The Unstealable Jewel (Exalted)

The house rules say---Every two charm slots spent on Excellencies grants a third for free---the way I am reading that is that the 3rd must be another Excellency, or can it be any charm?
 
So, silly question but I bet I'm still paying out the nose for Infernal Excellencies, right?
 
hellrazoromega said:
The house rules say---Every two charm slots spent on Excellencies grants a third for free---the way I am reading that is that the 3rd must be another Excellency, or can it be any charm?
*crosses fingers for latter*
 
[QUOTE="Silent Wayfarer]*crosses fingers for latter*

[/QUOTE]
Ditto--but I do loves me some Excellencies.
 
I went the easy way out and got three Excellencies, so no matter what, I'm covered.
 
BTW, what part of Creation are we going to be based out of? I want to make sure I can speak the local lingo.
 
Every two charactergen charm slots that you spend on excellencies grants you a third excellency for free.


I'm game for any suggestions regarding Infernal Excellencies. The exploding cost IS an effective power limiter, but it makes it annoying to hit the really fun charms.
 
[QUOTE="Unbridled Originality]Every two charactergen charm slots that you spend on excellencies grants you a third excellency for free.
I'm game for any suggestions regarding Infernal Excellencies. The exploding cost IS an effective power limiter, but it makes it annoying to hit the really fun charms.

[/QUOTE]
You could give them every third purchase free to bring it sort of in line like the rest of us. So at E3 and a Ascendency Mantle E6 they don't have to buy it again.
 
So if I get an Integrity Excellency and an Athletics Excellency I can get a Melee one for free?
 
@xarvh That is precisely correct. Note that this only applies to general charms with "Excellency" in the name. No sneaking Infinite Melee Mastery or Melee Essence Flow past me. *watches like a very nearsighted hawk*
 
@Sherwood, if Unbridled is using Revlid's Mutation system, use it to create your fire-breathing lizard, and see how many dots of Familiar it counts as.


All of you, have a great game!
 
I checked out the link, but instead of getting the familiar, I went with some other artifacts. I may change my mind again, though. Up to the time that I make my official character submission, I tweak the sheet constantly, so my fire lizard may end up with me anyways.
 
tumblr_mxpj7oZTVC1rh8tcao1_500.jpg



*is super-fond of salamanders*
 
Right up until it eats your face. Then he's not so adorable any more. > :)
 
I am using Revlid's Mutation Rewrite for my gaming group, and most of them took up Familiars at some point. Granted, not wanting their Familiars to seem less useful with time, i give them some XP every session, so they can advance, and I find it makes them more involved with the familiar. Granted, the fact that I'm strict on the Training effect of the animal training charms, means few of my players have bothered really making their familiar's Attributes get up there (I limit them to 5, or 2 or 3 above the base creature's Attribute rating, whichever is higher).


The Zenith has a Jhereg familiar, which he uses mostly as a mobile poison reservoir, though the jhereg is loaded with the ability to hide itself, so he can't be targeted.


The Night has a giant eel, that can shrink to the size of a small snake, or grow to Huge size, and can shoot lightning, and eletrocute everyone around him.


The Full Moon (Polar Bear Totem) has an Ice Weasel that radiates cold, and is the best fighter among the Familiars. And if it gets a good attack with it's bite can latch on.
 
"Dick-Kicker" is not really the most apt description of Suhiko, you know. But, yay, I'm in :)


EDIT: Suhiko's Secondary school, which may or may not be of interest to anyone

The Imperial Shoreside Naval Training Facility in Noble is built around a powerful Water-aspected manse nestled atop a skerry overlooking the mouth of the bay in which Noble sits. Colloquially it goes by the name of the skerry, which in turn is named for a powerful, malevolent spirit which once resided there. The nature of the spirit and the reason it no longer resides on Siren's Rock varies depending on who tells the tale. Some versions have it be a powerful demon vanquished by the Exalted, others a rogue god brought to heel by the Empress or by a devout Immaculate monk (though the latter two explanations are unlikely, since the manse obviously hails from the First Age).


The first impression a student or visitor gets of Siren's Rock is a sprawling fortress complex, with three wings extending out into the water from a central citadel. The north and south wings serve as fortified wavebreakers, turning the entire bay into one great natural harbor. These wings are of Shogunate design, and sport several mounts and small, squat turrets for siege weapons, complemented by two small forts built into the cliffsides on either side of the mouth of the bay. The central citadel is a four-dot Water aspected manse (its hearthstone is a Gemstone of Solid Water, which when placed in a specially constructed pedestal in the manse's hearthroom extends its range across the entire bay). The west wing is a later addition, built in the seventh and eighth decades of the Empress' rule, during the Scarlet Realm's first great naval expansion. All three wings house both docks and dry docks, permitting five full six-ship squadrons of triremes, along with their escorts, tenders, small craft, troop transports and couriers to dock simultaneously, and two entire squadrons with train to dry dock.


The legions may be the highly visible fists of the Realm, but near total maritime dominance is both the arm that swings the fist and the mouth which feeds it. As such, the training at Siren's Rock is at least as rigorous as that offered by the House of Bells or the Spiral Academy. Yet total enrollment is substantially lower: Skilled mariners, carpenters and shipwrights may be found in every port of the Realm, and oarsmen in every port where slaves are traded. This leaves Siren's Rock with only the comparatively small cadre of officers, fleet liaisons and shoreside supply and logistics specialists. Further contributing to reducing the size of the student population is the fact that prospective officers are deployed at sea as soon as they have learned enough to not imperil the lives of everyone around them.


Siren's Rock also trains marines for boarding actions and contested landings. Imperial marines are recruited from among the top students at the House of Bells, which handles the majority of the general combat training. Some such recruits take the view that the navy isn't for Real Men, and believe that marine training is a cushy sinecure awarded them for their good results. The drillmasters at Siren's Rock take great delight in rudely disabusing their recruits of such notions.


The already relatively small number of core students is further separated early on into a navigator track, a helmsman track, and off- and onshore logistics tracks. All tracks receive basic training in seamanship (even the onshore logistics officers, on the principle that they need to know the needs of the mariners they service). Navigators are further trained in a variety of navigation techniques, ranging from the simplest dead reckoning to the most sophisticated principles of the Art of Astrology. Helmsmen receive training in shiphandling, formation sailing and imperial naval combat doctrine. Offshore logistics officers learn a combination of bookkeeping, navigational technique and convoy organization. Onshore logistics officers are given a narrow but deep training in the art and craft of running a naval base or shipyard.


It is a common, but false, perception is that the helmsman is the "command track." In fact, all three sea-side tracks can and do lead to independent command and advancement into the senior ranks of the navy. It is simply that those who aspire to command positions tend to gravitate towards the duties and interests of the helmsman track. Students of the onshore logistics track need not feel excluded either: Their training, however narrow in focus, is at least a match for the graduates of the Spiral Academy. And although the imperial navy maintains its own dedicated bureaucracy, there is a great deal of cross-pollination between the imperial naval bureaucracy and the Observant Maritime Merchantile Register (and from there to the rest of the Thousand Scales).


Siren's Rock is currently presided over by Nellens Yin, a wood aspect widely known and respected for her unimpeachable honesty and total unwillingness to play the patronage game. Such an austere reputation is a necessity in her role, as House Peleps covets this central position has made innumerable attempts to dislodge the scion of Nellens from it. Most recently by spreading scurrilous rumors alleging certain lurid extracurricular relations to one of the potentates of the local water elemental court with which Siren's Rock holds a Cselenine Pact. The Empress, however, made it clear that she favors House Nellens as the holders of this post, presumably because she does not wish to see House Peleps further strengthen their already substantial influence within the imperial navy.


Graduates of Siren's Rock should possess at least Sail * and one of Bureaucracy *** (onshore logistics track), Sail *** (helmsman track), Occult **, Sail ** (navigator Track), or Sail **, Bureaucracy ** (offshore logistics track).
 
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Red Shadow Claws] [URL="https://www.rpnation.com/profile/8432-esbilon/ said:
@Esbilon[/URL], hope you mind me yonking this for my own use.
It wasn't mine to begin with, but I've been given full leave by the author to share it far and wide.
 

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