WILL BE YOU: Knack. The Lunar gives himself utterly to his mate, transforming into an actual copy so the mate can channel his mind, Essence and Charms through the Lunar’s body. The mate must stay Inactive while using the Lunar’s body as his own, though. The Knack’s effect ends when the mate decides to relinquish the Lunar’s body.

In the Primordial War, Lunars sometimes used this Knack so their gravely wounded Solar mates could keep fighting, or commute between battlefields thousands of miles apart. There are tales of a Lunar who made the ultimate sacrifice by demanding that his dying mate take his body permanently.

YOU WILL BE ME: Successor to I Will Be You. The Lunar reverses the exchange, taking over the mate’s body and shaping it into her own, channeling her own Essence and Charms through it. The mate must be nonresisting (which does not mean actively willing).

I Will Be You and You Will Be Me can be used together: Lunar and mate can trade places, each using the other’s body. Why, I don’t know. Maybe the tactic can fool certain supernatural powers, the way Silver Age Batman and Superman sometimes swapped costumes to fool enemies who teamed up against them.

Dean Shomshak

Segev Stormlord
 GM, 292 posts
Sun 20 Nov 2011
at 13:32
Re: Setting Discussion and General Topics
In reply to Captain August Galen (msg #52):

I don't want to playtest that one, no, because it drops what is, to me, the most significant part of the Solar Bond - the idea that the Lunar has one specific Solar with whom he is naturally linked.

Mechanically, Mr. Shomshack's idea is not bad. It doesn't convey the flavor I would be seeking, though.

Solar/Lunar Bonds are something that has some relevance to the plotlines I'm laying down and working on, so I want to use mechanics that contribute to that fluff. I am far more inclined to develop Charms that use Solar Bond similarly to how the Avatar Keyword uses Whispers if I want to buff the Bond.


While on the subject... if all of you playing Solars and Lunars would private message me with a measure on a scale of 1-10 (5 being "don't care," 10 being "heck yes," and 0 being "I'd seriously consider dropping the character if this happened") how much you'd like to see:

a) Your solar/lunar bondmate feature as a plot element (discovering each other, your relationship with each other being explored, etc.)
b) Your solar/lunar bondmate, if they show up, being an NPC. (If so, is this because you don't want a PC, or because you have specific ideas about your bondmate that you don't want to force on another PC?)
c) Your solar/lunar bondmate being a PC.

Feel free to include any other discussions you want about what you want/don't want in a bondmate, if you've got specific ideas about their relations with you, if there are any particular stories you do or do not want told wrt your bond, etc.
Captain August Galen
 player, 63 posts
Sun 20 Nov 2011
at 14:34
Re: Setting Discussion and General Topics

This message was deleted by the player at 23:48, Sun 20 Nov 2011.