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.

>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
>Backer Charm Book:
mediafire.com/download/x7i7p5c4rm7kacq/Backer_Charms_Plain_Text.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

Other urls found in this thread:

theonyxpath.com/and-that-was-the-gen-con-that-was-monday-meeting-notes/
youtube.com/watch?v=P2xS-AxKk0k
twitter.com/AnonBabble

In our game, the first step in summoning a 2nd Circle is usually finding out who has it bound at the moment, and killing them. At least for the well-known seconds. A lot of research at an expansive library by a skilled academic might be able to find an obscure unbound one.

Not sure if the death of the sorcerer releasing the demon is canon, but that's how it works in our Creation.

Depends, on whether it's a personal binding or a task binding.

Death of the binder will free a demon from the first binding, but not from the second.

I prefer to not have most known 2CDs be summoned at any given time. The way I run Creation, there certainly aren't over a hundred Celestial Circle sorcerers around, and not all of them make a heavy use of demons.

Obviously, your Creation is your Creation, and you can run it however you want, but under 100 seems really low-ball to me.

For your pool, you've got the ~700 standard Exalted capable of Celestial sorcery. Then you've got the Deathlords (who pretty much all know sorcery, I think), some amount of 2nd Circle Demons (like Mara - although they can't summon other demons), Exigents and potentially the other new home-brew splats, higher-essence gods, and the bare handful of DBs/mortals who've managed to hack access to Celestial circle (like Mnemon and her mum). ~180 of the standard Exalted belong to castes (or similar) that push them towards Sorcery (yeah, all Twilights aren't sorcerers, but those that aren't are probably outweighed by the non-Twilights that are). Given all that, limiting Celestial sorcery to so few practitioners doesn't seem realistic to me.

Even limiting it to a hundred practitioners, and saying half of them don't use demons (which seems counter to the fluff - demons seem to be the bread-and-butter of sorcery), that means that at least 50 of the most commonly-known 2CEs are bound and accounted for. People with the patience and ability to unearth the name and nature of a heretofore unknown 2CE are probably rarer than Sorcerers able to summon them, in my head, anyway.

>or. People with the patience and ability to unearth the name and nature of a heretofore unknown 2CE

Problem with being this guy is that for each demon you can pull your "you activated my trap card" smug face and wreck everyone with unknown power - thing, only once. Because once you use the 2CD, then everyone will know about it and start summoning it.

You'd likely have a contingent of Siddie demonologists following you around recording your exploits

Nah, they still need to know the demon's name to summon it. So don't give it out, and forbid the demon from speaking it. Even if they know its name, they still won't be able to summon it until its task is complete, or your year-and-a-day is up - and finding out that information is also quite difficult if you're careful.

The amount of power 2CDs represent justifies those sort of shenanigans, in my mind. Just like any other form of power, it makes you powerful, but it also attracts enemies who want to take it for themselves.

I agree, but that my compounded with the number of 2cd. Assuming a paltry 70 2cd by Yozi, there's at least half a thousand 2cd to be summoned.

Anyway, I'd make it like summoning a 2cd is considered dangerous and thus only made by really experimented sorcerers. Not all Celestial sorcerers are demon summoners. And of them, not all demon summoners casually summon 2cd who are roughly as powerful as them and can absolutely wreck them.

Deathlords never summons demons because they are more necromancy inclined. Also they can't control them. Same thing with gods. They never summon demons because they just don't want a 2cd on the loose in Creation. Only Celestial Exalts have really the drive to summon 2cd casually, and of them, a very large number of Lunar/Sidereal won't because it is dangerous.

Crunch the numbers. In Creation, there's maybe 100 people who are able and willing to summon 2cd. They don't all have access to a demon true name. And even if they did, they won't make a dent in the half a thousand 2cd population.

Which doesn't mean some really popular 2cd won't be in huge demand. Octavian and Alveua are two examples of 2cd that are probably fought for by several sorcerers.

Anyone got any ideas for Hegra demons?

>Octavian and Alveua are two examples of 2cd that are probably fought for by several sorcerers.
Would they be, though? They're featured prominently in the books, but that doesn't mean that they're especially well known by the characters in the setting.

Just like there is almost certainly a Celestial Sorcerer Lunar on the other side of Creation to your campaign that will never come up in the books or in the narrative of your campaign, that Lunar could be summoning a bruiser warlord demon who isn't Octavian but who essentially fills the same role when bound.

Alveua, Mara and Siggereth don't need to be the only crafter, seducer, or fa/tg/uy demons in the setting either. And they don't need to be prominent in the setting just because they get screen time in the official media.

Octavian is a superstar of 2cd. He is one of the most successful and powerful 2cd, if not the most. He is known in hell, in heaven, and it is logical to think that he is known in creation. By the way, the book implies he is called in creation frequently enough.

Alveua is known for her crafting. She is canonically frequently called to craft things. She is maybe not the most well known crafter in creation, but it is logical to think she is often summoned.

This. Octavian is as close to a celebrity as Demons have

And Mara is a superstar of superstar of 2cd. She is the mother of sorcery, after all.

You know... There is bound to be a Solar (Akuma?) somewhere in Creation, only for the purpose of summoning a particularly hard-ass 3CD to kill all the 2CDs, that bound to endless tasks or particularly possessive immortal sorcerers. So that their 3CD progenitor could recreate them back in Malfeas. Or maybe they do it by themselves. Or there is a particular strike-group of Sidereals with the same job description.

I imagine there's a Siddie conscription to kill the solar Akuma before he can summon a 3CD under Yozi control (so effectively ree in Creation)

We call him the Garbage Collector. Sometimes, when you stall too much your tasks and take too much demon time, he appears to free some resources. He is really annoying, and most summoners wish they could simply release their 2cd when they don't need them anymore in a deterministic fashion.

Some sorcerers like the Garbage Collector and actively build their sorcerous procedure on him, but they are absolutely crazy. A good sorcerer doesn't need the Garbage Collector, he manages everything himself.

Summoning a third circle demon is a kind of magic reserved for Essence 5 Solars, who pretty much do not exist in the setting as of RY 768.

I'm looking at some backer charms and I want to make sure I've got this right. In Burning Sky Apocalypse Strike, you launch up (Initiative/10) range bands, move half that distance in any direction, and then come down, right? In Heart-Eating Fist, do you still get the healing and free activation of Burning Sky Apocalypse Strike or Ascendant Battle Visage if you kill a trivial opponent?

>She is the mother of sorcery, after all.

RY 768 and people still believe this kind of shit?

That's still one of her names in 3e, whether it is true or not. In all case she's one of the more involved in Creation 2cd, a tremendous sorceress and an excellent martial artist. There is a reason why there is a Mara initiation.

Those are some worryingly large censor bars.

Don't places like the one in that image canonically exist in Exalted?

I plan to run a very high level campaign using characters from my previous Pathfinder campaigns, and I have found the system breaks down at high levels and also does not go far enough. Exalted seems the right level from what little I know about it, but how setting-dependent is the system?

You can find places that cater to any desire you can think of that don't break the three laws of sorcery.

Tons in Malfeas where demons are weird and have none of the usual sexual restriction of humanity.

Some in the Underworld, the most well known being the whorehouse of mind-controlled gender bended ghost rapists. In the Underworld there is less monsters and more ghosts, though.

Some in the Wyrd, I guess, but that's just a play. They don't really like it here, they just play like they like it.

The Blessed Isles is more high class. Though you'll find almost anything here, there won't be monsters but elementals, gods, bound demons, and even DBs for the extremely rich who can afford to be broke in one night.

Fairly. Pretty much no matter what you do you're going to end up with people that are Solar-shaped, Lunar-shaped, etc.

It's not impossible to move it to different settings, but it's always going to bring some of Creation's logic with it just because of Charms being the primary expression of character ability.

Don't forget the Cerulean Lute of Harmony in Yu-Shan. Part brothel, part office block.

Is there anything from the devs on how Exigents are going to work? I mean, in terms of being "write 800 Charms and then make a one off character that only gets 60 of them" or "make up Charms whenever you want a new one"?

Yeah, it's futa.

Exigents are going to be entirely custom, from patron to charmset.

They're the Homebrew Exalted.

Probably more the latter, in the vein of "have an idea of the overall structure of the Charmset, plan out ahead a couple specific Charms in advance, adjust as reality sets in."

They haven't been too specific, but that's how I'll do it unless their advice is significantly better somehow.

Well, it's obviously a strength specialized Lunar against a 2cd, so it is perfectly logical and expected for both of them to have a penis.

I wish that you could make any ability your Supernal, not just one of your Caste abilities.

Why?

I'd just like to have Castes with unusual focuses. Like the Bureaucracy Dawn or the Performance Eclipse.

How would you make such characters make sense while retaining the purpose of castes?

Why have Castes in the first place?

As an organizational tool for players and to incentivize meaningful niche protection.

Because each Caste has special powers related to their anima that the other Castes don't have.

That would depend entirely on each character made.

Personally, I'm not really a fan of niche protection and would have preferred a more a more free-form way to make Exalted.
That can be gotten rid off or just go for a point-build anima power instead.

You do you, then.

This is one of those things that's fine at any table but wouldn't have been preferable at every table, I think, like DB Supernals and the like.

Baseline affects the culture of the game.

"Niche protection" in Exalted means everybody does completely unrelated shit a ton. It honestly seems to make the game exponentially harder to run and is kind of counter to playability.

You can have two Nights in a party and if anything it works better than a Night and a Dawn; there's enough Charms for you to not worry about character A and B winding up being mirror images of one another, and the overlapping skillsets allows you to participate in the same scene a lot more easily.

>Because each Caste has special powers related to their anima that the other Castes don't have.
That's a circular argument. Why have Caste powers? I mean, a lot of the caste powers can be emulated to a lesser/variant degree with a Charm - there's a Charm in stealth that mimics the Night's 2m anima swallowing and a Charm in occult that mimics the Eclipse's ability to learn spirit Charms, for example.

What do Castes and Caste powers add to the game in and of themselves?

>What do Castes and Caste powers add to the game in and of themselves?

That's the point of my desire to break the Supernal away from the Caste abilities, that dichotomy.

The Stealth Zenith that can emulate the Crow's '30 hours of pain' memory share, or Brawl Twilight that doesn't want to leave the asskicking to summoned minions, etc.

Castes add easy party roles for newbies coming from dnd - fighter, rogue, thief, Mage, bard - pre planned niches. Nothing wrong with home brewing them away of course, but they can make characters stand apart right out of the gate

>In Burning Sky Apocalypse Strike, you launch up (Initiative/10) range bands, move half that distance in any direction, and then come down, right?

Yes

>In Heart-Eating Fist, do you still get the healing and free activation of Burning Sky Apocalypse Strike or Ascendant Battle Visage if you kill a trivial opponent?

No

I like how the 3rd Edition lets you choose your 5 caste abilities from a group 8 options.

What Level Sorcerous working would I need to do to make a size 5 army of fully grown humans?

C3

I'd allow Celestial 1, myself.

So would I be able to summon them with fighting knowledge or would I have to train them up. Also would they be capable of reproducing so after the fight I could have them populate a city?

You CAN do lots; it just cranks up the cost of the Working the more you do.

"Breed a group of mortals that instinctively have Melee 3 and maybe one minor supernatural ability" or whatever is Terrestrial 3-ish, but you'd be waiting for their numbers to get up.

Creating a full army's worth ex nihilo AND having them breed true is getting up at Celestial 2 or 3.

C3 assumed they were full grown and of combat age, Finesse would determine thier combat readiness.

F5, you have crack elite troops with a range of chosen specialisms, all able to move as if they've drilled for years together in battle. Hell they come pre-installed with any applicable War charms you have.

F3 they're an army ready to fight, some might be elite and you'll cover most bases but they'll be simple jobs like light / heavy / archer / pike

F1 you get a wrangled together mass of bodies, all competent soldiers but with no real understanding of each other's abilities, no pre-learned tactics and no comraderie from years of imagined warfare side by side

Thanks for the advice.

THAT IS NOT HOW FINESSE WORKS.

Explain? How should it work?

You get less control at F1 & F3. Those were examples of how your ST might agree the soldiers you just conjured turn out as your Solar loosens his grip on the final product - still soldiers, an army ready to go, but without your ideal distribution and experience

Finesse is your precise control over the *way* the result of the Working manifests.
Low Finesse: you state desired outcome, Storyteller dictates how you get it.
Medium Finesse: Storyteller adds quirks.
High Finesse: You get to dictate exactly how the thing works.

> Finesse would determine thier combat readiness.
So this is wrong because combat readiness is a "quality" outcome, not a "manner" outcome. You should get the same combat readiness regardless of Finesse. What Finesse dictates would be something more like whether you get to expy your favorite historical army with tigers, or whether the ST hands you moose cavalry and birdmen.

>Finesse
>i want a human army
>no, you got beastmen instead lmao

That's a really shitty way to handle your player's workings

Looks like Miracles of the Solar Exalted is out on DTRPG this Wednesday.

theonyxpath.com/and-that-was-the-gen-con-that-was-monday-meeting-notes/

Well then, always make sure you can succeed at Finesse 5.

No, that's a perfectly appropriate way to handle dumpstat Finesse.

So your solution is to sya "fuck you" to your players and give them a working that doesn't even match their original intent?

Why?

What are you talking about? The example player given wanted an army of humans, he got an army of humans.

He got an army of beastmen, not the same thing. That's like Working a mild winter every year and getting jellybeans instead of snow

Beastmen are humans, you racist. It's more like working a mild winter and getting rain instead of snow.

That's the purpose of Finesse 1. You get something that is only vaguely similar to what you wanted.

You don't get to dictate any details, including race, gender, size, etc.

Depends on whether the character didn't get what they wanted or whether the player didn't. I don't think lack of Finesse should be an invitation to screw the player over ala Tomb of Horror, but a way to introduce interesting problems.

Not behave like a jackass genie.

Plus it's going to be a gradual working anyway not an instant effect, so its not like the character will get blindsided by it

What sort of combat grid should I keep for Exalted? I'm using a roll20 room. Should I keep a place for tokens, initiative and such things?

Okay, before the internet argument goes on for too long, let's get the reference material in here.

> While every sorcerous working is defined by the sorcerer's intention or goals in performing it, Finesse determines the extent to which the sorcerer’s player gets to dictate how this intent is fulfilled by the working. If, for example, a sorcerer wished to ward a chamber against demons, a Finesse 1 working and a Finesse 5 working would both be equally efficacious in fulfilling that goal — but the nature and mechanics of the Finesse 1 working would be decided almost entirely by the Storyteller, while those of the Finesse 5 working would be decided by the sorcerer’s player.

> Finesse Effect

> 1: The Storyteller determines how the working manifests in the world. This will always be in accordance with the basic intent of the working — a sorcerer wishing to create a magical servant from clay who succeeds at a Finesse 1 working will never end up creating something that refuses to serve him — but all details of the final result are in the Storyteller's hands.

> 3: The sorcerer’s player comes up with a rough description of how the working plays out in the world, which the Storyteller can then polish or embellish with catches, quirks, or twists that make the working more interesting or flavorful without undermining the core intent of the working.

> 5: The sorcerer's player defines exactly how the sorcerous working plays out in the world, subject to Storyteller approval.

>The Storyteller determines how the working manifests in the world.

This only works if the ST intentionally wants to screw the player

Beastfolk are humans.

ps: i'm a cute anime girl

But as says, giving a guy who wanted an army a load of beastmen instead is very much being a jackass genie

Your autism is showing again.

An army of beastmen is fucking improvement over an army of humans, anyway. Beastmen are superior to humans.

You should be more concerned with the fact that Finesse 1 is going to give you a bunch of peasants instead of soldiers.

You shouldn't use a combat grid. Exalted has range bands of unspecified size, instead. Keep combat rings, maybe?

No? Hawkmen are actually even better than normal men so it's actually a bonus.

>giving a guy who wanted an army a load of beastmen instead is very much being a jackass genie
>a load of beastmen instead
>instead

A beastman army is still an army. It may be an army with a taste for raw meat, unusually high foraging skills and a tendency to get tired faster on hot days, but it's not an "instead" of an army. It's an army of a different sort.

You want to be allowed to specify the bloodlines of the army you're Working up? Take more finesse.

All depends really - if the player really hates beastmen, the GM would be being a jerk pointlessly, or if it causes massive un-needed conflict not agreed on by the rest of group - e.g. another party member is known to see all beastmen as shoot on sight.

Either way, no rule in the game will prevent Rocks Fall, Everyone Dies.

>hawkmen

You will now forever think of this when you think of hawkmen.

youtube.com/watch?v=P2xS-AxKk0k

Bringing up furries was a mistake. Bringing up furries is always a mistake, but it's a particularly bad mistake when using it to illustrate a vague mechanic.

Huh, so miricales is out for real this Wednesday. Its PoD? I would have figured something that small would be pdf only.

Well it's up to the buyer if they want to print it or not.

What is Miracles again? I've not been paying super close attention.

Bunch of custom Solar charms and images requested by backers + a few extra ones added by the Devs.

~30 pages of more charms

>theonyxpath.com/and-that-was-the-gen-con-that-was-monday-meeting-notes/
And what's the difference between it and the list of backer charms we have now?

One Charm that got left out was presumably added in.

Dev fixes, missing charm added, images?

Plus optionaly opportunity to support OP through purchasing a physical / digital copy?

There isn't any, the devs are wildly incompetent and thieves have more supplements than paying customers.

And yet if Onyx Path closes down the line not even an Eclipse will get us more splats.

That's normal.

For the liars Holden and Morke, maybe.

Why does the Uniform keyword even exist?

> Uniform: This Charm has the same effect for WITHERING and DECISIVE attacks and defenses.

Shouldn't this be the baseline?

For that matter, why does the Dual keyword exist? Is it not sufficiently obvious when a charm says "Enhances an attack by adding doodlephants. In addition, withering attacks get a faggotbonus." that it's doing one thing for decisive and another thing for withering?

Is it just the devs being retarded and needing to lrn2keyword?

well unless you're a backer you technically aren't supposed to have it yet

That's real cute that people think that will, in any way, stop people.

Maybe it's for organization. With the charms having sentence-long names, some of which only give a hint at the function, it might be useful to have concrete tags to use when trying to find a specific charm by function instead of name.

Or the devs could just not know how keywords work, sure.

Exalted is run by fucktarded mongs whose response to a leak was to double down on hush-hushenings, reduce their playtesting, cut their fucking PROOFREADER out of the loop among others, and sit on the material for another TWO FUCKING YEARS while blaming leakers for "spoiling their hype".

Their approach to security and piracy has been shit for quite some time. It's funny once or twice, but a lot less cute when the trainwreck never ends.

Yeah, they need someone with a brain to kick them onto the right path.

There's something really funny about watching retarded faggots complain about retarded faggots.

I'm gonna go with them not knowing how keywords works because that wouldn't surprise me in the slightest.

>Or the devs could just not know how keywords work, sure.

I think it's this one. Look at the first two Archery charms, Wise Arrow and Sight Without Eyes. Removing all the florid verbiage, the effect of the first boils down to "Attack partly ignores cover" and the effect of the second boils down to "Attack ignores concealment".

Wise Arrow has the Uniform keyword.
Sight Without Eyes has *no* keywords.

Between Uniform, Dual, Withering-Only and Decisive-Only you'd think they'd have covered all the bases, but apparently not.