Posts by: John Mørke

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[#][F] John Mørke - 5/30/2016
Charms that aid or create gambits specifically say so.

[#][F] John Mørke - 5/25/2016
Using a pattern I deliberately put in the mechanics as a holy authority on which to proclaim some certain lack of authority in the design seems like digging straight down in Minecraft. The Charm set exists as a model for making a wide variety of different Charms. It exists to be followed with homebrew.

[#][F] John Mørke - 5/25/2016
Originally posted by Erinys View Post
Man I hope that a huge increase in # of corebook Solar charms bodes well for other Exalted having more than ~6* charms per ability in their splatbooks.

*Number pulled from memory without referring to wiki. I get to be lazy at 1 am.

It does mean that everyone gets a bit more amped up. Including Sidereals.

[#][F] John Mørke - 5/25/2016
Originally posted by Kyman201 View Post

Sorry to say, but until the Backer Charms comes out, this is what we've got to work with and our only sample size. I mean, sure, it'll be alright when Supplement X comes out and then we get a wider look at the Solar Charms, but until then... All we have to work with are the Core Charms, and maybe things that homebrewers FAR more talented than your average Exalted player may have whipped up.
1) The Orlando playtest group has managed quite a lot of homebrew content that is balanced and interesting. True they are a talented bunch of young university students, but I find that level of intelligence to be very common in the Exalted community.
2) The Solar Charm set will never be fully published. Because it is technically infinite.
3) The explicit purpose it serves is to give people the rules and examples they need to flesh out the set. To wit, anyone who looks at the Solar Charm set and writes more Charms is already working outside of what the core gives you to work with, and as far as we're concerned, they're doing god's work.

[#][F] John Mørke - 5/25/2016
One of the explicit purposes of the Solar Charm set is to give you ideas for what other Solar Charms look like. To pretend away the entire unpublished Charm set because it isn't there is a risky proposition imo.

[#][F] John Mørke - 5/19/2016
You guys are so amazing. I had no idea someone posted my patreon link, and then all of a sudden I started getting patrons out of nowhere. Thank you so much.

[#][F] John Mørke - 5/15/2016
Exigent is not really a nomenclature the way it's being used here. They're Exalted. "Exigent" refers more to the bureaucratic policy that defined how they came into existence. So, there is no "Solar Exigent."

To answer the OP: The Incarnae can't make any more Exalts, with or without the Exigence. (And they didn't need the Exigence in the first place.)

[#][F] John Mørke - 5/10/2016
Originally posted by Major View Post
Maybe the backer charms book will segue into the sorcery book being magically done. (I can dream right?)

New spells have been written and tested. You'll have to wait awhile longer to see them, though.

[#][F] John Mørke - 4/30/2016
The results were, err...

This Exalted martial art style is totally unofficial, non-canon, written entirely for the amusement of the writer. We thought it would be funny to pass it around.

Tie the Bow
Cost: 5m; Mins: Martial Arts 2, Essence 1; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: None
The karateka ties a big pink bow into her hair, binding her Essence into her cranial chakra and causing her Essence to race upward. Lowering her head to lean into a dash causes all of her rush actions to automatically succeed. However, she can no longer disengage. Every time she moves toward an opponent, she gains (Essence) Initiative.

Initiative-Gobbling Strike
Cost: 3m; Mins: Martial Arts 3, Essence 1; Type: Simple
Keywords: Withering-only
Duration: Instant
Prerequisite: Tie the Bow
The karateka's sacral chakra demands sustenance! This withering attack rolls dice again for all 9s and 10s.

Steal the Fruit
Cost: 5m, 1wp; Mins: Martial Arts 3, Essence 2; Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Initiative-Gobbling Strike
The karateka strikes a lunging blow with all her force to the target's family jewels (or closest approximation). This is a difficulty 3 decisive gambit with double 10s on the Initiative roll. If successful, the target cannot move or attack for the next two actions.

Ms. Pac-Man Form
Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Form
Duration: One scene
Prerequisite Charms: Steal the Fruit
While this form is up, the karateka gains +1 Initiative and +1 Evasion every round she moves toward an opponent. When she lands a strike of any kind, she also gains +1 Initiative and +1 Evasion, regardless of whether it does damage. These Evasion bonuses last until she is next attacked. In addition, she can also see into the spirit worlds and may attack spirits while in Ms. Pac-Man Form.

Wokka Wokka Evasion
Cost: 4m; Mins: Martial Arts 3, Essence 1; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Initiative-Gobbling Strike
When the karateka is ahead in Initiative, she can use this Charm to ignore all penalties to her Evasion. If she is in Ms. Pac-Man Form, Wokka Wokka Evasion treats her Initiative as if it were doubled.

Cost: 7m, 3a, 1wp; Martial Arts 5, Essence 3; Type: Reflexive
Keywords: Mute, Perilous
Duration: Three actions
Prerequisite Charms: Ms. Pac-Man Form
The karateka breathes in a gigantic mote of the purest Essence, and is transformed into a living bodhisattva. For the next three rounds, her appearance is magnified and altered by her iconic manifestation. She gains +5 automatic successes to all Presence rolls to terrify her opponents each round. Frightened opponents must run from her, and each time they do she gains +2 Initiative. In addition, she moves two range bands per turn while this Charm is active.

Five Ghost Reaving
Cost: 8m, 3i, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Withering-only (Special)
Duration: Instant
Prerequisite Charms: Swallow-the-Sun
While using the prerequisite, the karateka may launch a barrage of nigh-unstoppable strikes to decimate her opponent. Each time she successfully lands a withering attack, she can make another. She can continue attacking her target until she misses. These attacks do not incur onslaught penalty, but if she crashes her opponent, damage rolls from Five Ghost Reaving not only drive down their Initiative, but also do health levels of damage.

Ghost Eating Technique
Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Reflexive
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Five Ghost Reaving
The karateka may cancel Five Ghost Reaving after a successful attack to make an immediate decisive attack with one automatic success and double 10s on the damage roll. If she manages to kill her opponent, be they mortal or ghost, she rips loose their corporeal Essence or soul and draws it into her mouth, devouring it. She may use this to restore five motes, or one Willpower, or two Initiative, or three Health Levels, or three levels of anima banner. Spirits destroyed in this manner are not destroyed forever, as with the Solar Charm Ghost-Eating Technique.

[#][F] John Mørke - 4/30/2016
Powerful and balanced can and do live together, especially in the Solar Charm set. Trust me, I'm a doctor!

(Writing the Medicine tree is kind of like being a doctor, right?)

[#][F] John Mørke - 4/29/2016
Originally posted by satoshi View Post

Minor quibble that occult can be an Eclipse caste ability, so it wouldn't likely be a limit for them, but I agree with your point 100%.
Yes indeed. But they are giving up another Ability for Occult.

[#][F] John Mørke - 4/29/2016
Occult is not the social Ability for spirits because this puts an Eclipse or a Zenith at a disadvantage in the place where they should be really good. It also messes with normal depictions of the Exalted as a whole. In a game where your personal charisma and magnetism can push your persuasive ability so high that you can dissuade a Deathlord, or sing a song that breaks the heart of a Yozi, it makes no sense to gate that behind Occult, which measures neither persuasion nor musical talent.

You can roll Occult to know things about the spirit world, to identify thaumaturgy rituals, to figure out how a sorcerous working "works" (may require Essence sight Charms in some instances). Just like Larceny can be used to establish how much you know about the criminal element or the boryokudan or underground trafficking. You can technically read and know about those things by way of Lore, but Larceny accounts for hands on experience or first hand knowledge. Think of Occult in a similar fashion.

Hope that helps.

[#][F] John Mørke - 4/28/2016
Originally posted by Molez View Post

Were a lot of the Survival charms based around familiars?

The backers could not get enough of those effects.

[#][F] John Mørke - 4/28/2016
Originally posted by Amakawa Yuuto View Post
I do hope that a good chunk of these charms actually are in underdeveloped abilities (like War), or elaborating on underdeveloped concepts (non-ninja Thrown, social influence through Art/Cooking). I'm somewhat positive that at least *some* of them will be in these abilities and/or touching on these (or at least other new) concepts.

I'm confident that it's not just 81 more Melee charms... but that would be the worst-case scenario.

Melee got a lot of backer requests, but so did Sail (yes, you read that right: SAIL) and Survival. And we put a few in Abilities that didn't get picked. There's a good spread.

[#][F] John Mørke - 4/28/2016
I'll talk to Rich about putting a Charm preview into a KS update. Thanks for the support, all!