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Scandinavian

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Introduction


Of all the Exalted, the Sidereals face perhaps the most thankless task: To watch over the Tapestry from the shadows, moving ever unseen to mend the fabric of Fate, receiving no recognition nor accolades, feared and reviled in equal measure by those few who know of them.


Of course, the job does come with a few perks that most people would kill for. Your downtime is spent in Yu-Shan, the heavenly city of splendor that would make even the most jaded Dynastic dilettante pale with envy. You get to see more different parts of Creation than even the most wanderlust-afflicted Lunar, you get to arm yourself from an armory that makes Lookshy look like a toy store, and your operational intelligence comes directly from the Loom of Fate itself.


Just try to bring back the issued equipment in more or less the same number of pieces it was in when you checked it out.


Gameplay

Format:

Mainly play-by-post, since my schedule over the next few months will not play ball with trans-Atlantic live gaming. But chat sessions can be arranged ad hoc as schedules permit.

Structure:

The game will be structured as a series of stand-alone missions, connected by (a) larger plot(s). The missions can range from covert intelligence gathering, through narrowly targeted hit-and-run operations, to taking a Wyld Hunt on a search-and-destroy mission.

Setting:

Exalted 2.5, starting sometime around RY 500, with a couple of minor modifications and some extensions (and a couple of major ones that the players are not privy to at the beginning of the game).

Rules:

Exalted 2.5, with some homebrew (hacks, tweaks and rulings to resolve mechanical ambiguities in the Exalted system, nerfing of uncapped diceadders and other poorly worded splatbook entries, and a more streamlined social combat system).

Character Generation:

XP based: Blank sheet (1 dot in every Attribute and Virtue, 4 dots of WP, 2 dots of Essence), plus 750 xp to spend as the player sees fit.


Altered XP progression:


- Attributes and Abilities cost 2x standard for raising up to 3 dots, 3x standard for the last two.


- Specialties cost [current rating +1]x4 xp.


- Backgrounds cost [current rating +1]x3 xp. The Backgrounds Familiar, Mentor and Acquaintances cost only [current rating +1], while the Backgrounds Resources, Salary, Connections and Sifu cost only [current rating +1]x2. The doubling of cost for Mentor and the 4th and 5th dots of Resources and Backing in any Creation-based organization still applies.


- Merits and flaws ruled on a case-by-case basis (SoH is simply too much of a mixed bag for hard-and-fast rules).


This should correspond to an established, mid-tier Sidereal - adjustments may be made if I'm wildly off balance here.)


Additional Backgrounds:


- Sidereals may use the Dynastic Manse BG to represent access to Creation-based Manses controlled by BuDes. Sidereals may, of course, still use the Manse BG as detailed in MoEP:Siddies.


Fully optimized combat builds are explicitly discouraged - they make combat boring for everyone who isn't a habitual min-maxer (yours truly included).


Requirements


Players should possess general familiarity with the Exalted setting and mechanics - the core rulebook, the most important errata and MoEP:Siddies. But it is not necessary to know recondite splatbook trivia like the pre-Primordial War names of the Neverborn, or be able to build a character optimized for Chungian paranoia combat.
 
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I'm in! Although would it be possible to use standard XP calculations? Makes it much easier to build a character using Anathema :D
 
We can say standard cost x3 for all levels of Abilities and Attributes - then you would only need to multiply the sum of spent xp in those categories (which Anathema helpfully provides).
 
That's fine. We are in any case not launching until the end of next week at the earliest - I need to brush up on MoEP:Siddies, since it's been a while since I deep-dove into the crunch.
 
I'm down. I've sworn off pure combat builds anyway, since every combat character I play seemed to be destined for some horrible, horrible death.


Long story.


I'm thinking some kind of femme fatale, so probably Chosen of Serenity, though that can be worked into literally any build if someone has a more detailed Joybringer concept.
 
One note for those who are already thinking about character designs:


Crafting Resplendent Destinies requires a Craft roll. Those who are unable to craft high-quality Destinies for themselves will be issued a customized loadout of Resplendencies by BuDes. And if you're on really friendly terms with the quartermaster, he may even take suggestions on how they should be customized :P


I haven't quite settled on how to handle Craft, but off the top of my head I think it'll be a unified mundane Craft skill (so no silly air/fire/water/earth/wood crafting), and special crafts (Fate, Gossamer, Necrotech, Magitech, Geomancy, Artifacts, etc.) will function much like Thaumaturgy does for Occult.
 
Scandinavian said:
Altered XP progression:


- Attributes and Abilities cost 2x standard for raising up to 3 dots, 3x standard for the last two.


- Specialties cost [current rating +1]x4 xp.
For Attributes/Abilities, is that double the standard cost of the them, or double the current rating?


Why specialties so costly? I find that they are one of the best ways to give extra flavor and depth to a character. Especially in non-combat abilities.
 
I'm thinking either a Battles or Secrets Caste Warstrider Pilot/Artisan...


Also, I didn't see the link to this for some reason :z


Captain Hesperus
 
Oh man...a Sidereal game opens up right when I have issues with my ISP (awaiting a new modem). I'm gonna say I'm so interested that it hurts, but I'm not sure if I'll be able to play. I'll let you know if/when my issues have been resolved. If not, well, I hope everyone has fun and thanks to Scandinavian for the opportunity.
 
[QUOTE="Red Shadow Claws]For Attributes/Abilities, is that double the standard cost of the them, or double the current rating?
Why specialties so costly? I find that they are one of the best ways to give extra flavor and depth to a character. Especially in non-combat abilities.

[/QUOTE]
Double standard. And specialties costing 4, 8, 12 doesn't seem expensive to me when Abilities cost 6,4,8,18,24. That makes the natural progression Ability dots 1,2; specialty 1, ability 3, specialty 2,3, ability 4, ability 5, which seems like a reasonable sort of progression.


Also, I am counting six to seven sign-ups (depending on how fast Foolish13's modem goes back online), assuming I'm not double-counting somewhere.


I can work with six-seven PCs, but I think we should close signup here.


I have the first mission brief ready to go as soon as people have submitted characters.


Finally, I'm going to assume that your builds reflect the sort of game you want to play, so don't feel obligated to sink XP into stuff "just to be sure." That's not to say that the baddies won't be polite enough to not use poison just because none of you can cure it. But BuDes aren't stupid - they won't send a medic to a gunfight and a gunslinger to a hospital.
 
I'm assuming the standard minimum Ability picks for the different Castes are required?


Captain Hesperus
 
Wizard,


That is correct.


Captain Hesperus,


That is correct. And if you build a Dynast who graduated from one of the schools, they need to be tabletop-legal as well (unless it was so long ago that she could have plausibly forgotten what she was taught, even though Exalted lacks a mechanic for that).


I've been asked to clarify the chargen rules. Since this has general relevance, I'll summarize here:


Attributes:


1 dot: Free


2 dots: 8 xp


3 dots: 24/16 (total/upgrade from previous)


4: 60/36


5: 102:42


Abilities:


1: 6


2: 10/4


3: 18/8


4: 36/18


5: 60/24


Specialties:


1: 4


2: 12/8


3: 24/12


Backgrounds:


1: 3


2: 9/6


3: 18/9


4: 30/12


5: 45/15


(Except for the ones which get discounts, as listed in the thread)


Charms, Colleges, Spells, Thaumaturgy: Normal XP cost.


Craft is one skill, and special crafts (Gossamer, Vitriol, Magitech, Necrotech, Artifacts, Genesis, Colleges of Sidereal Astrology, etc.) function precisely like Thaumaturgical Arts (so you can learn to forge artifact Daiklaives according to a certain particular design for 1 xp, but to forge artifacts in general, you have to pay the full cost).


The character must pass the minimum dot requirements for a Sidereal of the appropriate Caste. Likewise, the character must pass the minimum requirements for e.g. the Dynastic or Lookshyan schooling if he was is a Dynast, resp. Lookshyan, prior to his Second Breath. However, ignore the Sidereal Astrology requirements in MoEP:Sidereals - in this version of BuDes, it's permitted (though not strictly speaking encouraged) to never learn how to read the Loom.


You also don't need to formally specify which faction you belong to, because officially the factions do not exist. However, it is generally a Very Good Idea to have given at least passing thought to where you stand.


I'm starting you off with 750 xp because it is my experience that it is easier to increase the starting xp if the builds you get in are too low-powered than it is to de-power overpowered builds if you initially set the cap too high.
 
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Well, am still building the character, and have not bought any backgrounds, specialties, colleges, or charms, and used something like a basic character generation, with a few Bonus Points spent (the equivalent under this System), and am already at 630 xp spent.


Just to let you know how things stand.
 
@Scandinavian you should be able to see the ST forum now, go ahead and submit your request using the skeleton in the first Info thread.


Captain Hesperus
 
[QUOTE="Red Shadow Claws]Well, am still building the character, and have not bought any backgrounds, specialties, colleges, or charms, and used something like a basic character generation, with a few Bonus Points spent (the equivalent under this System), and am already at 630 xp spent.
Just to let you know how things stand.

[/QUOTE]
That could mean you need way more xp, or it could be working as intended. It all depends on how balanced your statline is.


If you having multiple five-dot stats, then you won't have much xp left over for charms and backgrounds. That is intentional. OTOH, if you have a balanced statline, then I set the xp cap too low. (Which may very well be the case - I deliberately chose to err on the side of caution.)
 
Scandinavian said:
That could mean you need way moExcelre xp, or it could be working as intended. It all depends on how balanced your statline is.
If you having multiple five-dot stats, then you won't have much xp left over for charms and backgrounds. That is intentional. OTOH, if you have a balanced statline, then I set the xp cap too low. (Which may very well be the case - I deliberately chose to err on the side of caution.)
I have attached the Anathema output file, so you can see for yourself, and judge accordingly.


I have not bought any Specialties, or Astrology, or Charms, and in the Anathema, I still have 3 BP to spend. Only thing is maybe not buying Essence 3, but for now,


I have spent 713 xp. Only thing above and beyond the basic character is Essence 3, and that's only 18 xp. If you want, i will attach the Excel file used to calculate this, so you can go over the math yourself.<p><a href="<fileStore.core_Attachment>/monthly_2013_08/OminousClover_pdf.44d729ed453606643c184d7953413423" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="24157" src="<fileStore.core_Attachment>/monthly_2013_08/OminousClover_pdf.44d729ed453606643c184d7953413423" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

OminousClover.pdf
 

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The XP would have been more than enough, if we had used the regular XP tables. it's the doubling and tripling that screws with the math, in my opinion.


Right now, the character is not optimized in much, having only 5 dots in Medicine, and 3 Attributes at 4. This character is currently no better than a starting character, using normal character generation rules. And in fact, lacking a bit compared, because I cannot buy enough Specialties, Colleges, and Charms to equal a starting character.


This is not a critique of you, just of the XP system you put in place...
 
I think we'll raise the xp cap to 1000 and see where that gets us. This is probably still on the cautious side, but I prefer raising the xp cap to lowering it, and I can only adjust that way if I undershoot a bit in setting it.


The fact that you cannot build multiple 5-dot abilities or attributes without taking heavy costs on the charm side is an intended feature. 5-dot Abilities should be rare. There are maybe a hundred and fifty Nobel Prize winners in literature, and almost none of them have Linguistics 5.
 

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