MOVIES
Greatest Hits
Gia Angelina Jolie's Oscar arrived a year late. This film fucking rocks. At first I was worried. When I played the DVD I thought 'Oh my God, I'm actually watching a film about a fashion model.' That didn't last.
The Fifth Element
Fight Club
Natural Born Killers (Director's Cut)
Death and Rebirth
The End of Evangelion
General
American Pie: The Wedding Sweet love. And sexual misadventure.
A Scanner Darkly
The Astronaut's Wife An astronaut comes back from a mission that nearly ended in disaster and something seems 'wrong' with him. Watch this when it's nice and quiet. It moves slowly but it's well worth it.
Autumn In New York Directed by Joan Chen. Don't think Richard Gere = vomit. This film is good.
Avatar I thought this was just another bland blockbuster. Totally wrong.
Beetlejuice
Being John Malkovich
Black Snake Moan
Blow Dry A surprisingly obscure film starring Alan Rickman and Bill Nighy as rival hairdresers in Yorkshire and actually manages to be glamourous (not gay.) Written by the same guy who made The Full Monty but more upbeat.
Boiler Room Retrospective story about Giovanni Ribisi as a small-time card shark whose recruited by a firm of stockbrockers and finds he's in a world of cut-throat capitalism.
Borat ?!
Bound
The Boy In The Striped Pyjamas An interesting film about the Holocaust. The son of the commandant of a concentration camp forms a friendship with one of the prisoners.
Bruno
Cabaret
Charlie's Angels (1&2)
The Craft
Confessions of a Trickbaby
Cypher The less I say the more you'll find.
Dangerous Liasons
Dogma Who says religion can't be funny?
Donnie Darko (director's cut)
Duplicity This is what they should have done with Mr. and Mrs. Smith. A comedy romance across two sides of a corporate war. Unlike it's more well-known cousin genuinely exciting.
Femme Fatale Most critics hated this film. They can all go to hell.
Girl, Interrupted
Gone in 60 Seconds One of Angelina Jolie's 'trashy' films (thank you Mark Commode.) Nicolas Cage was practically born to be in this movie.
Heathers
Heavenly Creatures
High Art My introduction into extreme cinema. Now it doesn't seem so big but when I first saw it I thought it was seriously trippy.
Hot Fuzz
Leon
The Libertine A period drama for people who don't like boring period dramas, starring Johnny Depp amongst many others.
Live and Let Die I'm not much of a Bond fan, I think the whole phenomenon is a bit overrated but this time they made something serious.
Lolita (1997) One thing baffles me, what the bloody hell happened to Dominique Swain after this? You'd think after making this film and Face/Off you'd think her career would go through the roof. Instead I've only heard of one film she's done since then.
Lost Highway In a way a very un-David Lynch David Lynch film. He doesn't go for his customary weirdness and it certainly doesn't have the amateurish look like the Twin Peaks movie did. Instead his style and ability to unsettle an audience really hits it's stride.
Lucky Number Slevin Kind of like Pulp Fiction, a crime film with a convoluted plot line in which the writer's ideas actually mean something, shot through with a light sense of humour but still capable of profound seriousness.
Mean Machine I hate football. I love this film.
Monster Takes some time to get into but Charlize Theron kicks it up the arse.
Munich Better than Schindler's List. I thought this was going to be about what happened before Munich instead it's about what happened afterwards.
Newport South
No Reservations
O An adaptation of Othello centred on basketball in an American private school (stars Martin Sheen, Josh Hartnet, Julia Stiles and Mehki Phifer as 'Odin James.')
Perfect Catch My favourite of Drew Barrymore's romance films. (I'm a total sucker for Drew Barrymore- I can't stand the bit where she gets hit on the head by the baseball.) At first I thought what the hell am I doing watching this, the film grows on you though and you would never miss it once it gets going.
Pirates of the Caribbean: Dead Man's Chest
Quills Classic adaptation of the life of the Marquis de Sade exploring censorship.
Revolver Crime thriller meets Fight Club. This film gets very heavy and existential while throwing in a share of humour. Ray Liotta's edgy character is brilliant.
The Rocky Horror Picture Show
Secretary
Showgirls "Thrust it! Thrust it! Thrust it! THRUST IT!" This has more nudity than anything short of a porn film. Elizabeth Berkley plays a curiously eighties leading role opposite Gina Gershon's much more nineties looking character.
Six Degrees of Separation
Sweeney Todd
Thirteen Has a hip hop feel that was a bit of a turn off but not annoying enough to stop me being intoxicated by the sheer vitality of this film. It's not what the makers were intending but I felt so alive after this film I cut the number 13 on the back of my hand.
V for Vendetta
Wild Side A true late night film. Like soap opera but with interesting characters living high lives over their own tormented existence.
The Witches of Eastwick Cinema with abandon.
World Cinema
Agitator
Amelie
Apocalypto
Ashes of Time Redux Perhaps a bit over-the-top to some but Wong Kar Wai is still an artist. Wuxia with more romance than fighting.
Audition
Azumi
Battle Royale One commentator said 'this misses the point completely.' Rather I think it's what the director than the writer of the original book is saying (affected by his own experiences in World War Two.) Sometimes it can be very over-the-top and if I was directing it I would have rewritten the last third of the film (but that's only because I'm naughty.) I don't really care for the main characters but there's so many people in this film you can find someone you relate to.
Black Book Suspenseful film about a Jewish woman living undercover in Holland late in WW2. Her existence is exposed and she joins the underground. Skip the first scene.
Brotherhood
The Chaser
City of God Fact based movie about an teenager in a crime-ridden slum of Rio who starts documenting his environment as a photo journalist although that takes second place to the gang war that swirls around him. First rate acting all round.
Crouching Tiger Hidden Dragon
Dead or Alive
Dead or Alive 2
Death Note/Death Note 2 The Last Name Two part adaptation of the manga series (must have been a killer storyline) made with apparently the least amount of alteration. After playing that mophead Shuya Fujiwara Tatsuya is so much better and L is seriously cool.
Far North Not strictly speaking world cinema but close enough it tone.
Flame & Citron Forget Inglorious Basterds. This is the real deal.
Freezer
Gozu A quiet but exceptionally strange movie but Miike Takashi. Aikawa Sho is seriously funny.
The Hidden Blade An understated samurai movie but not without grossouts.
House of Flying Daggers
Ichi the Killer
I'm a Cyborg A wonderfully unconventional comedy/love story.
Kamikaze Girls Frills that kills. I've only seen this movie at a criminally late hour so I haven't seen it properly but even then it was enough to make me go made. Gets a bit girly around the scene with 'She Said' but is moving too.
Kung Fu Hustle A truly unconventional movie that's neither wuxia nor traditional martial arts, it's better than both. Doesn't have any huge gags but lots of little ones. Visually takes martial arts places it's never been on screen.
Letters From Iwo Jima The better part of Eastwood's pair of films about the Pacific (and way better than that piece of shit The Thin Red Line), Flags of Our Fathers was a bit too depressing and negative.
Love Exposure
Memories of Matsuko
Oldboy
Rainy Dog
Run Lola Run
A Snake of June
TETSUO The Iron Man
2046 A great film to watch if you want artistic inspiration. Wong creates some really cool moments and combines rich visuals with a refinement he gained since Ashes of Time.
Vengeance is Mine (Sympathy for Mr. Vengeance) The best film from the Vengeance Trilogy. Very quiet with weighty subject matter. It's like Korean Shakespear.
Visitor Q
Zatoichi Ignore what the cover says about Kill Bill, the two films aren't comparable. There's a distinct element of comedy to this film and the action scenes aren't so theatrical as in Kill Bill.
Horror
Alien
Below
Child's Play 2 Has one of my favourite endings in horror. Not as cliched as the original, the blond supporting character is no idiot either.
Cloverfield I never thought this film would amount to anything. 'Oh God, U Tube has got it's own bloody film now.' This however does not embody everything I hate about the twenty first century. Instead it's surprising how a film that lacks any of the usual film-making devices can still be moving. Blair Witch You Suck!
Day of the Dead Romero's finest about a group of the last survivors on earth but their worst enemy is themselves. The soundtrack is out of kilter and sometimes unbearable but who gives a smeg. Has a collection of classic characters, my favourite is McDermot.
Deathwatch
Dog Soldiers
The Eye (Hong Kong original)
Ginger Snaps Fuck off fangbanger. Finally the teenage horror genre gets a real movie. The Fitz' sisters are amazing characters.
Ginger Snaps Unleashed Rightfully lauded by people who actually bought it (although a bit more than I think it deserves) this film did abysmally at the box office but I can't see why. Has a profoundly different mood to the first film, almost as if they're making an alternative version of a Hollywoodised sequel. Ghost kicks.
Ginger Snaps Back Fucking awesome. Doesn't have the closeness of the first movie but amazingly for the third film in the series is even better.
Hannibal Rising Another successful prequel (why the fuck couldn't George Lucas do better!) One the scale of Hannibal Lecter movies I thought it was better than anything short of Silence of the Lambs itself.
High Tension (Switchblade Romance) Try to get the American version (region 1) it has less American subtitles than the UK release (renamed Switchblade Romance) does, and since it's the American release I can forgive that. An alternative to the usual and hateful Friday the 13th plotline of a bunch of teenagers going unprepared into the middle of nowhere to get loaded and have sex and being picked off by a weird serial killer.
Let the Right One In Rather distant but an absorbing film nevertheless.
Near Dark
Night of the Living Dead
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
Navi
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.
Tuesday, 31 January 2012
Exalted Influences
INFLUENCES
The Scarlet Empress: The Shanghai Gesture
Dragon-Blooded Shapeshifting: Ninjas
The Usurpation and Immaculate Dragons: Hawkmoon, House of Flying Daggers, Triads
Immaculate Monks: Eldar Aspect Warriors
Immaculate Monk training: The Empire Strikes Back
Thaumaturgy: Thanquol and Boneripper Trilogy
Sorcery: Child's Play, Resident Evil: Extinction
Power Armour and Exalted Combat: The Incredible Hulk
Black Magitech: Death Watch, Herbert West- Reanimator
Demonic Influences: BLAME!, Necromunda, World of Darkness
Yozis/Neverborn: Call of Cthulu, Hellboy
Regional Influences
Yu-Shan: Spirited Away
The Blessed Isle: Ashes of Time
The Savage Lands: Sonic the Hedgehog; The South: The Marble Zone; Water Manses: The Labyrinth Zone; The East: The Emerald Zone
Shadowlands: Deathwatch, Silent Hill
The Labyrinth: Silent Hill
The Labyrinth/Malfeas: Hellbound: Hellraiser II
The Underworld: Corpse Bride
Lookshy: Zatoichi
Nexus: Ancient Rome
The Scarlet Empress: The Shanghai Gesture
Dragon-Blooded Shapeshifting: Ninjas
The Usurpation and Immaculate Dragons: Hawkmoon, House of Flying Daggers, Triads
Immaculate Monks: Eldar Aspect Warriors
Immaculate Monk training: The Empire Strikes Back
Thaumaturgy: Thanquol and Boneripper Trilogy
Sorcery: Child's Play, Resident Evil: Extinction
Power Armour and Exalted Combat: The Incredible Hulk
Black Magitech: Death Watch, Herbert West- Reanimator
Demonic Influences: BLAME!, Necromunda, World of Darkness
Yozis/Neverborn: Call of Cthulu, Hellboy
Regional Influences
Yu-Shan: Spirited Away
The Blessed Isle: Ashes of Time
The Savage Lands: Sonic the Hedgehog; The South: The Marble Zone; Water Manses: The Labyrinth Zone; The East: The Emerald Zone
Shadowlands: Deathwatch, Silent Hill
The Labyrinth: Silent Hill
The Labyrinth/Malfeas: Hellbound: Hellraiser II
The Underworld: Corpse Bride
Lookshy: Zatoichi
Nexus: Ancient Rome
Friday, 27 January 2012
Primordial Age
What if people were there to be sacrificed to the Primordials. People were enslaved by the Dragon Kings (or First Circle 'demons') and sacrificed by them to worship the Primordials. Perhaps this practice still goes on. The Primordials are no longer able to regain Essence from worship of First Circle Demons (if they ever were) but can still regain Essence if they sacrifice humans (who during the Primordial Age were the lowest form of intelligent life.)
In this history it's uncertain if the Dragons Kings have any place. There might not be any point in keeping them. Their existing role as 'benevolent dictators' who sacrifice humans to worship the Unconquered Sun who later Exalts them is one of the many weak points of Exalted.
In this history it's uncertain if the Dragons Kings have any place. There might not be any point in keeping them. Their existing role as 'benevolent dictators' who sacrifice humans to worship the Unconquered Sun who later Exalts them is one of the many weak points of Exalted.
Power Armour
Magitech power armour tech- 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 mortal who lack an anima to use magitech.
Moonsilver
The Fair Folk use gossamer to make the Wyld what they want. The Lunars use moonsilver to change it, and reality, when they need to.
Silver represents the purity of formlessness. Each form is only a temporary image that isn't reflective of the real substance. Lunars have an immunity to the powers of the Fair Folk because their Essence is incoherent like the non-sentient thing of the Wyld. They shouldn't be able to exist in Creation.
"Dreams can't hurt you. Dreams aren't real."
Silver represents the purity of formlessness. Each form is only a temporary image that isn't reflective of the real substance. Lunars have an immunity to the powers of the Fair Folk because their Essence is incoherent like the non-sentient thing of the Wyld. They shouldn't be able to exist in Creation.
"Dreams can't hurt you. Dreams aren't real."
Thaumaturgy
Thaumaturgy is only as useful as the objects used in it. For instance in artefact construction it's effective because the materials already have powerful magical properties. A line of something like brickdust has very little value so it cannot be used to create a powerful ward, but since an enemy won't (not can't) cross one unwittingly it can be useful to a cunning thaumaturge to determine if someone secretly bears them ill will.
Revising the subject of thamaturgy as a whole it needs to be up-powered and made far more interesting. One doesn't spend a king's ransom in an expensive chamber to perform pathetic tricks. A Master Degree ritual would be capable of preserving the dead in the world of the living (see mummies and wights from Warhammer) or other similar miraculous feats. Such rituals are powerful supernatural practices in their own right and a skilled and well-resourced thaumaurge is a dangerous opponent. Such rituals might be confused with low level effects of sorcery.
A note on thaumaturgy and it's relation to sorcery. Although Essence is the power behind sorcery, the use of expensive ingredients cannot be avoided in thaumaturgy. They are an essential part of the process and even Essence wielders cannot avoid their use. Essence use is for sorcery, and no matter how all powerful an Exalted may be, if they want to use the unique advantages of thaumaturgy, they have to abide by it's rules. Of course for them, acquiring such supplies is often considerably easier.
Revising the subject of thamaturgy as a whole it needs to be up-powered and made far more interesting. One doesn't spend a king's ransom in an expensive chamber to perform pathetic tricks. A Master Degree ritual would be capable of preserving the dead in the world of the living (see mummies and wights from Warhammer) or other similar miraculous feats. Such rituals are powerful supernatural practices in their own right and a skilled and well-resourced thaumaurge is a dangerous opponent. Such rituals might be confused with low level effects of sorcery.
A note on thaumaturgy and it's relation to sorcery. Although Essence is the power behind sorcery, the use of expensive ingredients cannot be avoided in thaumaturgy. They are an essential part of the process and even Essence wielders cannot avoid their use. Essence use is for sorcery, and no matter how all powerful an Exalted may be, if they want to use the unique advantages of thaumaturgy, they have to abide by it's rules. Of course for them, acquiring such supplies is often considerably easier.
Artefact Creation
Artefacts work by altering Creation's Essence floes. Sometimes an object becomes powerful because it alters the way Essence flows through Creation. These objects maintain their power which can be harnessed in an artefact. Many are artefacts themselves.
Three Colours Red- The Ginger Snaps Trilogy
A friend of mine was surprised they didn't continue the previous film and make it about Ghost. You can't have Ginger Snaps without Ginger even in the periphery like in the second film. She's got far too much charisma. One characteristic Ginger and Ghost share is they enjoy their existence more than Brigitte and I think the film needs a counterpoint to her in order to work. I think the reason Ginger Snaps Unleashed wasn't popular at the box office is because Ginger wasn't in it and people thought "oh that sucks." I suspect that disappointed the Ginger nuts.
Poetry
Babies in shallow graves
Maggots crawling out of their eye sockets
Screams of terror at a mass execution
These are some of my favourite things
Bodies torn by falling on jagged rocks
The smell of brine mixed with freshly spilled blood
Black sharks swimming through sunless red foam
These are some of my favourite things
Ragged viscera washing up on the shore
Eyes that will never see again looking up at a cloudy sky
Blood pooling on the surface like a sheet of red satin
These are some of my favourite things
Maggots crawling out of their eye sockets
Screams of terror at a mass execution
These are some of my favourite things
Bodies torn by falling on jagged rocks
The smell of brine mixed with freshly spilled blood
Black sharks swimming through sunless red foam
These are some of my favourite things
Ragged viscera washing up on the shore
Eyes that will never see again looking up at a cloudy sky
Blood pooling on the surface like a sheet of red satin
These are some of my favourite things
Wednesday, 28 December 2011
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.
Monday, 21 November 2011
Film Critics
They've got their heads stuck so far up their own arses you'd think they'd know shit when they see it.
Sunday, 20 November 2011
The BBC Four World Cinema Awards
If we're ever going to have law and order in England the first thing we gotta do is round up all the film documentary directors and shoot em down like dogs. For years I've been getting pissed off with people who have more interest in how films are made than watching them. And these people seem to be the audience, and the ones making every single film review show and award ceremony. You can't get away from people who insist on including pointless 'behind-the-scenes' footage in their damned programs that are ostensibly about the films themselves. Get a clue- it's got fuck all to do with film. The difference between watching a film a watching one of these stupid review programs is huge. I know that these days they're going to include a few seconds of 'making of' material which serves absolutely no fucking purpose whatsoever. Fortunately it's useless in informing people about how films are made not just what they're made about. If I wanted to know the technical details of film making I wouldn't be watching a review show. I watch a review show (or used to) so I could find out what good new films had been released recently. Now I simply don't bother. How exactly does turning away the audience serve the program's purpose? It doesn't. It's just a load of technical bullshit.
When I tune out of one of these programs and watch a film I feel like I'm now watching the real thing. These programs are so divorced from their subject matter they're losing their relevance to it. Speaking as a genuine throwback who insists on watching programs on an analogue cathode ray tube with a single speaker (and I like it that way) people are far too concerned with technology as a part of film. People get fucking huge flat screens, surround sound and watch films in 3D and they don't care about film any more now than they used to; maybe even less so. They use their fucking expensive televisions that they put as far away from themselves as humanly possible in their boring, characterless, don't say a thing about me houses to watch bland shit while eating their dinner (I speak from direct observation.) I watch a 14 inch cathode ray TV that I kicked the shit out of when I got annoyed playing Halo and yet I've been moved in front of it. My whole life has changed because of things I've seen on screen and technology had nothing to do with it. Technology and FX and all that stuff is just background, you shouldn't even think about it. People put technology above the work because they're shallow, they have no reverence for what they watch. I love film and I think in some ways older technology is better. I want everything I see to be as realistic as possible. It isn't about knowing how special effects are done. There are some films that leave me in a daze, I don't want to watch or listen to anything else all day because it wouldn't be good enough. If you don't care even remotely that much about films as an art form, stay away from them.
When I tune out of one of these programs and watch a film I feel like I'm now watching the real thing. These programs are so divorced from their subject matter they're losing their relevance to it. Speaking as a genuine throwback who insists on watching programs on an analogue cathode ray tube with a single speaker (and I like it that way) people are far too concerned with technology as a part of film. People get fucking huge flat screens, surround sound and watch films in 3D and they don't care about film any more now than they used to; maybe even less so. They use their fucking expensive televisions that they put as far away from themselves as humanly possible in their boring, characterless, don't say a thing about me houses to watch bland shit while eating their dinner (I speak from direct observation.) I watch a 14 inch cathode ray TV that I kicked the shit out of when I got annoyed playing Halo and yet I've been moved in front of it. My whole life has changed because of things I've seen on screen and technology had nothing to do with it. Technology and FX and all that stuff is just background, you shouldn't even think about it. People put technology above the work because they're shallow, they have no reverence for what they watch. I love film and I think in some ways older technology is better. I want everything I see to be as realistic as possible. It isn't about knowing how special effects are done. There are some films that leave me in a daze, I don't want to watch or listen to anything else all day because it wouldn't be good enough. If you don't care even remotely that much about films as an art form, stay away from them.
Tuesday, 8 November 2011
Apocalyptic Spectral Slaughter
Keywords: Mirror (Rout-Stemming Gesture)
The Legions of an Abyssal should fear their master more than any enemy. As long as they do so they will never flee from battle. Many times the ranks of an Abyssal's army have been thought to waver and yet by the use of this Charm they've fought back with unshakable ferocity...
This Charm is used in response to the unit the Abyssal is leading failing a Valour roll. The Abyssal makes a supernatural attack on her own unit, arcs of black Essence tear through the ranks before anyone can flee reminding them of the greater terror that waits at their backs should they fail. Roll the character''s Charisma + War. Each success inflicts one level of lethal damage on the unit she is commanding. If the unit loses a greater number of health levels than the difficulty of the Valour roll they failed, they automatically pass the roll and do not need to make another for the remainder of the scene unless it's difficulty was greater than that affected by this Charm.
Apocalyptic Spectral Slaughter
An Abyssal general has no mercy for cowards. If a unit she commands fails a Valour roll and tries to flee the Abyssal summons an army of shades that surround them on all sides and slaughter the trapped force until not a single member is left alive. After witnessing such a hellish massacre the opposing unit that caused the Valour roll must immediately take a Valour roll of their own with an equal difficulty or a difficulty of the now annihilated unit's Magnitude if that was lower.
The Legions of an Abyssal should fear their master more than any enemy. As long as they do so they will never flee from battle. Many times the ranks of an Abyssal's army have been thought to waver and yet by the use of this Charm they've fought back with unshakable ferocity...
This Charm is used in response to the unit the Abyssal is leading failing a Valour roll. The Abyssal makes a supernatural attack on her own unit, arcs of black Essence tear through the ranks before anyone can flee reminding them of the greater terror that waits at their backs should they fail. Roll the character''s Charisma + War. Each success inflicts one level of lethal damage on the unit she is commanding. If the unit loses a greater number of health levels than the difficulty of the Valour roll they failed, they automatically pass the roll and do not need to make another for the remainder of the scene unless it's difficulty was greater than that affected by this Charm.
Apocalyptic Spectral Slaughter
An Abyssal general has no mercy for cowards. If a unit she commands fails a Valour roll and tries to flee the Abyssal summons an army of shades that surround them on all sides and slaughter the trapped force until not a single member is left alive. After witnessing such a hellish massacre the opposing unit that caused the Valour roll must immediately take a Valour roll of their own with an equal difficulty or a difficulty of the now annihilated unit's Magnitude if that was lower.
Sunday, 16 October 2011
Manual of Exalted Power: The Abyssals
The games designers dictate rather than describe what the Abyssal Exalted are. Also you have to make the unpleasant choice between being a 'slave'' and a 'renegade.' Since the Manual of Exalted Power books are the primary range of supplements, published in hardback, they really would have benefited from being printed in colour like the main rulebook. This is begging to be put into colour. All the dripping blood would look spectacular.
Although the pages are dark didn't find this book physically difficult to read. Instead, actually reading it is a more unpleasant experience. Some of the ideas mentioned in a review about Resonance gave me a better impression than the ones actually thought of by the writers. Heavy emphasis is placed on being Abyssal Exalted rather than deathknights. Playing a morbid revenant is one thing, a very cool one, playing a servant of the Void is something else. This book would have been better if playing a servant to Oblivion was optional and all Abyssals literally lived up to their name of deathknights.
The chapter on Deathlords characterises the off-the-wall style much of the more intense material of Exalted possesses. It's somewhat similar to the way the White Treatise was written.
The section on Charms, the focus for any player, was mixed. At times they can be brilliantly written: 'Abyssal surgeons can quickly determine if the patient will recover from her ailments or if she belongs in the flesh vats with the rest of the raw materials.' They do have a tendency, like the descriptions of the Abyssal Castes, to lean towards a depressive, moribund angle. Something I suspect that could be an influence of Vampire. Luckily, since this is the most critical chapter, a lot of it works but I feel could still be improved. Two martial arts styles are included; the natural Abyssal martial art: Dark Messiah Style, and Hungry Ghost Style. I think that Dark Messiah Style was rather miswritten, and the material would suit a terrestrial martial art better. The emphasis on 'bullying' direct physical violence lacks the depth for a Celestial martial arts style. The 'obscure and terrible' Hungry Ghost Style is quirky and much more stylish.
The Craft Charm for making soulsteel was a disaster. This was one of the things I was most looking forward to but all it consists of is one Charm for hammering a ghost into soulsteel rather than an intricate existential process. On the subject of Craft Charms, they're a good example of the writer constrict the players in their actions since several of the Charms can only be used for destructive purposes were you might find that being able to create something indirectly destructive due to the way the character used it, would be more valuable and give the players room to do what they want.
The chapter on Necrotech was a significant disappointment. Instead of some wonderful piece about how it blurred the differences between life and death like a corporeal version of making soulsteel, all it consists of is stitching together pieces of dead things, which requires no more exotic Abilities than Medicine and Craft (Fire) and then casting a necromancy spell to animate it. There are a lot of different things you can do with Necrotech, there's a full list of how you can use 'creation points' as well as sample creations they thought of, but the whole thing is singularly unimaginative. One fault I have with Exalted is they almost try to eschew having influences. reading Herbert West- Reanimator (particularly chapter 5- which can be found on the Wikipedia article about H.P. Lovecraft) would have ahd a massive effect on this. Necrotech requires mundane maintenance rather than being living engines of death.
It's worth noting there are several new Solar Charms which mirror Abyssal ones other players might be interested in. Back on the subject, several Abyssal Charms require the Whispers Background in a requirement called Avatar. Although their power stems from Oblivion, having Whispers of Oblivion (available to ghosts) isn't necessary but rather Whispers of the Neverborn. There seems to be a lack of proper differentiation between the sources of the Abyssals' power. The Neverborn are portrayed as being rather more alive and in a more concrete way than I feel is good for the game. They definitely are 'alive' and capable of thought and even action among those connected to them. There's no mystery in how cognizant their consciousnesses are, are the Whispers their thoughts or just the final death scream of dead gods?
The Abyssals themselves are particularly beholden to the Neverborn and according to the rulebook fully versed by their Deathlord masters in all the knowledge they want them to know. There's no scope within the existing rules for Abyssals who don't know they even have any connection to the Deathlords or know what they are. Storytellers may even decide it's better if no one even knew that the Deathlords as such even existed. One thing I think they would have benefited from is a heavier emphasis on death than Oblivion. Charms that make the Abyssals take on the aspects of ghosts would have been particularly cool. If the player decided they should take the plunge and learn Charms with the Avatar keyword (for 'Whispers of Oblivion') but allow the presence of Oblivion within them to start becoming part of their soul.
Considering it's importance I didn't actually think much of the Manual of Exalted Power series. This book is an example of why. The game has a lot of potential, but not much actualised brilliance.
Although the pages are dark didn't find this book physically difficult to read. Instead, actually reading it is a more unpleasant experience. Some of the ideas mentioned in a review about Resonance gave me a better impression than the ones actually thought of by the writers. Heavy emphasis is placed on being Abyssal Exalted rather than deathknights. Playing a morbid revenant is one thing, a very cool one, playing a servant of the Void is something else. This book would have been better if playing a servant to Oblivion was optional and all Abyssals literally lived up to their name of deathknights.
The chapter on Deathlords characterises the off-the-wall style much of the more intense material of Exalted possesses. It's somewhat similar to the way the White Treatise was written.
The section on Charms, the focus for any player, was mixed. At times they can be brilliantly written: 'Abyssal surgeons can quickly determine if the patient will recover from her ailments or if she belongs in the flesh vats with the rest of the raw materials.' They do have a tendency, like the descriptions of the Abyssal Castes, to lean towards a depressive, moribund angle. Something I suspect that could be an influence of Vampire. Luckily, since this is the most critical chapter, a lot of it works but I feel could still be improved. Two martial arts styles are included; the natural Abyssal martial art: Dark Messiah Style, and Hungry Ghost Style. I think that Dark Messiah Style was rather miswritten, and the material would suit a terrestrial martial art better. The emphasis on 'bullying' direct physical violence lacks the depth for a Celestial martial arts style. The 'obscure and terrible' Hungry Ghost Style is quirky and much more stylish.
The Craft Charm for making soulsteel was a disaster. This was one of the things I was most looking forward to but all it consists of is one Charm for hammering a ghost into soulsteel rather than an intricate existential process. On the subject of Craft Charms, they're a good example of the writer constrict the players in their actions since several of the Charms can only be used for destructive purposes were you might find that being able to create something indirectly destructive due to the way the character used it, would be more valuable and give the players room to do what they want.
The chapter on Necrotech was a significant disappointment. Instead of some wonderful piece about how it blurred the differences between life and death like a corporeal version of making soulsteel, all it consists of is stitching together pieces of dead things, which requires no more exotic Abilities than Medicine and Craft (Fire) and then casting a necromancy spell to animate it. There are a lot of different things you can do with Necrotech, there's a full list of how you can use 'creation points' as well as sample creations they thought of, but the whole thing is singularly unimaginative. One fault I have with Exalted is they almost try to eschew having influences. reading Herbert West- Reanimator (particularly chapter 5- which can be found on the Wikipedia article about H.P. Lovecraft) would have ahd a massive effect on this. Necrotech requires mundane maintenance rather than being living engines of death.
It's worth noting there are several new Solar Charms which mirror Abyssal ones other players might be interested in. Back on the subject, several Abyssal Charms require the Whispers Background in a requirement called Avatar. Although their power stems from Oblivion, having Whispers of Oblivion (available to ghosts) isn't necessary but rather Whispers of the Neverborn. There seems to be a lack of proper differentiation between the sources of the Abyssals' power. The Neverborn are portrayed as being rather more alive and in a more concrete way than I feel is good for the game. They definitely are 'alive' and capable of thought and even action among those connected to them. There's no mystery in how cognizant their consciousnesses are, are the Whispers their thoughts or just the final death scream of dead gods?
The Abyssals themselves are particularly beholden to the Neverborn and according to the rulebook fully versed by their Deathlord masters in all the knowledge they want them to know. There's no scope within the existing rules for Abyssals who don't know they even have any connection to the Deathlords or know what they are. Storytellers may even decide it's better if no one even knew that the Deathlords as such even existed. One thing I think they would have benefited from is a heavier emphasis on death than Oblivion. Charms that make the Abyssals take on the aspects of ghosts would have been particularly cool. If the player decided they should take the plunge and learn Charms with the Avatar keyword (for 'Whispers of Oblivion') but allow the presence of Oblivion within them to start becoming part of their soul.
Considering it's importance I didn't actually think much of the Manual of Exalted Power series. This book is an example of why. The game has a lot of potential, but not much actualised brilliance.
Saturday, 15 October 2011
Do Teachers Really Know How to Teach?
I ask this question because of the dramatic shift in my learning methodology over the last year.
Linguistics is a relatively easy subject to study since much of it is cut and dried. For my personal method of learning Japanese, I'm studying for a JLPT exam, I use an online resource that has the vocabulary syllabus for the previous exams. I learn a set of twenty five words every day from a set of homemade flash cards. On one side is the word and it's meaning, on the other side is the word written in Japanese. Now that I've become more familiar with the vocabulary I've stopped trying to compose sentences out of them and simply go through them word by word, although I would recommend using the words in sentences the first time you use them as it makes it more interesting.
One of the first things I do after I get up is to run through a set of flash cards, trying to remember how to write them in Japanese and if I can't I turn over the card and put it in a pile I come back to when I've finished and try again. Them I flip them all over and try to write down how the words are pronounced and what they mean. I repeat this about an hour later and then again sometime late in the day. One of the key elements is to make it easy. I don't pressure myself trying to come up with words I can't think of. The easier it is, the more fun and more effective learning is. Another key point is that I do a reasonable amount every day.
Studying a subject for up to one and a half hours at a time a couple of times a week is not as effective. Also the teachers seemed far more interested in pupils making notes and keeping their books neat than memorising the information. That's the whole point of going to classes: to learn. I test myself in a no pressure environment three times a day and try to make the tests as easy as possible. Save the stress for when you actually do an exam. You'll probably feel a lot more relaxed about it too. Teachers who bite pupils heads off for making trivial errors are bad teachers. If he classroom environment was more relaxed then pupils wouldn't think so much about behaving properly and think more about the subject the teachers are supposed to be teaching them. I've learned more about drawing from a few hours using a rather cartoony drawing book than I did in all my school art classes. Those who can do, but that doesn't necessarily mean they can teach. I never once received proper instruction on how to draw a person. Manga is an excellent way of learning to draw people's faces, the hardest part of them to capture, because it's so simple.
Linguistics is a relatively easy subject to study since much of it is cut and dried. For my personal method of learning Japanese, I'm studying for a JLPT exam, I use an online resource that has the vocabulary syllabus for the previous exams. I learn a set of twenty five words every day from a set of homemade flash cards. On one side is the word and it's meaning, on the other side is the word written in Japanese. Now that I've become more familiar with the vocabulary I've stopped trying to compose sentences out of them and simply go through them word by word, although I would recommend using the words in sentences the first time you use them as it makes it more interesting.
One of the first things I do after I get up is to run through a set of flash cards, trying to remember how to write them in Japanese and if I can't I turn over the card and put it in a pile I come back to when I've finished and try again. Them I flip them all over and try to write down how the words are pronounced and what they mean. I repeat this about an hour later and then again sometime late in the day. One of the key elements is to make it easy. I don't pressure myself trying to come up with words I can't think of. The easier it is, the more fun and more effective learning is. Another key point is that I do a reasonable amount every day.
Studying a subject for up to one and a half hours at a time a couple of times a week is not as effective. Also the teachers seemed far more interested in pupils making notes and keeping their books neat than memorising the information. That's the whole point of going to classes: to learn. I test myself in a no pressure environment three times a day and try to make the tests as easy as possible. Save the stress for when you actually do an exam. You'll probably feel a lot more relaxed about it too. Teachers who bite pupils heads off for making trivial errors are bad teachers. If he classroom environment was more relaxed then pupils wouldn't think so much about behaving properly and think more about the subject the teachers are supposed to be teaching them. I've learned more about drawing from a few hours using a rather cartoony drawing book than I did in all my school art classes. Those who can do, but that doesn't necessarily mean they can teach. I never once received proper instruction on how to draw a person. Manga is an excellent way of learning to draw people's faces, the hardest part of them to capture, because it's so simple.
Friday, 14 October 2011
The Longbow: Premature Death of Britain's Greatest Weapon
What killed off the longbow? The gun? No. That only replaced it.
This is an article I've wanted to write for some time. Saul David once performed a rather spurious test proclaiming "The longbow was dead" after comparing the point blank effectiveness of a musket against a .45ACP round from a pistol against metal armour. Just what that test proved about the longbow and it's effectiveness vis a vis the gun is lost to me. Not that musket existed at the time the longbow fell out of fashion. It would take several centuries for firearms to get that bad.
It had long been a curiosity of mine why did such a successful weapon fall out of favour and never recover? One reason is the dramatic rise in cost of yew to make bows imported from abroad. But much more important are the historically obscure facts that agriculture changed at that time from harvesting crops to animal herding, which was a far less physically demanding occupation; and more dramatically that a third of the adult working population died of hunger. Not only were bows more expensive to make but the population for levying soldiers had been decimated and over time those who served weren't in condition to use such a weapon.
Still it is a wonder why nobody thought of resurrecting it. Perhaps it had simply become such an anachronism in the miracle age of gunpowder that anybody who gave serious thought to the idea would have been too embarrassed to see it through. Shortly after the gun's ascendancy, one man claimed he could out-shoot a group of bowmen using a pistol at a hundred and twenty yards. I sorely wished when I read that than someone took him up on his offer and illustrated how incorrect he was.
Being made of iron the gun would be a relatively expensive weapon to produce. It burned powder, which was also expensive. Muskets were notoriously unreliable, both under ordinary firing conditions and especially in bad weather. Furthermore they produced copious amounts of smoke that rendered their users blind if there was a still wind.
These are trifles compared to the more serious and damning failings of the gun. The one that stands out by far the most is it's rate of fire. Troops could fire as low as two rounds a minute, with the best trained men managing only four. Accurate range was also pitiful. The chances of hitting an individual man at even fifty paces were low. At short range it had decent hitting power but this quickly wore off, with one source saying "It was an unlucky man who got injured by a musket ball at two hundred yards." Altogether, this reduced the firepower of infantry to the point where while their predecessors had stood in line to face French cavalry charges a few centuries earlier, charges by men in full plate armour, the British soldier of the Napoleonic era had to form square to defend himself against much less well armoured cavalry of his day. Sure historical proof of the dramatic decline of the efficiency of their weapon.
It does make one wonder what history would have been like if far from dying out centuries before it became obsolete, the longbow, having proved itself time and again during the Hundred Years' War, caught on and spread throughout the armies of Europe. An unlikely idea, but if anybody possessed an eye for military efficiency above maintaining the status quo (and it hadn't led to the overthrow of the nobility by the peasantry in England) then they might have considered it.
The place where gunpowder truly created a revolution in the way open battles were fought (rather than sieges) wasn't on land at all. Although firepower at sea was nothing new (the English used it during the first encounter during the Aginourt campaign, where the French had followed the established tactic of chaining their boats together to form a platform for hand to hand combat and were subsequently out-shot.)
Only in 1849 did gunpowder firing small arms truly start to outclass bows (although in this case the crossbow.) It wasn't till breach loading weapons were introduced did gunpowder weapons finally supercede the bow with their high rate of fire combined with ease of shooting.
If you had to go to battle where one side had muskets and the other had longbows, which side would you want to be on?
This is an article I've wanted to write for some time. Saul David once performed a rather spurious test proclaiming "The longbow was dead" after comparing the point blank effectiveness of a musket against a .45ACP round from a pistol against metal armour. Just what that test proved about the longbow and it's effectiveness vis a vis the gun is lost to me. Not that musket existed at the time the longbow fell out of fashion. It would take several centuries for firearms to get that bad.
It had long been a curiosity of mine why did such a successful weapon fall out of favour and never recover? One reason is the dramatic rise in cost of yew to make bows imported from abroad. But much more important are the historically obscure facts that agriculture changed at that time from harvesting crops to animal herding, which was a far less physically demanding occupation; and more dramatically that a third of the adult working population died of hunger. Not only were bows more expensive to make but the population for levying soldiers had been decimated and over time those who served weren't in condition to use such a weapon.
Still it is a wonder why nobody thought of resurrecting it. Perhaps it had simply become such an anachronism in the miracle age of gunpowder that anybody who gave serious thought to the idea would have been too embarrassed to see it through. Shortly after the gun's ascendancy, one man claimed he could out-shoot a group of bowmen using a pistol at a hundred and twenty yards. I sorely wished when I read that than someone took him up on his offer and illustrated how incorrect he was.
Being made of iron the gun would be a relatively expensive weapon to produce. It burned powder, which was also expensive. Muskets were notoriously unreliable, both under ordinary firing conditions and especially in bad weather. Furthermore they produced copious amounts of smoke that rendered their users blind if there was a still wind.
These are trifles compared to the more serious and damning failings of the gun. The one that stands out by far the most is it's rate of fire. Troops could fire as low as two rounds a minute, with the best trained men managing only four. Accurate range was also pitiful. The chances of hitting an individual man at even fifty paces were low. At short range it had decent hitting power but this quickly wore off, with one source saying "It was an unlucky man who got injured by a musket ball at two hundred yards." Altogether, this reduced the firepower of infantry to the point where while their predecessors had stood in line to face French cavalry charges a few centuries earlier, charges by men in full plate armour, the British soldier of the Napoleonic era had to form square to defend himself against much less well armoured cavalry of his day. Sure historical proof of the dramatic decline of the efficiency of their weapon.
It does make one wonder what history would have been like if far from dying out centuries before it became obsolete, the longbow, having proved itself time and again during the Hundred Years' War, caught on and spread throughout the armies of Europe. An unlikely idea, but if anybody possessed an eye for military efficiency above maintaining the status quo (and it hadn't led to the overthrow of the nobility by the peasantry in England) then they might have considered it.
The place where gunpowder truly created a revolution in the way open battles were fought (rather than sieges) wasn't on land at all. Although firepower at sea was nothing new (the English used it during the first encounter during the Aginourt campaign, where the French had followed the established tactic of chaining their boats together to form a platform for hand to hand combat and were subsequently out-shot.)
Only in 1849 did gunpowder firing small arms truly start to outclass bows (although in this case the crossbow.) It wasn't till breach loading weapons were introduced did gunpowder weapons finally supercede the bow with their high rate of fire combined with ease of shooting.
If you had to go to battle where one side had muskets and the other had longbows, which side would you want to be on?
Zombies
"...By removing the head or destroying the brain."
Zombies are a particularly horrifying adversary to face, especially in the Age of Sorrows. Lacking Essence weapons entire villages have been abandoned or devoured by these unholy monsters. On the battlefield zombies possess no training or discipline and are able to only shamble forwards at a slow pace. But they are relentless, feeling no pain from their wounds, experiencing no fear and only stop when their bodies are destroyed entirely. Once within the reach of a zombie's clasping grip there's no escaping it before they pull their victim apart limb from limb and devour them alive.
Strength: 4, Dexterity: 1, Stamina: 2
Perception: 2, Intelligence: 0, Wits: 1
Daft as a Brush: Zombies possess no abilities whatsoever.
Attack: crush attack Speed 6, Accuracy 4, Damage 4B*, Rate 1
DV/Soak: Dodge DV 0, Soak 1L, 2B (special)
Motivation: Feed
SPECIAL RULES
Arisen Hunger, Tear Attack
Zombies are incapable of wielding weapons and have only their hands and teeth to attack with. However they claw and bite so ferociously in their hunger for living flesh their damage is resolved differently to normal bashing damage. Instead of cycling down the victim's entire health chart before inflicting lethal damage, first mark a box with a level of bashing damage, and then if the attack has inflicted another, add the second level of bashing damage to make it lethal damage.
Risen Dead
Trying to stop a zombie is almost impossible. You may be able to run faster but they keep on coming no matter what you throw at them. Only crippling attacks and attacks aimed at the zombie's head inflict any injury. A crippling attack may lop off it's arms or legs, but will do no actual damage on it's health chart. Only attacks aimed at it's head can stop a zombie. Also a zombie is not incapacitated by bashing damage when it reaches it's incapacitated health level but goes on receiving lethal damage while fully active and does not suffer from wound penalties. Only weapons sufficiently powerful to completely destroy it's body such as Essence weaponry or fire can kill it otherwise.
Mask of Winter took the rather devious step of overcoming the zombie's inherent lack of discipline by chaining his zombies together into gangs with iron collars around their necks. This had the added advantage of making it impossible to cut their heads off at the neck.
Zombies are a particularly horrifying adversary to face, especially in the Age of Sorrows. Lacking Essence weapons entire villages have been abandoned or devoured by these unholy monsters. On the battlefield zombies possess no training or discipline and are able to only shamble forwards at a slow pace. But they are relentless, feeling no pain from their wounds, experiencing no fear and only stop when their bodies are destroyed entirely. Once within the reach of a zombie's clasping grip there's no escaping it before they pull their victim apart limb from limb and devour them alive.
Strength: 4, Dexterity: 1, Stamina: 2
Perception: 2, Intelligence: 0, Wits: 1
Daft as a Brush: Zombies possess no abilities whatsoever.
Attack: crush attack Speed 6, Accuracy 4, Damage 4B*, Rate 1
DV/Soak: Dodge DV 0, Soak 1L, 2B (special)
Motivation: Feed
SPECIAL RULES
Arisen Hunger, Tear Attack
Zombies are incapable of wielding weapons and have only their hands and teeth to attack with. However they claw and bite so ferociously in their hunger for living flesh their damage is resolved differently to normal bashing damage. Instead of cycling down the victim's entire health chart before inflicting lethal damage, first mark a box with a level of bashing damage, and then if the attack has inflicted another, add the second level of bashing damage to make it lethal damage.
Risen Dead
Trying to stop a zombie is almost impossible. You may be able to run faster but they keep on coming no matter what you throw at them. Only crippling attacks and attacks aimed at the zombie's head inflict any injury. A crippling attack may lop off it's arms or legs, but will do no actual damage on it's health chart. Only attacks aimed at it's head can stop a zombie. Also a zombie is not incapacitated by bashing damage when it reaches it's incapacitated health level but goes on receiving lethal damage while fully active and does not suffer from wound penalties. Only weapons sufficiently powerful to completely destroy it's body such as Essence weaponry or fire can kill it otherwise.
Mask of Winter took the rather devious step of overcoming the zombie's inherent lack of discipline by chaining his zombies together into gangs with iron collars around their necks. This had the added advantage of making it impossible to cut their heads off at the neck.
Thursday, 13 October 2011
Far North, Sean Bean, Michelle Yeoh, Michelle Krusiec
Despite some poor (and some exaggerated) reviews I'd rate this film as solid. it captures a subtle but distinctive aspect of it's setting (which for one witless reviewer's benefit is somewhere in Siberia at the beginning of the Cold War. The large round structures you see are radar domes.) The film takes place on the frontier where two furtive native women try to survive by avoiding 'civilised people.' The way the natives live, preserving their own way of live contrasts dramatically with the totalitarian Soviet Union who try to wipe them out to claim the land for themselves. "We had to follow orders" explains Sean Bean, a reluctant member of a work unit forced at gunpoint to obey the state.
I never get that connected with this film but overdramatising it would spoil the unique way the director expresses the region it takes place in. It's just as much about the far north and the conflict between the ways of life of the natives who've found a harsh but at the same time comfortable way of living in their environment and the outsiders trying to take it over for purposes that exist outside it's scope, as it is about the relationships and tensions of the characters who live there.
I never get that connected with this film but overdramatising it would spoil the unique way the director expresses the region it takes place in. It's just as much about the far north and the conflict between the ways of life of the natives who've found a harsh but at the same time comfortable way of living in their environment and the outsiders trying to take it over for purposes that exist outside it's scope, as it is about the relationships and tensions of the characters who live there.
Wednesday, 12 October 2011
Editorial: Film Critics (Scum of the Earth)
The first thing I learned being a film fan was never to trust film critics. I've seen the most mediocre films lauded to high heaven. One source claimed Irreversible was 'one of the most important films in the last 20 years.'
Members of the audience go out of their way to watch films. Often paying for the privilege of doing so. The problem is that film reviewers view films indifferently. When I think a film sucks I just turn off the TV or watch something else. Because critics approach all films the same way 'I have to watch this film and come up with an opinion on it' they lose their sense of perspective and alienate themselves from the audience.
Writing about a film, or even sitting through it all isn't obligatory for a member of the audience. Some of the reviews I read are incredibly snotty and even absurdly stupid (see Silent Hill.) I film isn't something you review as a matter of work. It's something you watch because you enjoy it. As a fan I only go after things because I like them. Once I start getting ideas of watching every film I can and putting them up on my website I realise that I need to start taking it less seriously. Once you go into a film with the purpose of reviewing it not watching it because you want to you lose your sense of perspective. Some films I've known were a disaster before I'd even seen one second of them. As soon as the production reel on Cruel Intentions 2 started I knew I would hate it. I didn't watch more than five minutes.
Members of the audience go out of their way to watch films. Often paying for the privilege of doing so. The problem is that film reviewers view films indifferently. When I think a film sucks I just turn off the TV or watch something else. Because critics approach all films the same way 'I have to watch this film and come up with an opinion on it' they lose their sense of perspective and alienate themselves from the audience.
Writing about a film, or even sitting through it all isn't obligatory for a member of the audience. Some of the reviews I read are incredibly snotty and even absurdly stupid (see Silent Hill.) I film isn't something you review as a matter of work. It's something you watch because you enjoy it. As a fan I only go after things because I like them. Once I start getting ideas of watching every film I can and putting them up on my website I realise that I need to start taking it less seriously. Once you go into a film with the purpose of reviewing it not watching it because you want to you lose your sense of perspective. Some films I've known were a disaster before I'd even seen one second of them. As soon as the production reel on Cruel Intentions 2 started I knew I would hate it. I didn't watch more than five minutes.
Ability Essence Floe
Cost: --; Mins: Abilty 1, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Ability Excellency
The Solars' knowledge of a discipline gives them insight into how Essence flows through it. For the Solars, with knowledge anything is possible.
An alternative to Essence Flow. A character buy up to two Essence Floe Charms during character creation. The character may learn Charms for a given ability using only the ability rating as a minimum trait level. Use of Essence Flow applies specifically to Charms. Since spells are not Charms initiation into a circle of sorcery or necromancy is not a valid use of this Charm.
Simply put it allows a character to buy Charms for a related ability without regard to minimum Essence needed to know them. Essence Flow is a permanent enhancement of a character's capability resulting from their existing acumen that cannot be cancelled or removed.
Sorcery/Necrotic Essence Floe
Cost: --; Mins: Occult 3, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Occult Essence Floe, Terrestrial Circle Sorcery/Shadowlands Circle Necromancy
Through a supernatural insight into the workings of sorcery that very few Exalted sorcerers possess, the character can learn spells from the circle above the one they have been initiated into. They can also create spells of their own for that circle as if they possessed the relevant sorcery or necromancy Charm.
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Ability Excellency
The Solars' knowledge of a discipline gives them insight into how Essence flows through it. For the Solars, with knowledge anything is possible.
An alternative to Essence Flow. A character buy up to two Essence Floe Charms during character creation. The character may learn Charms for a given ability using only the ability rating as a minimum trait level. Use of Essence Flow applies specifically to Charms. Since spells are not Charms initiation into a circle of sorcery or necromancy is not a valid use of this Charm.
Simply put it allows a character to buy Charms for a related ability without regard to minimum Essence needed to know them. Essence Flow is a permanent enhancement of a character's capability resulting from their existing acumen that cannot be cancelled or removed.
Sorcery/Necrotic Essence Floe
Cost: --; Mins: Occult 3, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Occult Essence Floe, Terrestrial Circle Sorcery/Shadowlands Circle Necromancy
Through a supernatural insight into the workings of sorcery that very few Exalted sorcerers possess, the character can learn spells from the circle above the one they have been initiated into. They can also create spells of their own for that circle as if they possessed the relevant sorcery or necromancy Charm.
Sunday, 9 October 2011
Silent Hill (film), Radha Mitchell, Sean Bean, Kim Coates
This film needs reviewing in light of the absurd critical reception it's received. Always go with the audience rather than the film critics. One moron even described the entirety of the film as 'downright confusing.' It's far from it. It's the only truly good film I've seen based on a video game. Although I wouldn't rate it as highly as some people have it's certainly worth the watch and never seemed to me to be 'overlong.' The ending might jilt you a bit but it's cool in it's own kind of way.
Bad Boys II, Will Smith, Martin Lawrence
I put this one in this list mainly because of the lame reviews it got from most of the media. It's rare to see an action film that's genuinely exciting.
Friday, 7 October 2011
Editorial
The only way we're going to have sensible motoring in this country is if we forbid vehicles incapable of breaking a speed limit from entering an area where the limit is enforced. That will stop idiots who can't go fast enough from getting in our way when we're actually trying to go somewhere.
Friday, 30 September 2011
Tuesday, 27 September 2011
Day of the Dead, George A. Romero
Romero finest.
Examination of contemporary culture. Strained interpersonal relations. And more zombies than any of his previous films with gore in splendid technicolour.
The setting of a three way conflict between research scientists trying to combat the zombie problem, self interested civilians and an army squad under the leadership of the clearly unstable Captain Rhodes in an abandoned nuclear missile base is a microcosm for America at that time in history.
The thing about this film is that the real enemies are the opposing groups of people rather than the zombies. Although they're a constant menace, the real danger comes from the military.
Out of the two major scientists, Sarah is more reasonable, although ambitious one trying to completely eradicate the zombie problem altogether. Logan through, is trying a quick solution to 'make them behave' conducting bloody and increasingly disturbing research as the film goes on, much to the viewer's delight.
Captain Rhodes is a complete lunatic. Sick of being stuck underground surrounded by zombies with 'Dr. Frankenstein' his behavior becomes more and more pathological until it reaches breaking point.
You do feel like you've been thrown into a story part way through having missed important developments (none of which are part of Dawn of the Dead if you haven't seen that one) but it's still easy enough to get a handle on events.
The only thing I felt let the film down was the appalling soundtrack which as well as being gross jarrs terribly with the tone of the film.
The ending however is one of the best moments in zombie cinema. Enjoy!
Examination of contemporary culture. Strained interpersonal relations. And more zombies than any of his previous films with gore in splendid technicolour.
The setting of a three way conflict between research scientists trying to combat the zombie problem, self interested civilians and an army squad under the leadership of the clearly unstable Captain Rhodes in an abandoned nuclear missile base is a microcosm for America at that time in history.
The thing about this film is that the real enemies are the opposing groups of people rather than the zombies. Although they're a constant menace, the real danger comes from the military.
Out of the two major scientists, Sarah is more reasonable, although ambitious one trying to completely eradicate the zombie problem altogether. Logan through, is trying a quick solution to 'make them behave' conducting bloody and increasingly disturbing research as the film goes on, much to the viewer's delight.
Captain Rhodes is a complete lunatic. Sick of being stuck underground surrounded by zombies with 'Dr. Frankenstein' his behavior becomes more and more pathological until it reaches breaking point.
You do feel like you've been thrown into a story part way through having missed important developments (none of which are part of Dawn of the Dead if you haven't seen that one) but it's still easy enough to get a handle on events.
The only thing I felt let the film down was the appalling soundtrack which as well as being gross jarrs terribly with the tone of the film.
The ending however is one of the best moments in zombie cinema. Enjoy!
Dawn of the Dead 2004, Sarah Polley, Ving Rhames, Mekhi Phifer
"You fuckers get up and get on down with the sickness."
It may not try to be profound the way the original does but it pushes my buttons a hell of a lot more. Especially the middle scene where everybody's running freely round the mall to a reworked version of the ending music. People might dump on it and laud the original to high Heaven but in my opinion the original desperately needed a remake and they did a good job.
Incidentally my aunt worked on this film.
It may not try to be profound the way the original does but it pushes my buttons a hell of a lot more. Especially the middle scene where everybody's running freely round the mall to a reworked version of the ending music. People might dump on it and laud the original to high Heaven but in my opinion the original desperately needed a remake and they did a good job.
Incidentally my aunt worked on this film.
Near Dark, Catharine Bigelow, Lance Henriksen, Bill Paxton
Definitely the vampire film of the eighties. In the bar scene Bill Paxton is absolutely flying. He's like a Sabbat poster boy. There's not too much eighties-ness about this film so it's still fun to watch.
Ichi the Killer Anime
Although it delves into Ichi life before he became recruited it has a very low standard of quality and is good for little except porn, and isn't even very good for that.
Urotsukidoji: Legend of the Overfiend
A favourite of moronic pundits. This film is absolute garbage. People who recommended it also like Ninja Scroll which I haven't seen myself but I'm sceptical of by association. The version I saw was dubbed only and the performances made it even worse. People are probably just attracted to this film by the explicit content without any regard for quality.
Akira (the anime), Otomo Katsuhiro
The biggest classic in all of anime. Not my all-time favourite. It's quite a quiet film considering it's content (I suspect Oshii Mamoru might have got a few ideas from watching this.) Pundits have repeatedly cited how they like the 'violence.' There isn't actually that much. I wouldn't pay much attention to such people, they watch Legend of the Overfiend. Apparently there's a lot of subtext that I haven't been initiated into to appreciate, but the film quickly takes a turn for the more bizzare. The presence of biker gangs is hardly the focus of the film. Instead it takes place in a future, post-world war society and is much more to do with social turmoil (mirroring that of the sixties), local hosting of the Olympic Games and fanatical religious groups combined with a secret government project (concerning Akira) and an underground 'terrorist' organisation determined to get to the bottom of it that the hapless members of Kaneda's biker gang literally run into.
Jin-Roh The Wolf Brigade, Oshii Mamoru, Okiura Hiroyuki, Kamiyama Kenji
The most understated film I've seen. Although it's directed by Okiura Hiroyuki it follows the format of Oshii Mamoru's films. More of a spy thriller than an action film. Although there are dramatic moments they're never sensationalised. It's more about turns of the plot and appreciating the characters' motives.
The Lovely Bones, Peter Jackson, Mark Wahlberg
A bit like Donnie Darko for the i-generation. I didn't really get into this film at the beginning. It's kind of insubstantial at the start. That improves but I never connected with it that much.
Monday, 26 September 2011
Black Magitech
Black Magitech is a product of imprisoning tormented ghosts in a new body made from their warped and violated remains. Black magitech possessed of an Awakened Animating Intelligence is a truly horrible thing to behold. The spirits trapped within it are fully aware of their own torment. The victims of black magitech are not truly dead, instead they go on living within their bodies and their suffering goes on as well long after they should have died.
Trappings of Death
Abyssals can only wear clothes that 'belong to the dead.' Some take this more literally than others, from wearing the clothes they wore when they were killed, with gory wound marks, to clothes taken from corpses- both buried and unburied- to garments actually made from corpses. The same goes for other items they wear, making them cursed as defilers and graverobbers. Abyssals who spend long sojourns in the Underworld also take clothes from other ghosts.
Magitech
Genesis is the art of manipulating living things' Essence patterns to control and create life. It's used in advanced forms of medicine.
Magitech is about manipulating magical life.
Two types of magitech creatures were common in the West. The first were obviously sea creatures. The second were flying creatures. Both worked on similar principles of motion through a fluid element and flying creatures could quickly span the gaps between isolated settlements on the ocean.
A Warstrider makes a wearer perfectly adapted to the environment the substance suits. Wood Jade is formed into creatures that live in the forest. Adapting to using a Warstrider is handled by it's animating intelligence. The essence of magitech is making an object of one of the magical materials with a spirit, either a little god or a elemental, making it alive and intelligent in a limited fashion. Royal Warstriders carry an Awakened Animating Intelligence. Such a being is able to make command decisions on it's own not just carry them out like the intelligences of lesser magitech.
Magitech is about manipulating magical life.
Two types of magitech creatures were common in the West. The first were obviously sea creatures. The second were flying creatures. Both worked on similar principles of motion through a fluid element and flying creatures could quickly span the gaps between isolated settlements on the ocean.
A Warstrider makes a wearer perfectly adapted to the environment the substance suits. Wood Jade is formed into creatures that live in the forest. Adapting to using a Warstrider is handled by it's animating intelligence. The essence of magitech is making an object of one of the magical materials with a spirit, either a little god or a elemental, making it alive and intelligent in a limited fashion. Royal Warstriders carry an Awakened Animating Intelligence. Such a being is able to make command decisions on it's own not just carry them out like the intelligences of lesser magitech.
Nexus
Vice itself has become big business in Nexus. Business which has it's own set of companies. People with a lot of money turned up at Nexus looking to impress their competitors and live large. People realised there was money to be made in offering clients staying in the market rich service, richer than their competitors. Lower classes of less prosperous merchants started imitating them, establishing their own services around residential districts.
"It's immoral to let a sucker keep his money."
Eventually Nexus grew into a fully fledged city with a complete array of trades and professions to support the populace. In Nexus anyone with a big enough purse can be treated like a king. And there are plenty of ways to get that much money and even more ways to lose it.
Nexus position at the confluence of three rivers gives it another role: it acts as a bottleneck for the drugs trade. All the drugs grown in plantations up country are funnelled down the rivers and delivered to the Guild in Nexus. From there they sell to suppliers representing countries from all over Creation. They grow opium, cocaine and marijuana like corn. Skullweed for brewing Bright Morning is collected by agents who are willing to dare entering the Black Chase. Word has it that the Guild sponsors graverobbers who loot tombs in Sijanfor artefacts and bodies to sell to the Deathlords and soulthieves who abduct powerful ghosts for use in making soulsteel.
The point the market became a city came when people started basing their enterprises in the market instead of their home towns. The sprawling 'market' began to attract it's own resident population. The first merchants to set up Nexus as their base of operations started their own 'enterprise' now known as the Guild.
"It's immoral to let a sucker keep his money."
Eventually Nexus grew into a fully fledged city with a complete array of trades and professions to support the populace. In Nexus anyone with a big enough purse can be treated like a king. And there are plenty of ways to get that much money and even more ways to lose it.
Nexus position at the confluence of three rivers gives it another role: it acts as a bottleneck for the drugs trade. All the drugs grown in plantations up country are funnelled down the rivers and delivered to the Guild in Nexus. From there they sell to suppliers representing countries from all over Creation. They grow opium, cocaine and marijuana like corn. Skullweed for brewing Bright Morning is collected by agents who are willing to dare entering the Black Chase. Word has it that the Guild sponsors graverobbers who loot tombs in Sijanfor artefacts and bodies to sell to the Deathlords and soulthieves who abduct powerful ghosts for use in making soulsteel.
The point the market became a city came when people started basing their enterprises in the market instead of their home towns. The sprawling 'market' began to attract it's own resident population. The first merchants to set up Nexus as their base of operations started their own 'enterprise' now known as the Guild.
Saturday, 24 September 2011
The Recruit Film Review, Al Pacino, Colin Farrell
I only gave this AB+ because of how it compares with Spy Game.
Friday, 23 September 2011
Wednesday, 21 September 2011
Fair Folk, World Walking, Shinmas, Nirguna, Assumptions
The Fair Folk are Essences that have passed through shinmaic principles that the five Graces embody.
By passing through Nirguna makes passing through the other four shinmas and possessing all four Virtues possible. It is Nirguna that makes realising the other four shinmas possible.
Pure dream stuff cannot exist in Creation so the Fair Folk must look like something from one of those dreams. The Fair Folk body is just an appearance and it has to expend Essence just to make it's appearance be believed by those in Creation since dreams only exist in people's minds. If no one continues to believe it, it would cease to exist.
Lunars can also manipulate dreams like the Fair Folk do.
Rakshas don't have 'bodies.' They just create the illusion of having one.
Assumption Charms are how the Fair Folk enter Creation. A Creation-born would need some sort of apposite in order to enter the Wyld.
Since their appearance is an illusion they have to spend Essence in order to maintain the lie of interacting with the physical world which as sentient dreams, emotions and desires they are not actually capable of doing. The more like their real selves they are in Creation the more difficult it is.
The more real their appearance is the less like their real selves they are, the easier it is for them to exist in Creation. Their appearances are not real things but only appearances conjured through glamour. The more powerful this work of deceptive glamour is, deceptive to the Fair Folk as well as to onlookers for to appear to have a form when you are a dream is self-deception, the less at odds they are with Creation.
By passing through Nirguna makes passing through the other four shinmas and possessing all four Virtues possible. It is Nirguna that makes realising the other four shinmas possible.
Pure dream stuff cannot exist in Creation so the Fair Folk must look like something from one of those dreams. The Fair Folk body is just an appearance and it has to expend Essence just to make it's appearance be believed by those in Creation since dreams only exist in people's minds. If no one continues to believe it, it would cease to exist.
Lunars can also manipulate dreams like the Fair Folk do.
Rakshas don't have 'bodies.' They just create the illusion of having one.
Assumption Charms are how the Fair Folk enter Creation. A Creation-born would need some sort of apposite in order to enter the Wyld.
Since their appearance is an illusion they have to spend Essence in order to maintain the lie of interacting with the physical world which as sentient dreams, emotions and desires they are not actually capable of doing. The more like their real selves they are in Creation the more difficult it is.
The more real their appearance is the less like their real selves they are, the easier it is for them to exist in Creation. Their appearances are not real things but only appearances conjured through glamour. The more powerful this work of deceptive glamour is, deceptive to the Fair Folk as well as to onlookers for to appear to have a form when you are a dream is self-deception, the less at odds they are with Creation.
Sunday, 18 September 2011
Wyld, Waypoints, Fair Folk, Lunars, Luna, Shaping Attacks, Moonsilver Artefacts, Creation of Moonsilver, Wonders
A waypoint marks the extent a Fair Folk affects an area. That's what defines it's boundaries
When a Lunar receives Exaltation they become something very strange, a coherent form of Wyld energy (to be able to live in their environment and combat the Fair Folk Luna was the same.) Unlike shaped Fair Folk they are self sustaining and do not need to feed on dreams or Virtues in order to maintain their presence in Creation, needing only the sustenance an ordinary mortal does. Likewise they enter the deep Wyld freely existing as a self conscious idea the way other Fair Folk do. Because they are effectively in the depths of the Wyld even when in Creation they can change their form at will.
Lunars make moonsilver artefacts out of Fair Folk Graces (as a questor would make a Wyld artefact) or the Essences of lesser Fair Folk. They can create a moonsilver Wonder out of the Essence of a powerful unshaped Fair Folk. The Fair Folk or it's Grace as an entity is destroyed but it is still dream and is gossamer (such is the fate of the Fair Folk that are vanquished by the Lunars) which is then transformed into moonsilver and formed into the artefact the Lunar wishes to create. Only the most _____ gods of dreams whose power is as terrible as it is legendary, can be formed into the greatest of moonsilver Wonders such as Royal Warstriders.
When vanquished by a Lunar their identity is destroyed and they become nothing but gossamer. The Lunar may then convert this into moonsilver to make their desired artefact. The Fair Folk fear this fate above all others and hate the Lunars for trying to inflict it on them and will fight the Lunars bitterly because they know their very survival is at stake, and consequently they will show no mercy if they win.
By destroying all five of a Fair Folk's Graces they render them, their Essence into gossamer.
One obvious roleplaying idea that comes to mind is playing emanations of an unshaped played by the storyteller.
The Fair Folk take assaults by the Lunars very personally. Since their identity is what they are, it's the difference between them and an inchoate quantity of gossamer, they take any attempt to destroy it very seriously. Other Fair Folk challenge it and try to control it through never ending shaping combat, predators exist who try to consume other Fair Folk and make them their own, but actually trying to undo a Fair Folk so it won't exist even as part of another being is a horror more sinister to them than anything they could otherwise imagine. Luna used to hunt Fair Folk having to overcome raksha who's Essence was as great as her's through guile and trickery and was infamous among the raksha for it. Having ascended to Yu-Shan after the Primordial War, this task she handed down to her champions.
As a person travels further into the Wyld it's power becomes more and more real. In Creation the power of the Fair Folk that does not affect matter is mere illusion, no more real than the onlooker's dreams. In the Wyld however, people are whittled down to their core Essence. Since all is Essence in the Wyld shaping attacks are real and people's Essences are completely exposed to the Fair Folk's magic.
When a Lunar receives Exaltation they become something very strange, a coherent form of Wyld energy (to be able to live in their environment and combat the Fair Folk Luna was the same.) Unlike shaped Fair Folk they are self sustaining and do not need to feed on dreams or Virtues in order to maintain their presence in Creation, needing only the sustenance an ordinary mortal does. Likewise they enter the deep Wyld freely existing as a self conscious idea the way other Fair Folk do. Because they are effectively in the depths of the Wyld even when in Creation they can change their form at will.
Lunars make moonsilver artefacts out of Fair Folk Graces (as a questor would make a Wyld artefact) or the Essences of lesser Fair Folk. They can create a moonsilver Wonder out of the Essence of a powerful unshaped Fair Folk. The Fair Folk or it's Grace as an entity is destroyed but it is still dream and is gossamer (such is the fate of the Fair Folk that are vanquished by the Lunars) which is then transformed into moonsilver and formed into the artefact the Lunar wishes to create. Only the most _____ gods of dreams whose power is as terrible as it is legendary, can be formed into the greatest of moonsilver Wonders such as Royal Warstriders.
When vanquished by a Lunar their identity is destroyed and they become nothing but gossamer. The Lunar may then convert this into moonsilver to make their desired artefact. The Fair Folk fear this fate above all others and hate the Lunars for trying to inflict it on them and will fight the Lunars bitterly because they know their very survival is at stake, and consequently they will show no mercy if they win.
By destroying all five of a Fair Folk's Graces they render them, their Essence into gossamer.
One obvious roleplaying idea that comes to mind is playing emanations of an unshaped played by the storyteller.
The Fair Folk take assaults by the Lunars very personally. Since their identity is what they are, it's the difference between them and an inchoate quantity of gossamer, they take any attempt to destroy it very seriously. Other Fair Folk challenge it and try to control it through never ending shaping combat, predators exist who try to consume other Fair Folk and make them their own, but actually trying to undo a Fair Folk so it won't exist even as part of another being is a horror more sinister to them than anything they could otherwise imagine. Luna used to hunt Fair Folk having to overcome raksha who's Essence was as great as her's through guile and trickery and was infamous among the raksha for it. Having ascended to Yu-Shan after the Primordial War, this task she handed down to her champions.
As a person travels further into the Wyld it's power becomes more and more real. In Creation the power of the Fair Folk that does not affect matter is mere illusion, no more real than the onlooker's dreams. In the Wyld however, people are whittled down to their core Essence. Since all is Essence in the Wyld shaping attacks are real and people's Essences are completely exposed to the Fair Folk's magic.
Labels:
Creation of Moonsilver,
Fair Folk,
Luna,
Lunars,
moonsilver artefacts,
Shaping Attacks,
Waypoints,
Wonders,
Wyld
Friday, 16 September 2011
Coach Carter, Samuel L. Jackson
Michelle Pfeiffer, Hilary Swank, Antonio Banderas, even Tom Berenger. They've all been in films that follow the carbon copy stereotype of a teacher who meets a class of young delinquents and tries to ingratiate themselves to them to make them appreciate the value of education and turns their lives around.
Why am I writing a review of this film? Firstly this is based on an actual story. Secondly the character in question doesn't try to appeal to the students he's charged with by making himself look cool. Quite the opposite. Instead he tries to inculcate them with his values, not only approaching the game he was hired to teach with an intensity that makes a mark on the viewer but insists on them measuring up to academic standards. The result stands out among films of it's type (appropriate for a film about a coach rather than a teacher.)
At times the acting is a little off, even from Samuel L. Jackson, but this has little effect on that this is a film about a person rescuing students from a system 'designed for them to fail' done properly. The fact that it's a true story adds gravity to the considerable weight that the director and cast already imbued the film with.
Why am I writing a review of this film? Firstly this is based on an actual story. Secondly the character in question doesn't try to appeal to the students he's charged with by making himself look cool. Quite the opposite. Instead he tries to inculcate them with his values, not only approaching the game he was hired to teach with an intensity that makes a mark on the viewer but insists on them measuring up to academic standards. The result stands out among films of it's type (appropriate for a film about a coach rather than a teacher.)
At times the acting is a little off, even from Samuel L. Jackson, but this has little effect on that this is a film about a person rescuing students from a system 'designed for them to fail' done properly. The fact that it's a true story adds gravity to the considerable weight that the director and cast already imbued the film with.
Wednesday, 14 September 2011
Nexus
In many other cities there are areas where criminal enterprises operate. But no where do they operate blatantly like they do in Nexus. Unlike in other countries, there are no laws against such businesses so all manner of immoral enterprises can operate free of interference from the law. Gambling houses, whore houses and drug dens all exist in the open and advertise themselves freely.
Whole streets are devoted to exploiting the vices of the city's inhabitants.
The city was founded at the centre of a network of burgeoning trade routes making it the place for merchants to buy and sell their wares. Rather than travel all the way to their destination they could simply sell in the new market town and trade for whatever commodity people back home desired. As a result of the shorter trade routes, trade in the area boomed. Soon people started turning up and setting up markets for any new and exotic commodity they could think of, looking for a buyer. It had grown from being a place where people could drop off their goods to where they went looking to start a new market.
In many other parts of the world (or rather all of them) many of the business in Nexus would be considered criminal enterprises and outlawed. In Nexus however anybody can set up a business to supply anything.
Far from being disreputable, 'hostile takeovers' are the usual method of getting ahead and most of the city's leading merchants acquired their power (and maintain it) by eliminating their rivals. Not only re businesses illicit but so are the ways they are run. Management is what would be described elsewhere as gang warfare. Violence in the street is just as much a part of life in the city as the vices it caters to.
Nexus isn't a city in the formal sense, the product of a state with it's own laws and culture.
It's a city that grew from a huge market site where people lived. The docks are the most historic feature of Nexus, the first part of the city to be established by traders who met from three different directions of the River Province. Behind the docks is the vast market that is the beating heart of the city.
Whole streets are devoted to exploiting the vices of the city's inhabitants.
The city was founded at the centre of a network of burgeoning trade routes making it the place for merchants to buy and sell their wares. Rather than travel all the way to their destination they could simply sell in the new market town and trade for whatever commodity people back home desired. As a result of the shorter trade routes, trade in the area boomed. Soon people started turning up and setting up markets for any new and exotic commodity they could think of, looking for a buyer. It had grown from being a place where people could drop off their goods to where they went looking to start a new market.
In many other parts of the world (or rather all of them) many of the business in Nexus would be considered criminal enterprises and outlawed. In Nexus however anybody can set up a business to supply anything.
Far from being disreputable, 'hostile takeovers' are the usual method of getting ahead and most of the city's leading merchants acquired their power (and maintain it) by eliminating their rivals. Not only re businesses illicit but so are the ways they are run. Management is what would be described elsewhere as gang warfare. Violence in the street is just as much a part of life in the city as the vices it caters to.
Nexus isn't a city in the formal sense, the product of a state with it's own laws and culture.
It's a city that grew from a huge market site where people lived. The docks are the most historic feature of Nexus, the first part of the city to be established by traders who met from three different directions of the River Province. Behind the docks is the vast market that is the beating heart of the city.
Tuesday, 13 September 2011
Fair Folk, Lunars, Shapeshifting, World Walking
Lunar Exalted do not appear to exist definitively on either side fo the gate of Sundraprisha. They exist as physical beings but can change shape at will. A feat not even the Fair Folk can perform in Creation.
In the Wyld things do not exist in physical locations but rather in existential states.
"Reality is a dream. We are real."
Sensory cognizance in the Wyld is a mere effect of the Fair Folk's ability to manipulate it. The phantasms they create in reality and the bordermarches are mer illusions. No one can actually perceive the Wyld. Sensory cognizance is a result of the Fair Folk or the character using Charms that affect the Wyld. Thoughts can be communicated directly through the use of Charms creating mental impressions that are completely 'real.'
It is in this arena that Lunar Charms are designed to work, giving them a way to combat the Fair Folk. In the Wyld a behemoth is just an idea in the mind of a formless entity. Lesser beings than Chaos Lords exist within the greater ones that constitute waypoints. In a sense they live within their mind. As such they are to a great degree subject to it, or if they are stronger, can subject it.
One doesn't exist anywhere in the Wyld in the sense that one does in Creation. A Freehold is a mind of an unshaped Fair Folk that lesser components of such beings can enter and leave.
A Fair Folk can force an idea through the Gate of Sundraprisha to make it take on a physical form. Lunars have the blasphemous ability to walk through the Wyld in their physical form, for they are a physical entity and a self-aware concept (like the Fair Folk) at the same time. Solars can 'world walk' through their overpowering connection to Creation. By using Charms they are simply too strongly tied to Creation for the Wyld to confirm or deny.
Shaping attacks and direct feeding on Virtues represent actions taking place between Fair Folk although such interactions are impossible to perceive directly and are visible only through mindscapes.
Rather than with one another through the process of physical interaction they do so directly. Although what one perceives as being indirect interaction is in fact one mind communicating directly with another.
Conflicts between Emanations and minions in a Freehold do not truly represent conflicts between entities but trains of thought through the unshaped's mind. An Exalted champion can enter an Unshaped's mind by entering a Freehold (since that's what an unshaped is) and combat with it by assaulting it's Emanations.
The Lunars have a fundamental connection with the raksha in that they hold the possibility for infinite potential. And yet because their nature is similar to the raksha yet different, their Exaltation makes them hostile to the raksha,
The movements, rearrangements of an unshaped raksha's waypoints are not physical movements, since physical has no meaning in the Wyld, but simply means the order in which a character has to pass through them.
The Wyld turns normal notions of existence on their head. Physical existence is merely an illusion within the Wyld while thoughts are reality. One raksha can consume another by imagining itself doing so as often happens when two raksha meet in order for one of them to grow greater and protect itself from consumption by another. This form of interaction is characteristic of use of the Sword. However two raksha can avoid deadly conflict through interaction through the Staff. One may supplicate itself to another through the Cup or join and work together through the Ring. Telling the strength of another raksha is inherently difficult since they often attempt to disguise it in one way or another. Either boasting false strength to scare away potential predators, or hiding their strength to conceal weakness, allow them to assess a foe or lure them to a point where they can be attacked. It's into this hellish realm of predatory horror that Lunars venture.
"We remain convinced that this is the best defensive posture to adopt in order to minimise casualties when the Great Old Ones return from beyond the stars to eat our brains."
In the Wyld things do not exist in physical locations but rather in existential states.
"Reality is a dream. We are real."
Sensory cognizance in the Wyld is a mere effect of the Fair Folk's ability to manipulate it. The phantasms they create in reality and the bordermarches are mer illusions. No one can actually perceive the Wyld. Sensory cognizance is a result of the Fair Folk or the character using Charms that affect the Wyld. Thoughts can be communicated directly through the use of Charms creating mental impressions that are completely 'real.'
It is in this arena that Lunar Charms are designed to work, giving them a way to combat the Fair Folk. In the Wyld a behemoth is just an idea in the mind of a formless entity. Lesser beings than Chaos Lords exist within the greater ones that constitute waypoints. In a sense they live within their mind. As such they are to a great degree subject to it, or if they are stronger, can subject it.
One doesn't exist anywhere in the Wyld in the sense that one does in Creation. A Freehold is a mind of an unshaped Fair Folk that lesser components of such beings can enter and leave.
A Fair Folk can force an idea through the Gate of Sundraprisha to make it take on a physical form. Lunars have the blasphemous ability to walk through the Wyld in their physical form, for they are a physical entity and a self-aware concept (like the Fair Folk) at the same time. Solars can 'world walk' through their overpowering connection to Creation. By using Charms they are simply too strongly tied to Creation for the Wyld to confirm or deny.
Shaping attacks and direct feeding on Virtues represent actions taking place between Fair Folk although such interactions are impossible to perceive directly and are visible only through mindscapes.
Rather than with one another through the process of physical interaction they do so directly. Although what one perceives as being indirect interaction is in fact one mind communicating directly with another.
Conflicts between Emanations and minions in a Freehold do not truly represent conflicts between entities but trains of thought through the unshaped's mind. An Exalted champion can enter an Unshaped's mind by entering a Freehold (since that's what an unshaped is) and combat with it by assaulting it's Emanations.
The Lunars have a fundamental connection with the raksha in that they hold the possibility for infinite potential. And yet because their nature is similar to the raksha yet different, their Exaltation makes them hostile to the raksha,
The movements, rearrangements of an unshaped raksha's waypoints are not physical movements, since physical has no meaning in the Wyld, but simply means the order in which a character has to pass through them.
The Wyld turns normal notions of existence on their head. Physical existence is merely an illusion within the Wyld while thoughts are reality. One raksha can consume another by imagining itself doing so as often happens when two raksha meet in order for one of them to grow greater and protect itself from consumption by another. This form of interaction is characteristic of use of the Sword. However two raksha can avoid deadly conflict through interaction through the Staff. One may supplicate itself to another through the Cup or join and work together through the Ring. Telling the strength of another raksha is inherently difficult since they often attempt to disguise it in one way or another. Either boasting false strength to scare away potential predators, or hiding their strength to conceal weakness, allow them to assess a foe or lure them to a point where they can be attacked. It's into this hellish realm of predatory horror that Lunars venture.
"We remain convinced that this is the best defensive posture to adopt in order to minimise casualties when the Great Old Ones return from beyond the stars to eat our brains."
The Wyld, Shapeshifting, Elemental Poles, Beastmen
Any who passed from Creation through the Gate of Sundraprisha would find their Essence exposed to the raw energy of the Wyld and ravaged beyond endurance. Mortals experience a similar state to this when they venture into the Wyld and fell it's mutating influence. Exalted can throw up defences to protect themselves as they have learned to master their own Essence; only the Lunar Exalted are naturally immune to it as they were made to live in this environment. In them in an inherent understanding of Shinmaic principles that allows them to exist unchanged in the Wyld. It's through understanding of these principles they practise their powers of shapeshifting for in a sense they are always in the Wyld and can alter their forms as easily as if they were within it's formless depths.
By changing their Essence through the warping power of Lunar Exaltation they could change their form. They discovered that by consuming the Essence of other creatures they could understand them as easily as their own and learn to assume their forms as well.
A mortal could not enter Pure Chaos were it even conceivable their purpose would survive that long. Pure Chaos is not a physical location, it is a metaphysical state. To enter it you must pass through the Gate of Sundraprisha and that means comprehending the meaning of Nirakara and either undoing or superceding it's relevance to the mortal in question. Lunars are capable of doing so by manifesting themselves as ideas, a feat they are capable of even in Creation. Solars can do the opposite and maintain their forms even in the depths of the Wyld.
The Wyld is defined as a realm of pure Essence. Creation also holds such places called demesnes, but their aspect is fundamentally different and baneful to the Fair Folk. Demesnes are a product of Heaven, if they are Elementally aspected belonging to one of the quadrants, their Essence is derived from the element of Earth. In Creation raksha might tell stories as a way of luring mortals but in a realm of matter any 'reality' they may seem to possess is an illusion as the Fair Folk deal only in Essence and matter is a trivial, distasteful thing to them. In the Wyld however, everything is Essence and they are real, they can make a 'story' by manipulating the four artefacts of raksha magic and their Charms. Of course only a powerful Fair Folk noble would be able to make sweeping changes to the environment.
The five Elemental Poles change life around them to fit their aspect. Humans who live near one of the Elemental Poles in the Threshold for too long or in a demesne thus affected are know as beastmen. The Pole of Earth is a natural environment to humans and has no such corrupting effects. Terrestrial Exalted, like the dragons they were spawned from, suffer no ill effects from being in close proximity to the Essence of which they are aspected.
Beastmen often adapt to their adopted environment, acquiring mutations that make life easier, but living outside it difficult or impossible. A water aspected beastman might grow small gills allowing them to stay underwater longer. If they spent long enough near a source of Essence these might completely replace their lungs, allowing them unlimited ability to lve underwater but making it impossible to live above it.
It's within the power of the Fair Folk when within the Wyld to makes experiences tangible things. Thus they could form an artefact out of 'the feeling I get when I breathe the summer air.'
The Wyld is an environment so alien, an environment beyond the concept of shape, that how to roleplay within it is very difficult to conceptualise and even impossible. The roleplaying concept of Exalted is based on the fact that things exist, whereas in the Wyld they do not.
By changing their Essence through the warping power of Lunar Exaltation they could change their form. They discovered that by consuming the Essence of other creatures they could understand them as easily as their own and learn to assume their forms as well.
A mortal could not enter Pure Chaos were it even conceivable their purpose would survive that long. Pure Chaos is not a physical location, it is a metaphysical state. To enter it you must pass through the Gate of Sundraprisha and that means comprehending the meaning of Nirakara and either undoing or superceding it's relevance to the mortal in question. Lunars are capable of doing so by manifesting themselves as ideas, a feat they are capable of even in Creation. Solars can do the opposite and maintain their forms even in the depths of the Wyld.
The Wyld is defined as a realm of pure Essence. Creation also holds such places called demesnes, but their aspect is fundamentally different and baneful to the Fair Folk. Demesnes are a product of Heaven, if they are Elementally aspected belonging to one of the quadrants, their Essence is derived from the element of Earth. In Creation raksha might tell stories as a way of luring mortals but in a realm of matter any 'reality' they may seem to possess is an illusion as the Fair Folk deal only in Essence and matter is a trivial, distasteful thing to them. In the Wyld however, everything is Essence and they are real, they can make a 'story' by manipulating the four artefacts of raksha magic and their Charms. Of course only a powerful Fair Folk noble would be able to make sweeping changes to the environment.
The five Elemental Poles change life around them to fit their aspect. Humans who live near one of the Elemental Poles in the Threshold for too long or in a demesne thus affected are know as beastmen. The Pole of Earth is a natural environment to humans and has no such corrupting effects. Terrestrial Exalted, like the dragons they were spawned from, suffer no ill effects from being in close proximity to the Essence of which they are aspected.
Beastmen often adapt to their adopted environment, acquiring mutations that make life easier, but living outside it difficult or impossible. A water aspected beastman might grow small gills allowing them to stay underwater longer. If they spent long enough near a source of Essence these might completely replace their lungs, allowing them unlimited ability to lve underwater but making it impossible to live above it.
It's within the power of the Fair Folk when within the Wyld to makes experiences tangible things. Thus they could form an artefact out of 'the feeling I get when I breathe the summer air.'
The Wyld is an environment so alien, an environment beyond the concept of shape, that how to roleplay within it is very difficult to conceptualise and even impossible. The roleplaying concept of Exalted is based on the fact that things exist, whereas in the Wyld they do not.
Sorcery Artefacts, Hearthstone Powers, Charms, Solar Essence Raising
Item powers Essence for a spell. Roll 1 die against the Essence needed to use the spell. If they succeed they can shape the spell without spending Essence. Subtract one from the die every time the item is used.
Solar Training Item
All the time the item is in the Solar's possession counts as time spent training to increase their Essence.
Spell Supplementing Item
Provides Willpower cost for shaping spells. After it is used roll the character's Essence against the number of Willpower points used to power spells. If they fail they lose all temporary Willpower and gain a negative psychological mutation with a value of twice the number of Willpower points needed for the spell they tried to use. The full amount of Willpower must be spent when the item is used.
Solar Training Item
All the time the item is in the Solar's possession counts as time spent training to increase their Essence.
Spell Supplementing Item
Provides Willpower cost for shaping spells. After it is used roll the character's Essence against the number of Willpower points used to power spells. If they fail they lose all temporary Willpower and gain a negative psychological mutation with a value of twice the number of Willpower points needed for the spell they tried to use. The full amount of Willpower must be spent when the item is used.
Saturday, 10 September 2011
Sidereal Conspiracy
One of the most damning facts about the Sidereals' involvement in the Usurpation was their lack of it: they did nothing. They did nothing to prevent the attempt at wholesale murder of the Solar ruling caste by their footmen despite the fact that they saw it looming and were well aware of the consequences. They did nothing to inform the Solars of the earth-shattering treason that was about to be attempted or protect their Solar masters. As a result the Sidereals complicity in the Usurpation is a perfectly preserved secret. No one suspects the Sidereals' foreknowledge of the incident and their lac of effort to prevent it: all blame being aimed a the Dragon Blooded who single handedly perpetrated the outrage. In true Sidereal style they played their hand without anyone realising they were doing anything.
Some Sidereals had misgivings, another reason the Five Maidens didn't entrust them with active involvement. The Dragon Blooded were far lower in the chain of power and made better conspirators. A handful of Viziers made active attempts to prevent the Usurpation but they were heavily outnumbered.
Only once the full weight of the Usurpation made itself felt the reality of what they had let happen sank in and a major 'schism' of Sidereals broke off and declared themselves beyond the Five Maidens' authority. Naturally this is a heinous crime and conflict between the two sides has never ended.
The initial ambush and subsequent campaign to eradicate the Solars was only the first but most important step of the Dragon Blooded's purge of the Solar's rule. Everyone who had alliegance to the Solars had to be deposed. The other Celestial Exalted would have soon followed. The Sidereals themselves, long-standing advisors to the despised and now defeated Solars would have found themselves the target of a plan of extermination just as ruthless and thorough. Instead they hid their very existence from Creation to avoid the Dragon Blooded's revenge. Using false identities crafted with their mastery of Astrology they infiltrated Dragon Blooded society and slowly removed all evidence that there were such things as Sidereals in order to remove suspicion.
Some Sidereals had misgivings, another reason the Five Maidens didn't entrust them with active involvement. The Dragon Blooded were far lower in the chain of power and made better conspirators. A handful of Viziers made active attempts to prevent the Usurpation but they were heavily outnumbered.
Only once the full weight of the Usurpation made itself felt the reality of what they had let happen sank in and a major 'schism' of Sidereals broke off and declared themselves beyond the Five Maidens' authority. Naturally this is a heinous crime and conflict between the two sides has never ended.
The initial ambush and subsequent campaign to eradicate the Solars was only the first but most important step of the Dragon Blooded's purge of the Solar's rule. Everyone who had alliegance to the Solars had to be deposed. The other Celestial Exalted would have soon followed. The Sidereals themselves, long-standing advisors to the despised and now defeated Solars would have found themselves the target of a plan of extermination just as ruthless and thorough. Instead they hid their very existence from Creation to avoid the Dragon Blooded's revenge. Using false identities crafted with their mastery of Astrology they infiltrated Dragon Blooded society and slowly removed all evidence that there were such things as Sidereals in order to remove suspicion.
Thursday, 8 September 2011
The Editorial: Maths, Square Root Method
Normally calculating a square root without a calculator is a bitch.
This morning I looked up what an acre was and found it was an unwieldy figure of 4840 square yards and wondered what that actually meant. I created a method for calculating the approximate value of a square root. The method is easier to show than if I just explain it.
4840 1
484 10
121 40
This number is easy to work with 40 is a third of 120
120 / 3/2= 80 40 x 3/2 = 60
80+60= 140. 140 / 2 = 70 correct
I tested this with 6750
Here the last digit is helpful for dividing the number
665 / 5 = 135 (6 x 20 (hundred / five) = 120 + 15)
135 50
Seven divides almost exactly into 50 and exactly into 135 to create a ratio of 19:7
19 - 7 = 12
135 / 19/12 50 x 19/12
=85 5/19 =76 1/6
Totals added divided by two = over 80. Actual figure about 82.
This morning I looked up what an acre was and found it was an unwieldy figure of 4840 square yards and wondered what that actually meant. I created a method for calculating the approximate value of a square root. The method is easier to show than if I just explain it.
4840 1
484 10
121 40
This number is easy to work with 40 is a third of 120
120 / 3/2= 80 40 x 3/2 = 60
80+60= 140. 140 / 2 = 70 correct
I tested this with 6750
Here the last digit is helpful for dividing the number
665 / 5 = 135 (6 x 20 (hundred / five) = 120 + 15)
135 50
Seven divides almost exactly into 50 and exactly into 135 to create a ratio of 19:7
19 - 7 = 12
135 / 19/12 50 x 19/12
=85 5/19 =76 1/6
Totals added divided by two = over 80. Actual figure about 82.
Wednesday, 7 September 2011
The Editorial: Learning
Everyone says that learning Japanese is hard. Even the people in my class go on (to my annoyance) about how hard it is. Well the truth is: it isn't. It's as easy as you make it to be. For a log time I tried to learn from A Guide To Reading And Writing Japanese. I tried to learn straight out of the book and learning faceless strings of definitions.
Despite my obsession over them my Kanji was still pretty poor, I spend more time working over them than learning them in an effort to make a large, comprehensive alphabetical Japanese English dictionary, everybody seems to arrange them according to stroke order. This went on during my Japanese course. It wasn't until recently that I started looking and the Japanese Language Proficiency Test. They don't have any information regarding their syllabus on their website so my teacher directed me to another website that has their former vocabulary lists. My first step towards understanding how to learn Japanese came from transcribing the dialogues in Take Off In Japanese. This was a very useful exercise but gave me unaccountable head pains.
When it really took off was when I started to learn the now out dated, but probably still accurate, vocab lists from JLPTstudy.com. Every day I write out cards with the Japanese word and it's meaning on one side and the Japanese writing of the word on the other. Then I make sentences using the words. Since I know quite a few of them already once I've used a word I put it into one pile, if I didn't know it I put it into another pile. Then I come back to the ones I didn't know until I've remembered them. The key to doing this is to make it fun. That's right learning can actually be fun (unlike writing on a damned computer) When I write sentences I don't write ones that make sense or even pay proper attention to grammar. I even write sentences so they're surreal and absurd. If you make something interesting you'll learn it much better. I don't particularly think much of the classroom environment or conventional ideas of education. One of the major problems is the idea of notes. Notes are the bane of a serious student. The whole purpose of taking lessons is to remember things. Notes are only a secondary educational tool to use as back up to cover what you don't remember. The idea of revision is overrated too. It seems people spend time sitting through boring, pedestrian, often pedantic lessons and them worry over the last few months of the year when revising for their exams. A lot of emphasis is placed on working hard. In my experience learning would be better facilitated by making it easy.
The lack of a pressurised environment where exams are the ultimate goal is far better at letting people learn. I learn from home, casually and do about forty minutes work a day on vocab, including cutting bits of paper for my cue cards. This seems rather childish doing hand crafts but actually helps. Contrary to my earlier methods, an essential part of studying a subject is to work in a learning environment not a testing environment. As soon as you start to think about anything other that the actual subject you start to lose it. When learning a language don't wrack your brain trying to remember a word, just turn over the cue card and look at it. Never try to push yourself when learning. As soon as you do you make it a mental strain and that impedes your ability to learn. I find that by doing less than an hour off casual work I can keep it fresh and happily work on it every day (rather than approaching it in big chunks) and absorb information far better than I would if I was stressing myself.
In context I'm covering twenty-five Kanji a day. I may not learn them all perfectly, but at the end of the week I do a recap. It actually helps to have something going on in my life other than just learning from a 'book.' The fact that teachinng is far more effective when students are enjoying themselves led to a perverse notion that children should work and earn the right to an education. Education would be a privilege, and an enjoyable one, rather than a tedious chore forced on them. The fact is that I have to pay to take Japanese classes and my exams from my own pocket and appreciate the value of work and education a lot more as a result. Crucially I actually want to be in the class room. This is someone talking from a great amount of life experience but nevertheless working this way suits me far better than formal education did.
Here's my bitch. I hate maths. Most of all I hate the way it's taught. It's exemplary of the pedantic approach the academic establishment has. When I was at school doing a design and technology project the teacher seemed to be more concerned with the presentation of our work than with the work itself. This is one of the major issues I have with education. Once I was repremanded by a teacher for not taking notes. Issues at the time aside, the important thing is to let the information sink in. People approach lessons as time to take notes they can come back to later. Even in the library during revision time I see pupils writing out sets of notes from text books. Our history teacher during GCSE's gave us directions on how to write titles in correspondence to their importance. I may have taken such things a bit too seriously being rather literal minded at the time, but making notes is what the writers of text books should be doing. The pupil's job is to learn it and get all the information into their head. Learning should take place during term time, not a few months or weeks before final exams. By the time you get to the exams you should know everything. Having information on paper, no matter how well presented won't do you any good. In an exam all you're going to have is what you already know. Term time should be an intensive learning experience so that exams are easy, they are only a measure of your ability not the ultimate goal of learning. The ultimate goal of learning is to do just that not to get high grades in exams. Of course results are important, and the reason I'm learning the JLPT syllabus is because I want to take exams and get good results, but the real aim of the whole thing is to be proficient at writing and speaking Japanese.
Going back to why I hate maths apart from my personal grudge against the subject, two things stand out. Firstly is the ridiculous way of marking exams that puts method before results. It was the same in my electronics course work. Mark are given primarily for working not for getting the right answer. You could probably get every question wrong and still pass. How ludicrous is that! If someone handling the Apollo 13 mission (or any other space flight for that matter) made a mathematical error that caused the astronauts to be killed no one would give a fuck if they showed their working. Similarly in electronics coursework you're not marked on the basis of whether you managed to get your circuit to work (which is the point of the whole exercise- who's going to hire an electrician who can't construct a circuit properly) but how well you kept notes (there they are again) of what you did during the course of your work. They expect you to make a circuit, things to go wrong and you write about how you corrected them. You could be a prodigy who can make a complex circuit, working out the design completely in your head without making a single mistake and you would probably fail miserably.
Secondly is the way they teach people to solve maths problems. They always seem to work on the basis of a plodding, 'trench warfare' approach of working out the smallest units, then the next smallest ones until they finally get to the end. When doing maths away from the stultifying atmosphere of the classroom I tend to start with the largest part of the number and work towards the smallest. This way I know immediately roughly what the answer will be. Another key thing in maths is to take short cuts. I have to work out prices of numbers with awkward combinations. Say if you want to add £2.75 to a price, the conventional method is to add 5 p, then 70, then two pounds in a way that's very likely to cause numbers to overflow and add to the next figure in the calculation. The obvious way of doing this problem is to add £3, then take away 20 p, then 5p, or just take away 25 at once if it helps. Don't limit yourself by following a boring procedure when you know you can do better. Multiplication works the same way, look for short cuts. If multiplying a figure by 14, normally an awkward calculation, multiply the figure by ten to give you a rough idea of the outcome, add half that number again to effectively multiply by 15 and then take away the original figure to multiply by 14. Once I was thinking about how to work out the volume of a one foot cube of steel in metric measurements. A 1 foot cube is 12 x 12 x 12 inches. 12 x 12 is 144. So multiply that by 10 (to make 1440) then double the original figure and add that to the result. 1440 + 288, add three hundred (1744) subtract 12 (1732)
Then to work out how to convert that size into metric measurements the number of millimetres in an inch is 25.4. This plays into the hands of a clever mathematician. 25 x 25 is 225. To multiply that again by 25, divide it by four and multiply by a hundred. 200 divided by 4 is 50 (25 4's in a hundred, or just halve it and then half it again), 20 divided by 4 is 5, and 5 divided by four is 1 and a quarter. Use the way numbers relate to eachother to do sums faster. Think big and start with the whole of the result them whittle it down till have the right number. Doing maths isn't about being a human calculator, it's about using your imagination to make it easy and also more enjoyable. You can make pupils actually like a subject and they'll be better at it as a result.
Despite my obsession over them my Kanji was still pretty poor, I spend more time working over them than learning them in an effort to make a large, comprehensive alphabetical Japanese English dictionary, everybody seems to arrange them according to stroke order. This went on during my Japanese course. It wasn't until recently that I started looking and the Japanese Language Proficiency Test. They don't have any information regarding their syllabus on their website so my teacher directed me to another website that has their former vocabulary lists. My first step towards understanding how to learn Japanese came from transcribing the dialogues in Take Off In Japanese. This was a very useful exercise but gave me unaccountable head pains.
When it really took off was when I started to learn the now out dated, but probably still accurate, vocab lists from JLPTstudy.com. Every day I write out cards with the Japanese word and it's meaning on one side and the Japanese writing of the word on the other. Then I make sentences using the words. Since I know quite a few of them already once I've used a word I put it into one pile, if I didn't know it I put it into another pile. Then I come back to the ones I didn't know until I've remembered them. The key to doing this is to make it fun. That's right learning can actually be fun (unlike writing on a damned computer) When I write sentences I don't write ones that make sense or even pay proper attention to grammar. I even write sentences so they're surreal and absurd. If you make something interesting you'll learn it much better. I don't particularly think much of the classroom environment or conventional ideas of education. One of the major problems is the idea of notes. Notes are the bane of a serious student. The whole purpose of taking lessons is to remember things. Notes are only a secondary educational tool to use as back up to cover what you don't remember. The idea of revision is overrated too. It seems people spend time sitting through boring, pedestrian, often pedantic lessons and them worry over the last few months of the year when revising for their exams. A lot of emphasis is placed on working hard. In my experience learning would be better facilitated by making it easy.
The lack of a pressurised environment where exams are the ultimate goal is far better at letting people learn. I learn from home, casually and do about forty minutes work a day on vocab, including cutting bits of paper for my cue cards. This seems rather childish doing hand crafts but actually helps. Contrary to my earlier methods, an essential part of studying a subject is to work in a learning environment not a testing environment. As soon as you start to think about anything other that the actual subject you start to lose it. When learning a language don't wrack your brain trying to remember a word, just turn over the cue card and look at it. Never try to push yourself when learning. As soon as you do you make it a mental strain and that impedes your ability to learn. I find that by doing less than an hour off casual work I can keep it fresh and happily work on it every day (rather than approaching it in big chunks) and absorb information far better than I would if I was stressing myself.
In context I'm covering twenty-five Kanji a day. I may not learn them all perfectly, but at the end of the week I do a recap. It actually helps to have something going on in my life other than just learning from a 'book.' The fact that teachinng is far more effective when students are enjoying themselves led to a perverse notion that children should work and earn the right to an education. Education would be a privilege, and an enjoyable one, rather than a tedious chore forced on them. The fact is that I have to pay to take Japanese classes and my exams from my own pocket and appreciate the value of work and education a lot more as a result. Crucially I actually want to be in the class room. This is someone talking from a great amount of life experience but nevertheless working this way suits me far better than formal education did.
Here's my bitch. I hate maths. Most of all I hate the way it's taught. It's exemplary of the pedantic approach the academic establishment has. When I was at school doing a design and technology project the teacher seemed to be more concerned with the presentation of our work than with the work itself. This is one of the major issues I have with education. Once I was repremanded by a teacher for not taking notes. Issues at the time aside, the important thing is to let the information sink in. People approach lessons as time to take notes they can come back to later. Even in the library during revision time I see pupils writing out sets of notes from text books. Our history teacher during GCSE's gave us directions on how to write titles in correspondence to their importance. I may have taken such things a bit too seriously being rather literal minded at the time, but making notes is what the writers of text books should be doing. The pupil's job is to learn it and get all the information into their head. Learning should take place during term time, not a few months or weeks before final exams. By the time you get to the exams you should know everything. Having information on paper, no matter how well presented won't do you any good. In an exam all you're going to have is what you already know. Term time should be an intensive learning experience so that exams are easy, they are only a measure of your ability not the ultimate goal of learning. The ultimate goal of learning is to do just that not to get high grades in exams. Of course results are important, and the reason I'm learning the JLPT syllabus is because I want to take exams and get good results, but the real aim of the whole thing is to be proficient at writing and speaking Japanese.
Going back to why I hate maths apart from my personal grudge against the subject, two things stand out. Firstly is the ridiculous way of marking exams that puts method before results. It was the same in my electronics course work. Mark are given primarily for working not for getting the right answer. You could probably get every question wrong and still pass. How ludicrous is that! If someone handling the Apollo 13 mission (or any other space flight for that matter) made a mathematical error that caused the astronauts to be killed no one would give a fuck if they showed their working. Similarly in electronics coursework you're not marked on the basis of whether you managed to get your circuit to work (which is the point of the whole exercise- who's going to hire an electrician who can't construct a circuit properly) but how well you kept notes (there they are again) of what you did during the course of your work. They expect you to make a circuit, things to go wrong and you write about how you corrected them. You could be a prodigy who can make a complex circuit, working out the design completely in your head without making a single mistake and you would probably fail miserably.
Secondly is the way they teach people to solve maths problems. They always seem to work on the basis of a plodding, 'trench warfare' approach of working out the smallest units, then the next smallest ones until they finally get to the end. When doing maths away from the stultifying atmosphere of the classroom I tend to start with the largest part of the number and work towards the smallest. This way I know immediately roughly what the answer will be. Another key thing in maths is to take short cuts. I have to work out prices of numbers with awkward combinations. Say if you want to add £2.75 to a price, the conventional method is to add 5 p, then 70, then two pounds in a way that's very likely to cause numbers to overflow and add to the next figure in the calculation. The obvious way of doing this problem is to add £3, then take away 20 p, then 5p, or just take away 25 at once if it helps. Don't limit yourself by following a boring procedure when you know you can do better. Multiplication works the same way, look for short cuts. If multiplying a figure by 14, normally an awkward calculation, multiply the figure by ten to give you a rough idea of the outcome, add half that number again to effectively multiply by 15 and then take away the original figure to multiply by 14. Once I was thinking about how to work out the volume of a one foot cube of steel in metric measurements. A 1 foot cube is 12 x 12 x 12 inches. 12 x 12 is 144. So multiply that by 10 (to make 1440) then double the original figure and add that to the result. 1440 + 288, add three hundred (1744) subtract 12 (1732)
Then to work out how to convert that size into metric measurements the number of millimetres in an inch is 25.4. This plays into the hands of a clever mathematician. 25 x 25 is 225. To multiply that again by 25, divide it by four and multiply by a hundred. 200 divided by 4 is 50 (25 4's in a hundred, or just halve it and then half it again), 20 divided by 4 is 5, and 5 divided by four is 1 and a quarter. Use the way numbers relate to eachother to do sums faster. Think big and start with the whole of the result them whittle it down till have the right number. Doing maths isn't about being a human calculator, it's about using your imagination to make it easy and also more enjoyable. You can make pupils actually like a subject and they'll be better at it as a result.
Tuesday, 6 September 2011
Lookshy: Shinobi, Gunzosha Commandos
I got the impression from a mention in Scroll of Kings that the Rangers were a highly elite fighting force and started getting some preconceived ideas about what they would be like. It wasn't for a long time that I got my hands on the Scavenger Lands and had a look at them properly.
Lookshy stands out in Exalted for having a fairly solid cultural identity (namely Japan.) Although I didn't think they played on this to it's fullest extent. My vision of Lookshy is centred on medieval Japan and I decided to do something about the Rangers. Obviously the thing to do would be to base them on ninjas so I did. But I couldn't use a name as obvious as ninja, so they're called Shinobi instead.
The Shinobi come from Dragon-Blooded clans and are taught hereditary skills in the villages they live in away from the city. The closeness to nature and isolation from civilisation gives them excellent opportunity to learn and practise their skills. The fact that Forest-Blooded Terrestrials have the skills best suited to become Shinobi is an excellent advantage and most Shinobi come from this bloodline.
Shinobi are exclusively Dragon Blooded. Enlightened mortals may practise the martials arts that Shinobi are known for but they lack the ability to learn other Charms that are essential for their use on the battlefield.
The three ranks of Shinobi are as follows:
Genin: regular, rank and file (although highly trained) soldier Shinobi.
Chunin: leaders of small units of Shinobi, often 'fang' sized.
Shonin: leader of an entire clan of Shinobi. A veteran Dragon Blooded of fearsome skill who commands dozens of warriors.
Gunzosha Commandos are another group worth mentioning here. One thing that struck me is their numerical allocation. The Scavenger Lands has 125 Gunzosha Commandos to a unit of about 1300 Seventh Legion warriors. 1 out of 10 is a far too high ratio for such an elite unit. 125 per field force is more realistic and conveys the rarity of such dedicated individuals. Also the effectiveness of Gunzosha Commando Armour should be reviewed. Rather than just being armed with unnamed Essence weapons and great swords and great axes, Gunzosha Commando Armour could make Essence weapons attunable through the suit allowing them to wield devices like Concussive Essence Cannon in a way that normally only Exalted can. Essence weapons are regarded as standard issue among their ranks. Enlightened mortals are welcomed among Gunzosha Commandos as they have a potential longer life expectancy.
Lookshy stands out in Exalted for having a fairly solid cultural identity (namely Japan.) Although I didn't think they played on this to it's fullest extent. My vision of Lookshy is centred on medieval Japan and I decided to do something about the Rangers. Obviously the thing to do would be to base them on ninjas so I did. But I couldn't use a name as obvious as ninja, so they're called Shinobi instead.
The Shinobi come from Dragon-Blooded clans and are taught hereditary skills in the villages they live in away from the city. The closeness to nature and isolation from civilisation gives them excellent opportunity to learn and practise their skills. The fact that Forest-Blooded Terrestrials have the skills best suited to become Shinobi is an excellent advantage and most Shinobi come from this bloodline.
Shinobi are exclusively Dragon Blooded. Enlightened mortals may practise the martials arts that Shinobi are known for but they lack the ability to learn other Charms that are essential for their use on the battlefield.
The three ranks of Shinobi are as follows:
Genin: regular, rank and file (although highly trained) soldier Shinobi.
Chunin: leaders of small units of Shinobi, often 'fang' sized.
Shonin: leader of an entire clan of Shinobi. A veteran Dragon Blooded of fearsome skill who commands dozens of warriors.
Gunzosha Commandos are another group worth mentioning here. One thing that struck me is their numerical allocation. The Scavenger Lands has 125 Gunzosha Commandos to a unit of about 1300 Seventh Legion warriors. 1 out of 10 is a far too high ratio for such an elite unit. 125 per field force is more realistic and conveys the rarity of such dedicated individuals. Also the effectiveness of Gunzosha Commando Armour should be reviewed. Rather than just being armed with unnamed Essence weapons and great swords and great axes, Gunzosha Commando Armour could make Essence weapons attunable through the suit allowing them to wield devices like Concussive Essence Cannon in a way that normally only Exalted can. Essence weapons are regarded as standard issue among their ranks. Enlightened mortals are welcomed among Gunzosha Commandos as they have a potential longer life expectancy.
Exploding Shurikens
Exploding Shurikens (low level artefacts) have several blades (often a large number) of varying designs attached to an artefact core. The blades themselves are disposable. A variant houses dart-like projectiles. When the weapon is thrown it travels to the target and then explodes, sending the blades flying in all directions, in an arc or against a single target as the thrower intends. Some exploding shurikens have dozens of blades and are highly lethal. This weapon makes up for the lack of lethality of the individual projectiles by their sheer number. In addition to being able to launch many blades at once a thrower can hurl three shurikens simultaneously, making them highly dangerous.
After throwing the core is still intact and can be retrieved and reloaded. Some assassins and other unconventional troops mount them on long ropes made of magical materials so they can be recovered quickly without having to change position. A few enterprising fighters have even turned them into unwieldy but surprisingly effective close combat weapons by using them like flails while the blades remain attached.
After throwing the core is still intact and can be retrieved and reloaded. Some assassins and other unconventional troops mount them on long ropes made of magical materials so they can be recovered quickly without having to change position. A few enterprising fighters have even turned them into unwieldy but surprisingly effective close combat weapons by using them like flails while the blades remain attached.
Friday, 2 September 2011
Artefact clothing, armour, power armour and Warstriders
Terrestrials of the Threshold learned that they could take on the characteristics of an animal by wearing a jade hide in the shape of it's skin. In ordinary artefact armour this direct physical effect is limited, pelts of northern animals protected against the cold. This evolved into the magitech artefacts known as Dragon Armour where they became half like the animals they represented and finally the ultimate expression in the Warstriders. Magitech armour is inseparable from the wearer, it's truly a part of their body and they experience everything through it at first hand. With a Warhawk it's possible to experience unrestrained flight. In a Warkraken they can swim through the darkest depths. Attuning to a Warstrider doesn't just connect them to a suit of armour- they actually become a creature and live as it does. This is why Magitech is so advanced and valuable.
The Warstriders were created by the Celestial Incarnae and the Elemental Dragons for the Exalted to fight against the Primordials.
Because Warstriders become part of the wearer's body it is not armour and does not prevent them from using martial arts.
The original Warstriders dating from the First Age were great heroes given form. At the pinnacle of this art where the Royal Warstriders, reserved for the Celestial Exalted, not least because of the massive difficulty in making them. All Warstriders made for the Celestial Exalted were they forms of heroes the Exalted could become by attuning to them. The Royal Warstriders even had their own spirits the Exalted who piloted them became.
The Warstriders were created by the Celestial Incarnae and the Elemental Dragons for the Exalted to fight against the Primordials.
Because Warstriders become part of the wearer's body it is not armour and does not prevent them from using martial arts.
The original Warstriders dating from the First Age were great heroes given form. At the pinnacle of this art where the Royal Warstriders, reserved for the Celestial Exalted, not least because of the massive difficulty in making them. All Warstriders made for the Celestial Exalted were they forms of heroes the Exalted could become by attuning to them. The Royal Warstriders even had their own spirits the Exalted who piloted them became.
Thursday, 1 September 2011
Call of Exalted: Character Creation and Development
Although I like the organic way of creating a character by making them immediately from the standard traits in ordinary character creation where they already have a background and are some time after being Exalted, a while ago I experimented with another method of character creation which suits Call of Exalted and develops the character in a different way.
I started off by writing the character as a heroic mortal, one with quite low trait levels- using the Attribute points for heroic mortals in the Exalted rulebook (or scroll of heroes) and only eighteen ability points attributing merits and flaws as well. Making a character in this way really brings out what the character was like before their Exaltation (and requires attention to the period of their life.) Then I bumped them up to full Exalted level with the proper number of points in Abilities, Attributes and Backgrounds. Working out the character's Charms was much easier than totally spontaneous character creation since I already had an idea of what they were doing, what Charms they would need for it and what their Ability levels were.
It's a significantly more gritty approach to character creation but it brings out aspects of a character to a degree they wouldn't be otherwise. For example this character had Legendary Intelligence which I wouldn't have given them if I created an Exalt straight away. I also came up with a new permutation of Esoteric Knowledge. This method plays out the character's Exaltation as part of the creation process and makes a character immediately after they ave been Exalted rather than some time after and have had time to have adventures and start to shape their powers more. It also makes the game more Occult, for instance with the character I was creating the Sidereals became much more unearthly and mysterious beings (fitting for a horror game.)
I started off by writing the character as a heroic mortal, one with quite low trait levels- using the Attribute points for heroic mortals in the Exalted rulebook (or scroll of heroes) and only eighteen ability points attributing merits and flaws as well. Making a character in this way really brings out what the character was like before their Exaltation (and requires attention to the period of their life.) Then I bumped them up to full Exalted level with the proper number of points in Abilities, Attributes and Backgrounds. Working out the character's Charms was much easier than totally spontaneous character creation since I already had an idea of what they were doing, what Charms they would need for it and what their Ability levels were.
It's a significantly more gritty approach to character creation but it brings out aspects of a character to a degree they wouldn't be otherwise. For example this character had Legendary Intelligence which I wouldn't have given them if I created an Exalt straight away. I also came up with a new permutation of Esoteric Knowledge. This method plays out the character's Exaltation as part of the creation process and makes a character immediately after they ave been Exalted rather than some time after and have had time to have adventures and start to shape their powers more. It also makes the game more Occult, for instance with the character I was creating the Sidereals became much more unearthly and mysterious beings (fitting for a horror game.)
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