Originally posted by Zelbinnean
Yeah of course that would work for 3e, I took the assumption that the thread was referencing 2e mechanics where a mortal can't learn Black Claw at all. But you're right in that neither 2e nor, presumably, 3e, assumes that chargen = you Exalted just a few minutes ago (it's just a very common thing to see).
Even in 2e, your chargen Charms reflect things you have mastered between the time you Exalted and the time of the game's start. It's assumed that you developed and mastered them over that time, instead of just Exalting with all those skills and powers fully formed and realized.
That said, if you're playing as someone who's just Exalted, that's where Storytellers should be super-lenient about convenient memory flashbacks so they can Exalt with that stuff fully functional, because it would suck to get weirdly penalized by this rationalization.
You may take the Charms at character creation, but that doesn't mean your character just developed those Martial Arts out of nothing. At some point during her backstory she learned them. An appropriate sifu can be inserted either as a easy-to-use NPC for the Storyteller or a merit for the player.
Dragon-Blooded have cooler things to do than copping someone else's schtick.
I think this is a case where I'm allowed to disclose some homebrew, since generic Flaws of Invulnerability aren't coming back.
Void Champion Directive (0xp): This voidtech submodule may be purchased for any Alchemical Charm that carries a Flaw of Invulnerability, and applies to all such Charms once the Apostate has purchased it a single time. When installed into a Precalculated Evasion System, it takes the form of needle-like bony spikes that emerge from the adamant nodes along the Alchemical's spine. On an Impenetrable Repulsor Field, the crystalline arrays of the Charm metastasize with organic growths, causing the deflecting energy to take on a crackling black hue. On a Transitory Invulnerability Engine, the depiction of the Alchemical's anima banner on the Charm's chest-mounted plating is filled in beneath a layer of soulsteel etched with red veins. Once this submodule is installed, the Apostate's Charms use the following replacements for the corresponding Flaws of Alchemical Invulnerability:
Compassion: Apostates forsake their role as Champions of the people, placing their own needs and desires above those of the whole. This Charm cannot be used if the Alchemical's actions in the scene run contrary to a positive Intimacy that he possesses. If the Apostate's enemies invoke a positive Intimacy that he used to hold with a stunt, then he adds a three-mote surcharge to the Charm's cost for the rest of the scene as he struggles with the reawakened feelings.
Conviction: To descend into apostasy is to serve the inexorable force of entropy, hastening the decay and destruction of all things. This Charm cannot be used unless the Apostate's actions in a scene are deliberately focused on causing or helping to bring about the downfall of a social group comparable in size to a city or a comparably difficult task, such as sabotaging a large-scale infrastructure artifact or killing a powerful machine-god.
Temperance: The Apostate clings to secrets and shadows, concealing his insidious purpose until the time draws nigh. These Charms cost an additional three motes against enemies who know the Alchemical is an Apostate. This surcharge is always incurred if he as any Obvious Voidtech Charms installed.
Valor: The grinding Dissonance that crackles in the back of the Apostate's mind drives him to cruelty and sadism. These Charms cannot be used if the Apostate exercises restraint in combat, whether that is sparing a bystander or weak opponent, choosing to forgo dealing lethal damage in an attempt to subdue an opponent, or choosing not to use Voidtech Charms in an attempt to maintain cover.
Originally posted by Uknown DarkLord
I have a couple of questions about Piston-Driven Megaton Hammer.
It says it can only be used in close combat, rather than melee. My question is, what is the difference? If I have an Alchemical who employs Thousand Wounds Gear Style and thus uses Martial Arts to attack rather than thrown, does that make it close combat? Or am I overthinking it too much and for it to be close combat, it should be within sword distance?
Also, since Thousand Wounds Gear Style uses the Gryoscopic Chakram, does it count as a brawling aid for the purposes of the Piston-Driven Megaton Hammer?
Close combat=right up in the guy's face. The distance where you can use Melee and Martial Arts attack with non-ranged weapons. Doesn't care what weapon or ability you're using—if you're right in front of someone and shoot him with a longbow, that's still close combat.
Brawling aids are things like gauntlets, iron-reinforced boots, and grappling weapons that "aid" your natural attacks like punching and kicking. Just because something's a Martial Arts form weapon doesn't make it a brawling aid—most of them aren't.
Originally posted by GreyEyes
I hope there is more variance between the Solar, Abyssal, and Infernal anima powers. 12 of the 15 castes had the same exact power; the Eclipse, Moonshadow, and Fiend powers were all more or less the same, with the Fiend power being different only because you could "shunt" oathbreaker consequences. The only castes that had different powers were Zenith, Midnight, and Malefactor, all of which were unique but still held true to the idea of them being priests and exemplars. Zeniths could fight harder against Creatures of Darkness and burn corpses. Midnights could inflict terrible damage to mortals and create zombies. Malefactors become more beautiful and manipulative. With three anima powers per caste, there's a lot of room now for variety between the different castes, and I hope that the designers make use of it.
Now that that Solar anima powers now consist of three parts, distinguishing parallel castes gets a bunch easier.
Originally posted by Omicron
What if I am a wild-man Solar, raised with wolves and fighting alongside them?
Then your enemies are gonna come down with a bad case of having their throats ripped out.
Originally posted by Gaius
I'm interested in your latter answer in particular. From what I saw on the quotes wiki (and, er, quoted below in the spoiler block), I would have thought it likely a wolf pack might get abstracted into a battle group, if its individual members weren't sufficiently important/distinct as individuals. Would you have the freedom (and interest) to elaborate? I remembered from one of the playtest summaries Eric posted that a pack of hounds was made into a battle group. Might that have been in part because there was so much going on in that fight, such that a pack of (say) five hounds might have been individual actors if they were the only critters menacing the Circle?
In stories/movies/whatever, whenever you have a conflict with wolves, velociraptors, anything that falls into that kind of pack hunter archetype, it tends to emphasize the threat of a small number of coordinated, deadly predators. Think Jurassic Park. On the other hand, if the wolves are only one actor in a larger fight and not really the primary focus, you could just collapse them all into a battle group. I don't really expect the latter situation to happen much, if ever, but there's no reason it couldn't.
Originally posted by Gaius
EDIT: Hmm... I'm curious. I don't expect answers on these from the EX3 Team, but they're things I may look up when the Core is in my hands. If they're statted up in there, do wolves get any special options/tricks/benefits for operating as a pack?
Would they be proper wolves without them?
If so, do these come up when wolves are part of a battle group (on top of anything normal battle groups get) or only for wolves as individual actors working together? I guess an underlying question concerns how static a battle group must be.
Not at battle group scale. I doubt you'll ever see just a battle group of wolves.
Originally posted by Jen
Eh, does Solar's Stealth operates by shouting and mind-wiping everyone into "DON'T LOOK AT ME" toxic or working-as-intent ?
It's not "toxic" (bleh), but it's not true either.
I don't expect to see Lunars becoming their own battle groups even if they do have an "I'm hella bees" prana. Battle groups are a useful mechanical shorthand for depicting groups of combatants, but when every member of that group is just a separate body of the same entity, a lot of the mechanics are going to get confused and that particular lens becomes useless. I would expect a swarm transformation to have rules based on representing a person who has dissolved into a swarm of things, or combined it with some kind of kaiju transformation to become a giant death-swarm, rather than catch on to a system hook that really doesn't support them.
Face is in Scroll of the Monk, and represents a character's standing in the "martial arts world." It's probably better just to use Influence/Contacts/Mentor to represent that instead.
Originally posted by Kunoichi
Now why Verrik is helping her out, I haven't a clue. Profit probably.
Kuvira's probably paying well for those mecha we saw.
Originally posted by nalak42
Really survival? Huh I'd been guessing that one wrong for a while then. I mean I know you don't technically make a familiar with sorcery (though I suspect a sorcerer could probably do some extra stuff to benefit their familiar too) but I was never sure how one acquired one. Ok I'm putting in a vote for at some point we get an explanation on ways to get a familiar that we didn't make and isn't by default a being capable of conversation like a human ghost, or the more intelligent demon species.
A familiar is usually an animal that you have formed a special, unique bond with. Survival is the Ability that animal handling and sundry falls under, so grand feats of having a legendary animal companion fall under its Charms.