Exalted III: Poorly-Named Game

Hm, how easily could Nobody escape using the attack by the Blood Apes as a distraction? I may or may not have an Agata fly to catch up with them and modify their orders, or just take an active hand myself, depending.
 
You have no way of knowing what will happen when the Blood Apes get there.


Also, one of these days, we should figure out exactly which demons you have on hand.
 
I was asking more about Nobody's skill at escape vs the pirate's ability to keep a prisoner. When the demons arrive and they commit acts of violence, is Nobody skilled enough to use them as a distraction to escape?
 
Again, you have no way of knowing. Neither do I, really.


You can look at Nobody's character sheet, but the future is inherently unpredictable.
 
@Sanctaphrax How about a merchant captain whose sense of compassion sometimes gets in the way of profit? (ex. If they go to trade with the Fae and find the Fae have a human slave, the captain's priority shifts.)
 
Do keep in mind that all my limbs are currently broken, but I might be able to social my way out a little. But blood apes won't be terribly detrimental to that plan.
 
Hello Sanctaphrax, still here. Sorry for taking so long with chargen, I expect to be done about twelve hours from now.
 
Looks good. Feel free to narrate your own arrival on the island.


While I was looking, I noticed something. JayTee, your Limit Trigger seems to be missing. What is it?
 
Hrm. If Pa-El controls who comes and who goes on the island, is there a docking protocol, or a fee to pay upfront?
 
She doesn't actually control access. She just controls her own ship. Thing is, mortals who sail these Wyld-tainted seas tend to disappear. So she's got a monopoly on reliable transport.
 
I actually hate limit breaking as executed in 3e, so I was hoping to avoid it. I can add one if you really want, though.
 
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Man, I don't know whether or not to tell him I'm Anathema, given that a) he'll then think I'm a liar, and b) trading one kind of soul-eating demon in for another isn't the best.


Maybe.... I can convince him I'm working for the sorcerer who works for the fae, and that way we won't get directly soul-eaten? Or maybe I can just convince him that since we're both human and all the big players on this island are crazy, that we can play the people above against each other and hide out safely. Open to ideas.
 
The last one might work. He's already resentful of Pa-El, play on that and use it against him.
 
For now we're using the limit rules as written, so you should pick a trigger.


I'm open to the idea of changing them, though. What's your complaint?
 
What's a reasonable amount of mundane cargo if the crew's getting regularly paid by it?
 
Sanctaphrax said:
For now we're using the limit rules as written, so you should pick a trigger.


I'm open to the idea of changing them, though. What's your complaint?
It's still basically a punishment mechanic. No matter how much they try to soften it, at the end of the day the game is forcing you to play the Dev's version of a "flawed hero", taking control away from the player. I find this unacceptable.


If it was me, I'd have Limit Break be similar to Compels in Fate. Once you hit limit, the GM offers you a Solar XP point and picks one of your Intimacies and plays it to it's logical extreme, complicating the PCs future. If you accept the Solar XP, you get the complication. If not, then you don't get the complication or the Solar XP point. Either way, your Limit is set to zero.
 
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I'm definitely not gonna start using xp-based Compels.


Is your specific objection the fact that there's no way to "refuse" limit break?


I'm not sure how much cargo pre-modern merchants moved...


You've got Resources 2. That's about 100 dinars per year. If we assume you buy at half the price you sell at, that revenue is divided evenly between you, the crew, and random expenses, and that you make two long trips like this one per year, you're probably moving about 300 dinars of stuff here. A commoner family could live off that for about 25 years.
 
My specific complaint is that I find the idea that a game needs to take control away from the player in order to enforce it's theme or whatever to be completely unacceptable. I absolutely loathe anything that removes my ability to make choices about my character.


Like, I suppose if I was offered 100 xp per limit break I might consider it. But that's not going to happen and I'm not even seriously suggesting it. I'm just illustrating a my point. ( :P )
 
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Hope Nobody can get out okay.


Woww. Probably need various stuff of high value but low weight/bulk then. List of ideas. Cross off what doesn't make sense.

  • wine, spirits
  • tea
  • herbs
  • medicines, ointments
  • ingredients for mortal thaumaturges
  • talismans by thaumaturges
  • cloth
  • well-made tools (for craftsmen like Iruvar?)
  • jewellry (varying from native island jewellry to things more cosmopolitan/Realm-like)
 
Alcohol and tea seem like good bets to me, they're valuable delicacies that you can't really make just any old where. Jewels and things for crafts too, though you might be able to get those from the Wyld (same to a lesser extent with everything else, but I don't think I'd drink anything a fae offered me without a Twilight checking it over first).
 
Aw, cmon man. You know I can wipe his memory later. Also, you could have just decided it was a paper wall or something.


On the bright side, I think we have a potential Limit Trigger for Kyros.
 

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