Smuthunter
Begone Thot!
- Joined
- Apr 15, 2013
- Messages
- 22,396
It lets them Sidereal harder than the old Sidereals, who were terrible like most of 2e.Yes, and that's why it shouldn't exist. It lets a Solar Sidereal harder than Sidereals.
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It lets them Sidereal harder than the old Sidereals, who were terrible like most of 2e.Yes, and that's why it shouldn't exist. It lets a Solar Sidereal harder than Sidereals.
It lets them Sidereal harder than Sidereals should be ever able to Sidereal.It lets them Sidereal harder than the old Sidereals, who were terrible like most of 2e.
I think that was the kind of thing that was always possible, in theory. In practice, it's much easier and less costly to just go hire a bunch of Dragon-Blooded. Working out the secret of Exaltation is no quick or easy task, even for one so potent as the Unconquered Sun. At the same time, several beings have clearly manged to independently reinvent his work in well under 5000 years, something that wasn't true in previous editions.You know, with the power of Solar Circle workings, I wonder if it's not simply possible for a Solar to create their own Exaltations?
First, there's the matter of the Law of Diminishment from the Infernals preview, if that's still a thing. A Solar trying to make another exalt would probably permanently diminish himself in some manner. Second, repeating or improving on something that has been done once is generally not as difficult as doing it the first time. It took IRL humans 8000 years to learn how to fly a biplane and only about 60 more after that to build a supersonic jet.I think that was the kind of thing that was always possible, in theory. In practice, it's much easier and less costly to just go hire a bunch of Dragon-Blooded. Working out the secret of Exaltation is no quick or easy task, even for one so potent as the Unconquered Sun. At the same time, several beings have clearly manged to independently reinvent his work in well under 5000 years, something that wasn't true in previous editions.
I would say not just lose but also cannot gain back. Your new maximum essence is now 4. Presumably that would prevent you from ever doing it again. For something slightly less crippling, making an Exaltation is a custom essence 6 charm which can only ever be used once and then you permenantly get dropped back down to essence 5.Maybe make the Solar creating a whole new Exaltation lose 1 or more dots of Permanent Essence, as well as some wxp, perhaps?
I would say not just lose but also cannot gain back. Your new maximum essence is now 4. Presumably that would prevent you from ever doing it again. For something slightly less crippling, making an Exaltation is a custom essence 6 charm which can only ever be used once and then you permenantly get dropped back down to essence 5.
Gods that invoke the Exigence do so by borrowing power from the Unconquered Sun. Unless your character can do that you should pay a much heftier price.Nah, that's too costly. The gods that make Exigents do sacrifice a part of themselves, but it's never stated to be a permanent thing.
Gods that invoke the Exigence do so by borrowing power from the Unconquered Sun. Unless your character can do that you should pay a much heftier price.
But you couldn't do a retroactive doombot without that charm. You want to make something that can fake being a Solar? Yeah sure fine. It's a N/A ranked artifact and it won't grow in power like a Solar does, but you could create something that uses Solar essence, it's been done before. The problem is being able to do it retroactively because the entire metaphysycs of Creation have been very carefully tuned to keep anyone from changing the past. It's not just impossible, it's something that Autochthon, Gaia and the Incarne all got together on and made absolutely certain it was impossible.Honestly, with two N/A artifact worth of XP, I imagine you can do far scarier things than a Doombot.
Uh, you don't change the past by using that charm. You just gain the ability to say "the guy you were fighting was a doombot all along. I planned ahead for this!" It's only retroactive from the player's perspective.But you couldn't do a retroactive doombot without that charm. You want to make something that can fake being a Solar? Yeah sure fine. It's a N/A ranked artifact and it won't grow in power like a Solar does, but you could create something that uses Solar essence, it's been done before. The problem is being able to do it retroactively because the entire metaphysycs of Creation have been very carefully tuned to keep anyone from changing the past.
I wouldn't allow it, not without some hefty permanent cost such as lowering your maximum Essence by say three dots, which carries over to the next exaltation and only heals after ten reincarnations. Because otherwise you get things like DB rape manses.If I were the ST and my players were high essence I'd allow it, Exalted are all about transcending limitations a la 'kick reason to the curb and go beyond the impossible!' logic. I'd then start up a new campaign with each player being the first recipient of their newly forged Exaltations and run with it.
Imagine that you just spent two years bringing down a Bad Guy, who had a Direction-Spanning empire. You spent two RL years breaking his infrastructure until you finally kick down the doors of his palace. Your Twilight blows a hundred motes to detect any contingency plans and two Dawns die in combat against him. Your third murderhobo finally sinks her blade into his heart and lolwhoops he wasn't there all along. Twilight spent 200xp specialising in detection and anti-teleportation/anti-escape magic? Fuck her he's a doombot. Characters died to finally bring him down? Fuck them it was all for nothing, btw start from E1 and 0xp again.In other news; I seriously don't get the hate for the Doombot charm, it's totally cool and give crafter/sorcerers something noteworthy and impressive enough to make all their effort feel worthwhile. And it's not like the concept of a Doombot is novel in any way, shape, or form; for either the GM or the player to use.
Imagine that you just spent two years bringing down a Bad Guy, who had a Direction-Spanning empire. You spent two RL years breaking his infrastructure until you finally kick down the doors of his palace. Your Twilight blows a hundred motes to detect any contingency plans and two Dawns die in combat against him. Your third murderhobo finally sinks her blade into his heart and lolwhoops he wasn't there all along. Twilight spent 200xp specialising in detection and anti-teleportation/anti-escape magic? Fuck her he's a doombot. Characters died to finally bring him down? Fuck them it was all for nothing, btw start from E1 and 0xp again.
Do it in the same campaign two years later again because he's E6 and immortal due to fiat (canonical Sidereal ftw) and fuck you doombot again. TPK campaign's over.
Maybe make the Solar creating a whole new Exaltation lose 1 or more dots of Permanent Essence, as well as some wxp, perhaps?
... Xp to make an Exaltation. Really.Nah, that's too costly. The gods that make Exigents do sacrifice a part of themselves, but it's never stated to be a permanent thing. And, since Essence isn't buyable anymore...
So, I'd suggest that a Solar can, at Essence 5, sacrifice something like XP to fuel the creation of a new Exaltation. Spend 20xp and you create a single Terrestrial-level Exaltation. The greater the Finesse, the more details about it you control. At Finesse 1, you can only give a vague outline. At Finesse 3, you can control how it moves to its next host and have more control over its theme. At Finesse 5, you can make it a dynasty Exaltation like the DB, and you have full control to decide its theme and abilities. All with ST approval, obviously.
There's a difference between a storyteller who's willing to make shit up to have their villain escape, and one who won't but will point at the corebook and cite page number...........That's the track you're taking?
Seriously?
Look, if your ST is really the type to do something like that it would A) be apparent long before it actually gets to this point and B) he would do it anyways, regardless of whether or not Dual Magnus Prana was a thing.
The only thing that would be different is how exactly he chooses to justify having his villain escape and you'd be equally incapable of preventing it, regardless of whether he has a Doombot, a Custom Charm/Spell to teleport himself to his undetectable Fortress Manse on the other side of Creation, or whatever.
I apologize if I offended you with the Exaltation stuff...but I was...um...getting some things wrong?... Xp to make an Exaltation. Really.
No. Just...
If it's even possible for five or so Solars to make one, it shouldn't be something that's easier than killing a Deathlord. It's not something that should just involve a few high difficulty rolls, some motes, and two Charms of xp. It's the most significant accomplishment of the Incarne ever, or it was before the devs decided that the Sun should be able to hand them out like candy.
Don't make it that cheap.
Six Paths of Pain are considered Artifact N/A per Path, correct? Or are they considered N/A as a group, and Artifact 5 per Path?I will be clear. I'd allow a player to make something like the Six Paths of Pain, provided they invested in doing so. I'd require that they spent resources on it, and that they had the necessary infrastructure, but I would allow it.
5 Each, requiring the body of an Exalt as a base material and requiring a significant amount of the Magical Materials, in addition to an Elemental or Demon to bind within the body and the controller simultaneously so as to provide a method of connecting to the Path.Six Paths of Pain are considered Artifact N/A per Path, correct? Or are they considered N/A as a group, and Artifact 5 per Path?
Hmm...then I must ask you something - by combining Sorcerous workings and Craft system...is it possible to create a miniaturized version of the Daystar?5 Each, requiring the body of an Exalt as a base material and requiring a significant amount of the Magical Materials, in addition to an Elemental or Demon to bind within the body and the controller simultaneously so as to provide a method of connecting to the Path.
The interface that the user must remain within to control the Paths should also be an Artifact 5.
Is how I'd do it.
Using a different Craft System.
Honestly, with two N/A artifact worth of XP, I imagine you can do far scarier things than a Doombot.
Hmm...then I must ask you something - by combining Sorcerous workings and Craft system...is it possible to create a miniaturized version of the Daystar?
And if so, how would you go at it?
First, there's the matter of the Law of Diminishment from the Infernals preview, if that's still a thing. A Solar trying to make another exalt would probably permanently diminish himself in some manner. Second, repeating or improving on something that has been done once is generally not as difficult as doing it the first time. It took IRL humans 8000 years to learn how to fly a biplane and only about 60 more after that to build a supersonic jet.
See, thing thing with what I said is that the Solars who made the Exaltation wouldn't be the PCs anymore; at that point I'd tell the players to make their Exaltations and then go make a character for them, cause that's what they're playing as for the next game. A set of Exalts made by this Solar Circle, who've made them for extra manpower and etc etc insert new plot hook here.I wouldn't allow it, not without some hefty permanent cost such as lowering your maximum Essence by say three dots, which carries over to the next exaltation and only heals after ten reincarnations. Because otherwise you get things like DB rape manses.
First off: If you need two years to take down the main antagonist of your campaign, then I have no idea what to say except either you or the GM are slow-rolling the shit out of the campaign, or they've already pulled off the Doombot ploy months ago. Because I've tried to have a central antagonist stay active for that long, and it's pretty much impossible; players balking at having to deal with the same fucker for that long, that eventually they pull off ridiculously stupid shit to make them go away for good.Imagine that you just spent two years bringing down a Bad Guy, who had a Direction-Spanning empire. You spent two RL years breaking his infrastructure until you finally kick down the doors of his palace. Your Twilight blows a hundred motes to detect any contingency plans and two Dawns die in combat against him. Your third murderhobo finally sinks her blade into his heart and lolwhoops he wasn't there all along. Twilight spent 200xp specialising in detection and anti-teleportation/anti-escape magic? Fuck her he's a doombot. Characters died to finally bring him down? Fuck them it was all for nothing, btw start from E1 and 0xp again.
Do it in the same campaign two years later again because he's E6 and immortal due to fiat (canonical Sidereal ftw) and fuck you doombot again. TPK campaign's over.
Probably.Hmm...then I must ask you something - by combining Sorcerous workings and Craft system...is it possible to create a miniaturized version of the Daystar?
And if so, how would you go at it?
Three reasons: First is the theme of consequence. Exalted's not all Daiklave surfing and the like, there's also a theme of the consequence of power and action.See, thing thing with what I said is that the Solars who made the Exaltation wouldn't be the PCs anymore; at that point I'd tell the players to make their Exaltations and then go make a character for them, cause that's what they're playing as for the next game. A set of Exalts made by this Solar Circle, who've made them for extra manpower and etc etc insert new plot hook here.
I seriously don't get it; Exalted were specifically made to do the impossible, but the moment someone suggest they actually, do the impossible as dictated in setting, they throw a fit. As a ST, I'd be totally fine with my Solar Circle eventually figuring time-travel, resurrection, and forging their own Exaltations; provided they make it fun and interesting, and it's done at a point where they feel sufficiently powerful for it.
The solar responsible was a twilight with stupid amounts of XP and a 2nd circle demon ally/mentor and more than happy to break the setting... he was very much a green sun prince in all but name.
But...I thought that you can't time travel...?Actually the bii had a game where the solar pcs did just that. They managed to travel back in time to pre-history and managed to whoops the primordial war away in a series of incidents that alerted the primordials of the rebellion.
The solar responsible was a twilight with stupid amounts of XP and a 2nd circle demon ally/mentor and more than happy to break the setting... he was very much a green sun prince in all but name.
You can't. The Primordials used to be able to, which is why history before they were sealed away is vague at best. No one has any idea how long the war between the Exalts and the Primordials lasted, much less how long things happened before that. An Important part of the Surrender Agreement signed by the Yozi is that it completely forbids any sort of time travel except under incredibly specific circumstances and even then is limited to five days at most. And that only works in Malfeas because after the war everyone in charge sat down with the Loom of Fate and made damn sure that everything could only go in one direction.
Yeah, the rules, while nice, are more than a little vague, particularly at the high end. Figuring out what you can do with a terrestrial working is not too bad, but high ambition solar workings leave a huge amount to ST discretion. I assume they will eventually introduce more detailed rules, but until then we have to guess. Was the Salinian Working a single working or a hundred closely related ones? The latter seems more reasonable, but it's hard to say.More seriously, sorcerous workings really really need, at the bare minimum, more in the way of limitations guiding what they can and can't do.
The three rules were great when sorcery was a bag of effects that were basically charms. Having freeform sorcery that can do anything and not putting any more limits in becomes somewhat iffy.
Was the Salinian Working a single working or a hundred closely related ones? The latter seems more reasonable, but it's hard to say.