Exalted General - /exg/

What is Exalted?
An epic high-flying role-playing game about reborn god-heroes in a world that turned on them.
Start here: theonyxpath.com/category/worlds/exalted/

>That sounds cool, how can I get into it?
Read the 3e core book (link below). For the basics of combat, read this tutorial. It'll get you familiar with most of the mechanics.
forum.rpg.net/showthread.php?769761-Exalted-3E-Combat-301.

>Gosh that was fun. There were a lot of lesbians though. How do I find a group?
Roll20 and the Game Finder General here on Veeky Forums. With the new edition, though, chances are more games will crop up.

Resources for Third Edition:

>Final 3E Core Release
mega.nz/#!ctgxyJaC!ygkrLnFsrnBJzIUZY-dJsMfyFrhFQgDsQuuo52fcW0I
mediafire.com/download/q51qw8skdw1rg15/Exalted_3e_Core.pdf

>Frequently updated Character Sheet with Formulas and Autofill docs.google.com/spreadsheets/d/1pfjmZKzcUqAX9mB58IAEUIFkZr8rq4CvdRRM4kzwwgU/edit?usp=sharing
>General Homebrew dumping folder: drive.google.com/folderview?id=0ByD2BL6J89NiQzdCWWFaY0c5Mkk&usp=sharing
>Collection of old 3e Materials, including comics and fiction anthologies mediafire.com/folder/t2arqtqtyyt28/Exalted_3Leak
>Charm Trees:
>Solar Charms: imgur.com/a/q6Vbc
>Martial Arts: imgur.com/a/mnQDe
>Evocations: imgur.com/a/TYKE4

Resources for Previous Editions:
>pastebin.com/raw/EL3RTeB1


Backer Charm Edition:
pastebin.com/HFUHipUQ
If you have it and are in the process of taking out the watermarks or fixing the formatting, keep us updated.

Other urls found in this thread:

docs.google.com/spreadsheets/d/1pki3s-pBNmtBSOOWjih6MYBpu7au8olK_l2h48PziFI/edit#gid=1229052791
forum.theonyxpath.com/forum/main-category/exalted/900487-are-gambits-really-decisive-attacks
forum.theonyxpath.com/forum/main-category/exalted/900487-are-gambits-really-decisive-attacks?p=903426#post903426
freescreencleaner.com/>>47601052
docs.google.com/spreadsheets/d/1pki3s-pBNmtBSOOWjih6MYBpu7au8olK_l2h48PziFI/edit#gid=274653900
twitter.com/SFWRedditGifs

What's happening with that user coding a 3e version of the playable 2e tutorial?

Miracle Solar is cute. CUTE!

Will say, despite my pessimism about pretty much everything related to this booklet, that I really like this charm.

Armed and Ready Discipline
Cost: 3m
Mins: Resistance 2, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Whirlwind Armor-Donning Prana
On each round of donning armor with the prerequisite, the Lawgiver can attack without a flurry by doing a stunt in which she attacks while putting on a piece of armor. If she knows Call the Blade or Summoning the Loyal Steel, she may use either Charm reflexively for free while Armed and Ready Discipline is active.
On Armed and Ready Discipline
The backer wanted a Charm that would let him use Whirlwind Armor-Donning Prana and Summoning the Loyal Steel at the same time, and I thought “why stop there?” It was actually a tricky Charm to work out, since those other Charms are about as efficient as you can possibly get. In the end I decided to value-add this Charm by allowing you to arm yourself while attacking, punching through vambraces to snap them on, clapping on a breastplate while delivering a spinning slash, drop-kicking into your greaves, and so on.
Backer: Johan Westberg

...

That's some great cover art. Certainly better than the Core.

Charmlist user here, I'm almost done adding these, I just need to figure out what to do with the developer commentary. Do I add it in at the end of the charm description, or as hover notes on the charm like I've done for all the sidebars in the core?

Also does anyone feel like writing brief 1 line summaries for each charm?

Definitely hovertext, but I'd also suggest marking them as apart from the core charms in some way? Different text color, perhaps?

Their page numbers will say MotSE32 and it'll be coloured differently, yeah.
Should I add every developer commentary, or just the ones that actually give more info on how the charm works?
Typing up notes is a pain in the ass.

I think each of them says something valuable about the charms, but if you wanna go skinny you do you.

now I wish it was explicitly flurried with a steal anything charm instead of attacks

A'ight, I'll do them all. As long as someone else writes up the summaries.

Alright, I'll take a crack at it. No guarantees on quality, though.

docs.google.com/spreadsheets/d/1pki3s-pBNmtBSOOWjih6MYBpu7au8olK_l2h48PziFI/edit#gid=1229052791
Here's the list while I work on it, the other page has examples. I stole most of it from Irked's readthrough on the forums, had to fill in the first few abilities on my own.

And here's the first sum of my efforts.

Hanging Judgement Arc:
The Arrow of Damocles/battlefield booby trap.

Nova Arrow Attack:
Fuck this range band in particular

Hell-Heeling Arrow:
As above, but this time with fire!

Solar Judgement Flare:
Break the shit out of that Phantasm!

does a yozi's first excellency change how your infernal thinks all the time(mess with their personality directly)? or just provides a bonus to ways you *can* think to encourage doing so?

The latter.

Eventually it will shape your behavior, in the same way all a person's talents will lead them to seeking out (or making themselves see) nails, but it's not a direct cognitive effect on par with e.g. Kimbery's Burning Truths or Malfeas' Impervious Primacy Mantle.

Very first Charm, Hanging Judgment Arc
>If the Lawgiver threatens a specific character with this attack, (ie “Winglord Kvetu may not retreat across that bridge”) the attack gains (Essence) automatic successes, (Essence) bonus dice, and (Essence) automatic damage successes.
If (Essnece) automatic successes and (Essence) bonus dice is enough to take you over your dice-added-by-Charm limit, what do you do? Ignore the excess bonus dice?

yep

It wouldn't take you over the limit until essence 4 anyway, and its a neat way to get more passive power at lower essence levels

>When the Exalt’s Initiative is higher than the enemy general’s, her order actions gain a dice bonus equal to the Size difference between her battle group and the enemy forces. If the enemy general is not rolled into battle, this Charm doesn’t work, nor does it work if there is no opposed battle group.

What's that Skippy? You want me to stop raping you?

Oh gee, I wish I could....

It could take you over the limit at Essence 2 if you have Archery 4 Dex 1, the minimum allowed.

>On Solar Judgment Flare
>The backer is brand new to Exalted, so I had to help him find the exact right Charm. The first couple of Resistance Charms we worked on didn’t feel right to his personality, so we scrapped them. Finally I asked him what characters he likes most, and he started to talk about an overpowered archer from Fate Stay/Night. I had known since the beginning that Archery yet needed an overpowered Charm, so I worked out this incredibly powerful mechanic. There may be yet be another upgrade to this Charm, one of unfathomable power.
>Backer: Maha
Fate/boners

>not having a max pool

why

>One of your buddies not killing the general before your battlegroup's finished grinding his into dust.

The cancer of the community. Them and ES.

>Pretending ES is cancer

good jape, sirrah

>Sensing an opening, the Solar launches a vicious blow with any part of her body. When the Exalt successfully disarms a close range opponent by any means, then she may use this Charm to launch an immediate decisive attack against them. If the opponent is trivial, ignore the Willpower cost.
Okay, this brings up that question from a few threads ago. When you are given a decisive attack by a Charm such as this (or Solar Counterattack), can you do a gambit instead of a normal decisive attack? If so, then this lets you disarm an enemy multiple times if you're willing to pay the cost. You could disarm a guy of his dual-wielded weapons, or theoretically disarm a multi-armed Wyld being of whatever's in all of its arms.
And if you can't do gambits instead of normal decisive attacks, then that sucks. But the book doesn't say.

>Believing the Fate/crowd, as bad as they can be, are anywhere near as awful as ES and the entirety of SV.

>those mentions of other exalt types in the backer charms
im feeling the hype again

Were I the ST, I'd generally assume that Charms which generate Decisive attacks do the attack bits only. Gambits might make use many of the same things as Decisives, but they're not supposed to be the same thing.

There was actually a thread on the official forums where the writers commented lemme find it.

forum.theonyxpath.com/forum/main-category/exalted/900487-are-gambits-really-decisive-attacks

This is probably going to be pdf only right?

>If the opponent is trivial, then why the fuck did you use a disarm gambit on them, you dumb nigga, you dumb

>abyssal mirror charms

Guess they decided basing Abyssals off Deathlords brought to much agro

thanks, thought so but wasn't 100% sure

pdfs are easy to convert into other formats though, theres free tools online even

>On Creation of Adamant Specie
>The reason ghosts are an applicable target for this Charm is because ghosts are often fettered to the living world, and concerned with trade and transaction. Gods, as natural bureaucrats, also quite often find it very natural to wheel and deal. Both types of spirits adore worship, and so the loftier ideal of “credit” is something they can easily and very naturally grasp and work with. Demons are excluded from this triad for a number of reasons, from insurgent economy to slave caveat. What it boils down to is that a Yozi wants a Solar to conduct her business in person. The Lords of Chaos are however included because their existence is so often defined by relational trade with Creation. Raksha are simply “in the know” when it comes to doing business with their Solar enemies, and Solar magic accounts for them. And for those who are wondering, magical materials do not count as natural metals.

Ghosts, Spirits, and Fae understand credit cards, but evil demon dudes would rather not deal with that.

Sweet, we have an answer. So we can do a Disarm or Unhorse with a Solar Counterattack or mix up Disarms and attacks in Iron Whirlwind.

What a long Charm to say you can make up coins that almost everyone will accept as valid currency.

Or does it?

I think they mean no physical book for them to buy.

Wait. Fuck.

And then you actually READ the thread and come upon this post

forum.theonyxpath.com/forum/main-category/exalted/900487-are-gambits-really-decisive-attacks?p=903426#post903426

and oops, turns out no.

I prefer Holdens interpretation here. It's not like it's anywhere near game-breaking, and allows some fun stuff.

How come none of their one sentence answers ever actually answers the question? I don't see why they don't take the time to write two, or even three sentences explaining things. Even a paragraph would be pretty nice.

They're not actually disagreeing.

It's just their stupid natural language thing showing up when Holden talks about the definition of a Gambit.

Look, I realize that ES destroyed some argument of yours in the past, but please take your hand off your hateboner and stop rubbing it on the thread.

God damn it, what's the matter with having them count as decisives, especially when they fucking say in the book that they are decisives? I don't see it breaking anything, just allowing for certain gambits to actually be viable(Like the multi-disarm mentioned earlier), rather than a fucking waste of time and initiative.

Oh, please. Earthscorpion couldn't destroy an argument if it came from a five year old with brain damage.

The base charms were always gonna be the same, said so even in the preview.

Oh, he banned you on SB, is that it. You poor baby.

Because combinatorial hell, my friend.

Yes, yes, let the salt flow through you! Feel its power!

More that it makes a credit card that you can send a friend of lackey to use to make purchases against your standing accounts of wealth, but yeah.

Oh, he's a mod now? Good for him. I just don't like him because he's a pretentious asshole who isn't near as smart as he thinks he is, and if you say so his legion of fans will shout you down for daring to besmirch his holy postcount- I mean, name.

You know, same reason I don't like the Devs.

I'm with you. But the rules are very unclear on this. We know Gambits are decisive attacks, but then a dev says that a Charm only makes or aids a Gambit if it specifically says it is doing that with a Gambit. That means Solar Counterattack has to create an attack and not a Gambit - even though by the rules and by the other dev, since Gambits are decisive attacks, you should be able to interchange them.

If you could interchange them, then you become able to do things like Disarm people with Solar Counterattack, which leads to weird situations where you disarm a guy who just hit you with his sword, before he rolls damage. But if you can't interchange them, then you can't whip out Gambits at strange times with most of your charmset.

As far as I'm concerned, they do. That's what the book says. If they wanted it to be different, they should have written that in the rules. If they want to change their rules, they need to write some errata.

The devs have some cool ideas, but they have no fucking idea how to write rules that clearly and unambiguously convey their intended meaning.

Especially given that those rules have been leaked and virtually unchanged for over a year.

>which leads to weird situations where you disarm a guy who just hit you with his sword, before he rolls damage.

This situation already exists if you kill him with Solar Counterattack. I'm totally fine with charms like that being able to perform gambits, its just that some charms that generate Decisive attacks specify they do a gambit only, and multi-attacks do not create multiple gambits.

>Baara-Unleashing Technique

Holy shit what

like, sweet golden satan this thing is powerful

Yeah thats what i meant. Its short enough that sending it to printers would be pointless and dumb.
Just thought it was weird how it had big fancy cover art

>more Survival pet/pokemon charms

it's not so much the "more" as the "go ahead and activate all of your familiar-buffing charms all at once for free"

it is quite literally the biggest fucking discount the game has ever seen

It's more, you're just being specific with your more.

>As I was seeding the
>environment with deeply-seated lore and “unsolvable”
>mysteries, I started looking at the hidden histories of my
>game and deciding what it would take for our group’s
>Lore Solar to crack those mysteries wide open. In my
>game notes I started tagging environmental features
>thusly: “geological formation: geology difficulty 3”, “colossal arm of blue stone sticking out of the mountain:
>‘biography of the Celestial Incarnae’ difficulty 10” and
>so on. In the former case, geology is the needed background or “Lore topic.” The latter refers to a book in a
>library in Yu-Shan, of which there is no other copy, and
>which has never been to Creation.
>Whenever I contemplate running an Exalted game, I
>always consider which Charms my players are using and
>which Abilities they are going to be rolling, and then I
>fill out the structure of every night’s gaming with a list of
>interesting Ability checks and opportunities to use said
>Charms. I seed the environment with difficult challenges. For my friend the investigator, I create mysteries and
>leave evidence. For the Solar savant, I fill the game with
>wondrous lore. For the occult specialist, strange and uncanny mysteries that are outside Lore’s purview.
>In essence, I build my personal games of Exalted around
>my players. This Charm is an outgrowth of that, allowing a player to mine the hidden secrets from the setting,
>to find the presents I have buried for the whole Circle to
>stare at — in wonder, in horror

Why isn't this GMing advice in the core book?

>Why isn't this GMing advice in the core book?

>GMing advice
>In the core book

What, like some kind of...Storyteller chapter? What pure madness!

Gleaming Sever is like a second Excellent Strike, with one extremely niche bonus. I don't get why it uses such different language than Charms in the book to say you get 1 automatic success on the attack and 1 post-soak damage die that ignores hardness

Off the top of my head, Gleaming Sever would also bypass non-soak/hardness effects that simply negate damage dice.

>On Shattering Clash
>This Charm is risky because of the cost and the fact
>that you have to throw it before you see the damage
>roll. Because 10s are not doubled on the damage roll of
>a decisive attack you want to use this Charm with 14+
>Initiative for the best chance to do the required damage.
"For the best chance" is a misleading way of saying "at least 50%".

Wow, what an utterly useless Charm.

>5m
>Only usable on nonmagical weapons
>need to do 6 health levels of damage
>Could effectively end the fight against most opponents with nonmagial weapons with that much damage

Some charms reference Thunderbolt Rush Attack, I think they got confused with Thunderbolt Attack Prana and Thunderclap Rush Attack.

Here's a formatted, bookmarked pdf of the pastebinned backer charms. It ain't even close to perfect, but we played a plaintext pre-layout leak for almost a year, so don't pretend like you give a shit.

>On Divine Instrument
>I deliberated for a long time about whether to include
>this in the effect in the core book. I even wrote it as a
>different Charm, but decided to cut it for space. This
>Charm is actually a much better version with a more
>interesting name and mechanic.
>For those who are interested, the Abyssal version is very
>similar, and has you drawing a musician’s bow across
>the Shroud, eliciting a screech as it passes over invisible
>strings into your hand. Then as you flourish and bow in
>introduction, your instrument appears in a gout of black
>flame. But don’t worry; if you don’t use a bow, plectrum,
>baton, et al, you’ll still be covered.
>Another kind of Exalt has their own version called Oud
>Flying Elsewhere; they hold their instrument high, let
>go, and it falls into the sky. When they need it back they
>reach up and it falls back down into their hand. Even in a
>completely enclosed space, it comes right down.
Being able to summon and dismiss instruments to Elsewhere like we can with weapons and armor is something I never considered but which makes perfect sense to have as a Charm. However, why do the Charm have built-in stunts like this? Players are the ones who ought to be doing the stunts.

God bless you, sir.

>Seventeen Cycles Symphony
>After a repurchase, at Essence 4+, the Solar can use this Charm to destroy a sorcerous working that is barring her in the pursuit of a Defining Intimacy, rolling Charisma or Manipulation + Performance against the Resolve of the sorcerer who placed it, even if they are dead. A success allows her to shatter a minor working, or undo a major working until she has safely passed through it.
I thought Sorcerous Workings were indestructible and permanent.

They were always corruptible and counterable. Much like the rest of Sorcery, there's no reason they shouldn't be entirely dispellable.

>"Sorcerous workings are permanent marvels of magic. Once created, they cannot be countered or distorted. The closest thing to dispelling a working that a rival sorcerer can do is performing a working of her own intended to achieve the opposite effect."
From page 489 of core.

lol, guess I remembered precisely wrong

Blessings be heaped on your head, awesome user!

>fucking flashstep battle group charm
dear fucking god

user, if I could lick you lovingly, I would.

>all of presences top stuff is still buffing characters or other affects
>little of it is being super convincing
Im slightly miffed, thought its hard to beat harmonious presence meditation

Thank god.
It would still be nice to get a full leak with pictures and original layout though.

Can someone make a link for this pdf to add to the OP?

thank god you're on the other side of a computer screen

freescreencleaner.com/>>47601052
you think that makes you safe?

docs.google.com/spreadsheets/d/1pki3s-pBNmtBSOOWjih6MYBpu7au8olK_l2h48PziFI/edit#gid=274653900
Done with the miracles charmlist, let me know if there are any mistakes. Would really appreciate it if someone else wrote up those summaries similarly to the ones we have for the core.

I wish there were a few charms to pull off friendship through superior firepower. Pic Related.

There was one charm I adapted for use in a 2.5 game I was in, but never got far enough in to use it:

- - - - - - - -

Life-Altering Blow
Cost: 3m; Mins: Presence 5, Essence 3;
Type: Simple
Keywords: Combo-OK, Obvious, Compulsion
Duration: Scene
Prerequisites: Majestic Radiant Presence, You Can Be More

Not all Solars prefer to slay their enemies. Rather, some prefer to gather friends and allies to their cause. Solar Exalts are great leaders as well as incredible warriors. This Charm is favored by those Exalts who are both skilled and merciful duelists.

When this Charm is invoked, its power lies dormant until the Solar strikes a deathblow to a target, and reflexively spends 1 mote per permanent essence of that target. When this occurs, the target has a simple choice: live, or die. The Solar may force a choice of life by succeeding on a (Charisma + Presence) roll, subtracting the target's Dodge MDV from the successes as an external penalty. If the target successfully chooses death, he dies. A choice of life, however, can be an event that forever alters the target's destiny. All damage inflicted by the Solar on the target since the invocation of Life-Altering Blow is removed. The target awakes with the knowledge that he was utterly defeated at the Solar's hands, and only by the Lawgiver's mercy was his life spared. The target will be greatly disinclined to further combat, being chastened by his defeat and subsequent deliverance from death. His recognition of the Solar's might and mercy will give him an Intimacy towards the Lawgiver, and he will likely be much more inclined to listen should the Solar wish to engage in social combat.

The use of this Charm on a target, and the social combat that usually follows may justify a change of Motivation in the target, If so, the usual experience point cost for changing Motivation is waived.

It probably wouldn't be too hard to port over in most respects, but the motivation thing doesn't really have an equivalent in Ex3. The closest to the old functionality is a phantom major intimacy that either fades to minor and strengthens to defining depending on how the preceding social influence pans out.

I love Spitting Hand Technique, Thrown finally let's you toss heavy improvised stuff, instead of being all trickshots and all ninja.

Who is Bryan Buschmann, and why do the dev's hate him?

>1 automatic success for half price, in a highly niche situation.
Boy, that's sure helpful, no one's stealing from this sleuth.

surprised somebody didn't just ask for pockets

Here's a second draft that's more legible, and only 52 pages instead of 65.

Balls, forgot to attach it. I'm going to bed now - point out obvious errors and I might fix them in the morning.

It's appreciated.

'sif Time-Halting Flow isn't also cancelled by a kiss from their true love.

Have a cookie, kind sir.

What breaks if I make every Stealth charm Mute?
What about the non-prep time Larceny charms?
Anyone can take those charms, not just Nights, and the entire point of those skills is to be unseen, flaring because you put effort into not sticking out is entirely against the point.

dnd bardsong to help move quietly :)

Remember that Morke and Holden are liars