"They imply that I am a madman or a murderer- probably I am mad. But I might not be mad if those accursed tomb-legions had not been so silent."
H.P. Lovecraft
Herbert West- Reanimator
It's a dark and frosty night. The moon is full and I walked across a graveyard. It's time to start my blog. This is principally a place to put up all my writing about Exalted. I'll also be writing short stories, prose poetry, bitching about what I think is wrong with the world (starting with this damn template) and anything else of interest. 19/1/11
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All original material is Copyright © John Hodson 2011-2012. If anyone wants to add any material to my Exalted section I''ll include their with name and copyright in the post notes unless they want to contribute anonymously.
The first section is basically my take on Exalted. Right now I'm just copying up my notes so everything's very raw while I put down my ideas. I'll work on editing everything and making it more coherent later. As a result things will contradict the in game canon and even be self contradictory especially since not all my notes are copied in chronological order. They've been typed up without editing to remain as close as possible to my original vision.
The first section is basically my take on Exalted. Right now I'm just copying up my notes so everything's very raw while I put down my ideas. I'll work on editing everything and making it more coherent later. As a result things will contradict the in game canon and even be self contradictory especially since not all my notes are copied in chronological order. They've been typed up without editing to remain as close as possible to my original vision.
Saturday, 17 December 2011
Friday, 16 December 2011
Damage System
This is an alternative way of resolving damage that tries to model realism rather than primarily being a player friendly method. My first idea was to create a completely new system of dice rolling where a player rolled a number of dice equal to their attribute and added their ability to each dice.
This does not yet take into account Hardness as that will be considered later.
Step 7: Calculate raw damage
The base damage of an attack is equal to the number of successes scored on the attack roll, representing how well landed the blow was.
Step 8: Roll Damage
Roll one die per success and add the character's strength and weapon damage bonus to each die. If the roll scores higher than the target's armour then the roll is a success.
Step 9: Apply Overwhelming Damage Bonus
If the weapon has the tag Overwhelming Damage, add a number of successes to the damage roll equal to the weapon's overwhelming damage rating up to a maximum of the successes scored on the attack roll.
Step 10: Apply Soak and Resolve Damage
Reduce damage by the character's soak and apply remaining damage levels.
This system was designed to differentiate between the accuracy of an attack and the consequent degree of injury (scoring a single success attack roll with a grand grimscythe resulting in a scratch would not necessarily cause a much greater injury than scratching an opponent with a dagger) and the likelihood of injury when the character is hit (reflected by the weapon's damage and the character's strength.) I think this system successfully models the difference between these two elements of attack. Although I have yet to play test it.
This does not yet take into account Hardness as that will be considered later.
Step 7: Calculate raw damage
The base damage of an attack is equal to the number of successes scored on the attack roll, representing how well landed the blow was.
Step 8: Roll Damage
Roll one die per success and add the character's strength and weapon damage bonus to each die. If the roll scores higher than the target's armour then the roll is a success.
Step 9: Apply Overwhelming Damage Bonus
If the weapon has the tag Overwhelming Damage, add a number of successes to the damage roll equal to the weapon's overwhelming damage rating up to a maximum of the successes scored on the attack roll.
Step 10: Apply Soak and Resolve Damage
Reduce damage by the character's soak and apply remaining damage levels.
This system was designed to differentiate between the accuracy of an attack and the consequent degree of injury (scoring a single success attack roll with a grand grimscythe resulting in a scratch would not necessarily cause a much greater injury than scratching an opponent with a dagger) and the likelihood of injury when the character is hit (reflected by the weapon's damage and the character's strength.) I think this system successfully models the difference between these two elements of attack. Although I have yet to play test it.
Thursday, 15 December 2011
Zombie Reanimation
Necromancy can restore people to a disturbing likeness of their mortal selves, at least physically. By artificially recreating a dead body's po they can return it to something similar to mortal life. Any similarity they might appear to have to a live person however is wholly deceptive. They are animated by a recreation of a hungry ghost. In the mortal world the living eat the dead. Through it's bond with the Underworld this process is horribly reversed with the po's existence only sustained by eating the flesh of the living. if the po is deprived of human flesh the body starts to deteriorate.
The Divine Army- The Brides of Ahlat
The Brides of Ahlat- a god-blooded sorority, each one of them sleeps with Ahlat after a ritual wedding ceremony, over which he presides to _____ their joining. Each bride is herself a daughter of another bride. They are the biggest heretical organisation in the Scarlet Empire and have survived due to their size, backing of an entire warrior nation and powerful Celestial patron.
Before the ceremony prospective brides perform a series of trials, only those who impress Ahlat are chosen to join.
The Brides do accept new members. Mortals join their ranks as Initiates and act as auxiliaries, keeping lesser forces away from the other brides of Ahlat or deploying against enemies not formidable enough to warrant the presence of other Brides. Children born to the Brides of Ahlat are raised from birth to be warriors. The majority of the Brides of Ahlat- a force of several thousand- are all god-blooded. In addition to use of spirit Charms, mainly those of Temperance and Valour, they also practice martial arts. Crimson Pentacle Blade Style is very popular since it uses the traditional equipment of Harbourhead warriors.
Although archetypes don't technically apply to godblooded, several are appropriate for Brides of Ahlat. Warrior and warlord are two of the most obvious, warlord being a senior military member. Monk is another obvious choice especially since many of them practise martial arts. Hierophant and shaman are two other appropriate archetypes, one concerned with the running of the organisation and preaching to masses, both Brides of Ahlat and normal Harbourheadites, and the other for communing with Ahlat himself. Important members of the Brides of Ahlat my have two, or even more, of these roles. Assassin isn't an occupation one would normally associate with them but is still plausible as the Brides may wish to eliminate enemies without overt warfare and are the strongest warriors of their nation. Likewise some of them may act as spies to gain information on, and misdirect, Harbourhead's enemies. The last two are likely to be an elite corps of specially picked warriors.
As mentioned before the main part of the Brides of Ahlat are godblooded decendents of Brides of Ahlat themselves, sired by their patron. Heroic mortal Initiates form a small part of their organisation. The greatest of the Brides of Ahlat are elevated to full godhood.
Before the ceremony prospective brides perform a series of trials, only those who impress Ahlat are chosen to join.
The Brides do accept new members. Mortals join their ranks as Initiates and act as auxiliaries, keeping lesser forces away from the other brides of Ahlat or deploying against enemies not formidable enough to warrant the presence of other Brides. Children born to the Brides of Ahlat are raised from birth to be warriors. The majority of the Brides of Ahlat- a force of several thousand- are all god-blooded. In addition to use of spirit Charms, mainly those of Temperance and Valour, they also practice martial arts. Crimson Pentacle Blade Style is very popular since it uses the traditional equipment of Harbourhead warriors.
Although archetypes don't technically apply to godblooded, several are appropriate for Brides of Ahlat. Warrior and warlord are two of the most obvious, warlord being a senior military member. Monk is another obvious choice especially since many of them practise martial arts. Hierophant and shaman are two other appropriate archetypes, one concerned with the running of the organisation and preaching to masses, both Brides of Ahlat and normal Harbourheadites, and the other for communing with Ahlat himself. Important members of the Brides of Ahlat my have two, or even more, of these roles. Assassin isn't an occupation one would normally associate with them but is still plausible as the Brides may wish to eliminate enemies without overt warfare and are the strongest warriors of their nation. Likewise some of them may act as spies to gain information on, and misdirect, Harbourhead's enemies. The last two are likely to be an elite corps of specially picked warriors.
As mentioned before the main part of the Brides of Ahlat are godblooded decendents of Brides of Ahlat themselves, sired by their patron. Heroic mortal Initiates form a small part of their organisation. The greatest of the Brides of Ahlat are elevated to full godhood.
Tuesday, 6 December 2011
Magitech
Magitech in Version Three differs from existing concepts of magitech. In Version Three rather than using physical forces artefacts work through Essence flows.
Case in point. In Second Edition warstriders are simply suits that operate by clockwork and other physical mechanisms. There's nothing supernatural about their physical mechanics.
In Version Three artefacts are in a sense more accessible to mortals. Magitech however is profoundly different. The essence of magitech is that it awakens the material it's made from and uses it to it's true potential. Rather than being an existing suit, with mundane components such as gears etc that need replacing as if they were made of iron, power armour takes the form of objects of one of the magical materials that is large enough to be carried (certainly in the case of warstriders.) When an Exalt attunes to the artefacts (and this is why it takes twice as much Essence to attune to a material they do not have an affinity with and have to take a Lore test) the magitech artefact becomes part of them and at the same time transforms part (or all) of their body. Jade artefacts change their bearer into a variety of animal. Orichalcum transforms the Exalt into the bearing of a faultless champion.
Case in point. In Second Edition warstriders are simply suits that operate by clockwork and other physical mechanisms. There's nothing supernatural about their physical mechanics.
In Version Three artefacts are in a sense more accessible to mortals. Magitech however is profoundly different. The essence of magitech is that it awakens the material it's made from and uses it to it's true potential. Rather than being an existing suit, with mundane components such as gears etc that need replacing as if they were made of iron, power armour takes the form of objects of one of the magical materials that is large enough to be carried (certainly in the case of warstriders.) When an Exalt attunes to the artefacts (and this is why it takes twice as much Essence to attune to a material they do not have an affinity with and have to take a Lore test) the magitech artefact becomes part of them and at the same time transforms part (or all) of their body. Jade artefacts change their bearer into a variety of animal. Orichalcum transforms the Exalt into the bearing of a faultless champion.
Warstriders
Magitech power armour- it's not a suit of armour but something that transforms an attuned user into a new shape. Only someone who's capable of attuning their own unique Essence to the object through their anima could use one. It is impossible for mortals, who lack an anima, to use magitech.
Yu-Shan
The Wyld is a realm of infinite potential, endless perfect formlessness. Yu-Shan is a realm of infinite actuality.
The fact that Creation is to a degree unstable is what gives it it's value. It's meant to channel the potential of the Wyld into Yu-Shan.
The fact that Creation is to a degree unstable is what gives it it's value. It's meant to channel the potential of the Wyld into Yu-Shan.
Threshold
The reaches of the Threshold are in a way similar to the Wyld but in a more controlled fashion. All effects within them are aspected towards one of the Elements. The Elemental Poles acts as fortresses against the Wyld extruding their influence into the surrounding area. The Wyld is the area where the effects of Creation start to break down.
Dragon-Blooded
Similar to their role as savages in the Primordial Age, Dragon-Blooded inherited the Elementals' powers and duties.
Elementals
Elementals were created to monitor and protect their environment. They make their haven in their element and keep it vital; protecting the things that exist there- in the case of the East, the environment itself.
Aethyr Assault Armour
Each movement costs a certain number of motes. The wearer can change location with a physical object they use as a location marker to teleport themselves. Or the armour could be hearthstone powered.
Revision: The wearer can transport themselves through Elsewhere to instantaneously reappear next to anyone they can precisely locate.
Revision: The wearer can transport themselves through Elsewhere to instantaneously reappear next to anyone they can precisely locate.
The Primordial Age
What if people were there to be sacrificed to the Primordials. People were enslaved by the Dragon Kings and sacrificed to the Primordials to worship them.
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