2nd ed Exalted

The Mad hatter

Junior Member
ok, i finally broke down and got the 2nd edition book, witch in spite of myself i admit is good, now however comes the qustions raised...


have they delt with ghosts yet? and if so how do the Arconi work? are they more like sprit charms now? or do they remain charm trees? do they gain the Essence charm sprits get to hold extra motes?


I ask since i always liked Ghosts and Ghost-Blooded and they seemed kinda screwed in regard to most other beings so i was hoping they get at least some of their due in the newst edition
 
have they delt with ghosts yet?
Presumably this will be covered in either the Abyssals book or possibly a "Compass of Celestial Directions: the Underworld" book.
 
Ghost rules won't be in the Abyssal book, just like it won't give more then a passing mention to the Underworld.
 
Spook said:
Ghost rules won't be in the Abyssal book, just like it won't give more then a passing mention to the Underworld.
Agreed. As much as I like the new way the Exalted line looks, I can't help but feel a little disgruntled by the way WW seems to be working in leaving info out of the hardbacks for paperbacks that will be released a couple of months later.  


I'm probably ranting, but its late and I've had too much tea today.


Sorry   :x


~FC.
 
Ok, threadjacking taking place to save on space.


I have (most probably) an annoyingly easy and (no doubt) simple 2nd edition question that is getting on my (less-than-firm) tits for some time and thought that someone could come to my aid.


Is raising the difficulty for an action the same as applying an external penalty?


Cheers  :roll:


~FC.
 
No, there is a subtle difference.


Say the difficulty to hit someone (NOT DV- in 2nd ed there's no "difficulty to hit") is five. If you achieve five successes, you hit.


In second ed, this never happens: instead of there being a difficulty to hit, you have a DV instead, which is an external penalty. If someone's DV is 5, then five successes won't do it, because after achieving five, their DV of five is subtracted, leaving you with nothing.


Sometimes DVs and difficulties are similar, but most of the time a DV penalty works out as if it were a difficulty of one higher than it's rating, i.e.:


With a standard task, the difficulty is one, and you thus need one success.


Raise the difficulty to five, and you need five successes to succeed.


Apply an external penalty of five, and you need five more: they are subtracted, leaving you with one, and thus a success.
 
Have they delt with ghosts yet? and if so how do the Arconi work? are they more like sprit charms now? or do they remain charm trees? do they gain the Essence charm sprits get to hold extra motes?
I ask since i always liked Ghosts and Ghost-Blooded and they seemed kinda screwed in regard to most other beings so i was hoping they get at least some of their due in the newst edition
I think, and I believe rightly, that they will leave ghosts the way they are.


They are not gimped at all. Did you notice that a mortal can become almost as powerful as a dragonblood just by dying? Ghosts don't need fixing. Ghosts are already powerful enough, perhaps too much so.
 
Yeah, the thing you really need to keep in mind with ghosts is that they have a bunch of roleplaying quirks to them. Otherwise it really is a case of mortals becoming almost as powerful as DBs by dying.


Passions and Fetters are really cool.
 
How exactly does that work, anyway? I've never gotten the Abyssals book into my possession, so I'll just ask. You lose your body and your lower soul, and get left with just your higher soul and some emotions tying you down. What, exactly, do you gain to become able to use Arcanoi?
 
I don't think it's ever really elucidated. If you need a rationalization, let's say it's due to the Neverborn's proximity in the Underworld.
 
Well, mortals can, with training, learn Martial arts charms. I've considered making little "human trees" for other abilities too, so that mortals can do a little extra with their awakened essence, but I couldn't think of much to do that wouldn't be almost as good as the DBs, bless thems.


I think it's the very aspect of their unfetteredness that makes ghosts powerful. They have lost what made them alive, being the combination of their lower souls and bodies, but the animating power of their soul no longer needs to keep it all together, and has some power to spare.


Or something.
 
i didnt nessarly mean they were gimped, just when they talked about ghosts in 1st edtion they usally reffered to them almost like bottem of the bearrle for essence weilders, their Arconi were supposed to be weaker then all others charms and couldnt be combo'ed, and even the most powerful of them was only as strong as a weak second circle demon,


thats what i ment, not so much gimped, as kinda looked down apon.
 
well all thats left of a ghost is memory and essence, stands to reason they can channel essence.
 
Well, ghosts are an aberation to the natural order of things; Mortal souls weren't really designed to exist outside of a physical incarnation. (Aside: It's just occured to me that this could be an interesting hook to hand a plot on for Alchemicals, or anyone else assosiated with the big A.) That the Neverborn's nightmarish existance has the side effect of making souls leak out of the cycle of reincarnation is basicly a bug.


That the souls shorn of physical form show such aptitude for essence manipulation is just a consequence of them running way outside of design paramemters. (Continuation of Aside: Don't I recall, from the MF chapter of Fair Folk, that Big A didn't make mortals but rather the other Primordials hacked them together after reverse engineering some stuff. That they work better broken is ominious, no?)
 

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