1) Break Aspect into multiple stats. As it is, an Aspect of 5 is scary at -everything-. Seduction, fighting, occult research, you name it. And given that there's a Little God for and of everything in Exalted, Aspect could let you intimidate a door into opening. Breaking Aspect into multiple stats allows characters to have strengths and weaknesses, and allows players to feel like their characters have niches they can grow within. Mental, Physical, and Social are the easiest groupings to use most likely.
2) Whenever a character uses a Miracle Point, he calls it something crazy, like Seven Shadow Evasion or Glorious Solar Sabre. Charms are just flavor text now.
3) Domain exists as well. Exalts have two Domains, one specific to their Exalted type (Solar, Lunar, etc.), another to their specific Exalted subgrouping (Caste, Aspect, etc.). These Domains cover any and all related Abilities, Anima banners, and so forth. Mundane applications of relevant Abilities (like a Dawn Caste Solar using Medicine) can be substituted with Aspect.
4) Gifts are those abilities that exist outside of the character's Domains. A Night Caste couldn't have Melee related Domain effects for example, so he'd buy a Gift in Glorious Solar Sabre. Gifts should probably be -very- cheap, costing perhaps a third or fifth of what the default Nobilis rules would make to them be.
5) Sidereals have the option to buy Realm as well, to reflect their privilege in Yu-Shan.
6) Sorcery is just another way to say Martial Arts now, and replaces Spirit. Sorcery functions the way that Realm does, but it applies to all of the setting (unless the GM says otherwise). It costs three times as much as Aspect or Domain to buy however.
7) Mountain Kings, Raksha, mortals, and so on need work to fit in.
1) Break Aspect into multiple stats. As it is, an Aspect of 5 is scary at -everything-. Seduction, fighting, occult research, you name it. And given that there's a Little God for and of everything in Exalted, Aspect could let you intimidate a door into opening. Breaking Aspect into multiple stats allows characters to have strengths and weaknesses, and allows players to feel like their characters have niches they can grow within. Mental, Physical, and Social are the easiest groupings to use most likely.
2) Whenever a character uses a Miracle Point, he calls it something crazy, like Seven Shadow Evasion or Glorious Solar Sabre. Charms are just flavor text now.
3) Domain exists as well. Exalts have two Domains, one specific to their Exalted type (Solar, Lunar, etc.), another to their specific Exalted subgrouping (Caste, Aspect, etc.). These Domains cover any and all related Abilities, Anima banners, and so forth. Mundane applications of relevant Abilities (like a Dawn Caste Solar using Medicine) can be substituted with Aspect.
4) Gifts are those abilities that exist outside of the character's Domains. A Night Caste couldn't have Melee related Domain effects for example, so he'd buy a Gift in Glorious Solar Sabre. Gifts should probably be -very- cheap, costing perhaps a third or fifth of what the default Nobilis rules would make to them be.
5) Sidereals have the option to buy Realm as well, to reflect their privilege in Yu-Shan.
6) Sorcery is just another way to say Martial Arts now, and replaces Spirit. Sorcery functions the way that Realm does, but it applies to all of the setting (unless the GM says otherwise). It costs three times as much as Aspect or Domain to buy however.
7) Mountain Kings, Raksha, mortals, and so on need work to fit in.
hmm comparing this to what I suggested in the first post is interesting.
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Running Villain Acadamy : OOCIC
Working on: Princess:the Hopeful
Playing: Nobilis: Meganekko, Inferna of CatgirlsIC Maid: Akira IC
"CNN's major agenda isn't so much promoting left wing causes as it is covering up the fact that they no longer have any newsgathering apparatus, having lost it in a poker game circa 1995." - Evan Waters
hmm comparing this to what I suggested in the first post is interesting.
Gifts, to me, are a way to build Charms that a character otherwise wouldn't access to. And Gifts in Nobilis are pretty dang expensive. An average Gift can easily run 3 points, which could buy another dot in a Stat. I'd rather see "Charms as Gifts" made cheap, to encourage players to buy them, but not so cheap that the niche protection of the various castes is broken.
One of the nice things about this set-up is that every Dragon-Blooded Aspect has some form of combat as part of their Domain, but the same doesn't hold true for Solars. Helping to make the Usurpation as just a bunch of Dragon-Blooded and Sidereals against drugged Solars a little bit more plausible, IMHO.
Artifacts could also be bought as Gifts, discounted to reflect the idea that they can be taken away.
It occurs to me (and _Ax it seems) that you could also let Abyssals and Infernals have Realm as well, to reflect their status and power in their respective areas. Solars might also be able to use it, by going out into the Wyld and Shaping areas (and inhabitants) as they desire. Ditto Alchemicals.
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I think my biggest problem with the switch is that it really doesn't scale for conflicts other than Exalted versus Exalted, and even then it scales kind of oddly. Then again, Nobilis doesn't really scale "down" to the mortal level all that well (although maybe that's changed lately?) .
Mortals, if properly supporter, CAN get Alchemical Items done.
For instance, with Alchemy, a Worldbreaker who gets metal from Jotun basically counts as Aspect 6, IIRC.
That allows them to get Lesser Miracles for themselves (Lesser Divination, Lesser Preservation, Lesser Creation, Lesser Destruction and Lesser Change/Mastery), as protection.
With High Summoning, they can get something very much like that, should they have a talent for it.
So, for mortals, it is at least possible to get something done in a Nobilis setting.
They are at least better off than the standard mortals of Exalted, since they have power readily available to them.
(And Gifts are very much worth it, at all times.
1 CP, for instance, lets you teleport to any instance of your Estate.
Or become invisible.
Or kill most beings with a body that might annoy you.)
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Currently Running Nobilis - Strike while the Iron is Hot IC OOC
I highly recommend taking a look at 'A Soul of Your Own' (Jenna Moran's alternate setting for Nobilis). Notably, it has attributes that function as a subset of both Domain and Aspect (for example, the 'Chi' attribute works for miracles of the estate of Chi, and aspect miracles using the earthly magic of chi; the 'Distraction' attribute works for miracles of the estate of Distraction and any aspect miracles you perform while not paying attention, etc.), and it prices attributes more cheaply at low levels. Also, it's built for kung-fu craziness in a way Nobilis core really isn't.
I highly recommend taking a look at 'A Soul of Your Own' (Jenna Moran's alternate setting for Nobilis). Notably, it has attributes that function as a subset of both Domain and Aspect (for example, the 'Chi' attribute works for miracles of the estate of Chi, and aspect miracles using the earthly magic of chi; the 'Distraction' attribute works for miracles of the estate of Distraction and any aspect miracles you perform while not paying attention, etc.), and it prices attributes more cheaply at low levels. Also, it's built for kung-fu craziness in a way Nobilis core really isn't.
Where might we find that?
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Currently running the Exalted game A Witty Retort
Would it be possible to give heroic mortals/god-blooded some extremely limited power? Maybe aminimal level of an appropriate trait or gift of their choice? (I don't have the Nobilis book at hand at the moment, so I can't offer anything solid)
Would it be possible to give heroic mortals/god-blooded some extremely limited power? Maybe a minimal level of a trait or gift of their choice? (I don't have the Nobilis book at hand at the moment, so I can't offer anything solid)
Inheritors (children of Imperators or powerful Nobles) gets a couple of Gifts, IIRC.
So that's got god-blooded covered, with ease.
Heroic mortals, from what I can remember, doesn't actually get any kind of actual power, do they?
Only benefit they get is not being an extra, right?
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Currently Running Nobilis - Strike while the Iron is Hot IC OOC
Inheritors (children of Imperators or powerful Nobles) gets a couple of Gifts, IIRC.
So that's got god-blooded covered, with ease.
Heroic mortals, from what I can remember, doesn't actually get any kind of actual power, do they?
Only benefit they get is not being an extra, right?
Oooh, Inheritors... I knew I was forgetting something.
But yes and no. Heroic mortals are generally pretty mortal and sucky, but they can learn to access martial art charms, sorcery, thaumaturgy, and attune to some artifacts. There's also the created races and wyld barbarians.