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[Exalted]SotM is Broken, So I Fixed It (Mk.2)

Deadmanwalking

Not A Zombie
Validated User
I originally posted my fixes for SotM in the following thread 9 months ago:

http://forum.rpg.net/showthread.php?t=321626

However, since I've revised my fixes, and people have requested it, here they are again. Many thanks to Blaque and Moxiane who's statements in the first thread were very helpful to me in doing my own revisions to Solar and Terrestrial Hero Styles and Righteous Devil Style, respectively.

Lunars and Martial Arts:

Lunar Exalted may learn Sidereal Martial Arts under the same circumstances as Solars. They learn MA styles at favored costs if their Dexterity is a Caste or Favored attribute. Though they must still meet MA minimums to purchase non-Lunar specific Martial Arts, whether their MA ability is Favored is immaterial to costs.

Terrestrial Martial Arts:

For the most part these charms are actually well done and balanced. Kudos to whoever did this section. Almost all of these are more wording clarifications to make sure the charm works as the author intended as opposed to actual changes. Terrestrial Hero Style is a bit less polished, but still not too bad.

Terrestrial Hero Style (p.41):
Disarming Strike Prana: This charm costs no Willpower.
Slippery Escape Method: Dice added by this charm explicitly do not count towards dice caps.

Jade Mountain Style (p.53):
This style also counts pankrator's cesti, crushfists, and similar clinch enhancers as acceptable Form weapons.
Pasiap Still Stands: This charm's damage reduction is applied to damage after soak.

Night Breeze Style (p.55):
Listed weapons count as form weapons even if wielded in melee instead of thrown.
Katabatic Leap Defense: This charm may not be used against close combat attacks.

Seafaring Hero Style (p.59):
Seafaring Hero Form: This charm's damage reduction applies to raw damage before soak.

Celestial Martial Arts:

The new Martial Arts in this chapter are actually pretty good. they could use a bit of editing, but oh well. The converted styles from 1E make me want to do unspeakably violent and horrible things to whoever converted them.

Solar Hero Style (p.83):
Pounding Hammer of Devestation: Minimum Essence: 4. Duration: One Scene.
Adamantine Fists of Battle: The damage granted by this charm is post-soak.
Irrepressible Bravery Tactic: This Charm is a permanent enhancement of the Solar's capabilities. Costs remain the same, but using it does not count as a Charm use for the turn.
Dancing With Strife Technique: This Charm, too, is a permanent enhancement of the Solar's capabilities. Costs remain the same, but using it does not count as a Charm use for the turn.
Supremacy of War Method: This charm is Combo-OK. Dice can be stored for as long as the Essence remains commited.
Ascendant Battle Visage: This Charm is Combo-Basic. It's duration is (Essence) turns. Renewing it is not a charm use.

Celestial Monkey Style (p.85):
The true master of this style may learn to find focus and freedom even in the extremes of obsession. While you may not learn any additional charms of this style if any Virtues surpass three, having virtues past three does not prevent the use of any charms already possessed in this style in the least.
Four Halo Golden Monkey Realignment: Replace this charm's text with that of Fivefold Bulwark stance. It's cost, type, keywords, and prerequisites remain unchanged.

Dreaming Pearl Courtesan Style (p.88):
Pearlescent Filigree Defense: This Charm is not Obvious.
Lethal Paper Fan Attack: This charm may not reduce an attack's speed below three.
Fragrant Pearl Fascination Kata: This charm may be resisted entirely for the cost of two willpower, like most other Unnatural Mental Influences.
Seven Storms Escape Kata: This charm does not cost Willpower.
Invoking the Chimera's Coils: This charm provides (Essence-1) actions. Not (Essence).

Ebon Shadow Style (p.91):
Distracting Finger Gesture Attack: This charm only delays the opponent's action a single tick (not MA ticks) and may explicitly only be used once per action the opponent takes.

Laughing Wounds Style (p. 94):
Kiss of the Whip: This is a Crippling effect.
Brand of Obedience: The Servitude effect may be resisted entirely when placed by expending Willpower equal to the Martial Artist's Essence.
Groveling Penitence Prana: The victim of this charm may spend willpower for re-rolls against the effect as many times as they desire.

Mantis Style (p.97):
This style is fully compatible with armor.
Grasping Claw Method: This Charm's minimum Essence is 3, not 5.
Unfolding Retribution Stance: This charm's Minimum Essence is 4. It's duration is One Scene.

Righteous Devil Style (p.99):
Cloud of Ebon Devils: Is replaced by the following, which I stole wholesale from Moxiane.

Cloud of Ebon Devils
Cost: 3m; Mins: MA 3, Ess 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Lightning Draw Stance
Upon activating this Charm the character becomes surrounded by a constantly writhing cloud of firedust, garnered from his powder pouches, and in which devil-shapes can occasionally be seen forming in the flammable dust. For as long as the Exalted has firedust available for his weapons then they will reload automatically and reflexively on Step 10. Should he wish to conserve his ammunition then he may instead choose to expend 1 mote to create a temporary charge for his flamepiece.

Azure Abacus Meditation: This charm is Combo-OK.
Phantom Flamebolt Prana: This charm does not exist.
Caress of 1000 Hells: This charm is Combo-OK. It's prerequisites are changed to Azure Abacus Meditation and Dance of Howling Magma Sprites. Any damage enhancers used on the original attack apply in full to the subsequent fire damage.

Silver Voiced Nightengale Style (p.102):
Heartsong Meditation: The Essence spent on this charm is not commited.
Dulcet Nightengale Form: Two Willpower may be spent to ignore the prohibition on attacking the Martial Artist for the remainder of the scene. All penalties remain, however.
Aura of Tranquility: Characters subtract their own Conviction from the external penalty this charm inflicts, making the total penalty (Compassion+Temperance)-Conviction.

Tiger Style (p.107):
This style is fully compatible with armor.
Stalking Cat Movement Meditation: The Exalt may spend up to twice his Martial Arts in motes on this charm.
Spine Shattering Bite: This charm's cost is 4 motes. Replace it's mechanics with the following: This charm adds the Exalt's MA to the raw damage of one attack, and doubles the extra attack successes for purposes of damage.

Sidereal Martial Arts:

Here's where things get a little weird. Some of these were nicely written, and all were really cool, but the mechanics were really hit or miss. I suspect playtesting would have helped. Alot.

General Notes: While multiple Sutras may be used, the total discount per turn cannot be greater than that of the most potent sutra used. To purchase any Sidereal Martial Art Charms a character must have completed a full Celestial Martial Art Style.

Charcoal March of Spiders Style (p.119):
Dance of the Hungry Spider: If a foe is capable of keeping up with the Sidereal reflexively, they do not suffer the listed penalties. This obviously applies to the Form Charm's duplication of this effect as well.
Water Spider Bite: While this charm can theoretically hold any number of beings under paralysis, the Sidereal may only utilize the Essence pool of whichever she has effected most recently. Once the Sidereal loses the ability to utilize a being's Essence pool, it must be subjected to a new instance of the charm before she can do so again. To clarify, A Sidereal paralyzes one of her Familiars to use as an Essence battery, she then winds up paralyzing a foe with the charm. She may now no longer draw Essence from the Familiar, even after the foe escapes or is killed, until she re-uses the Charm on said Familiar.

Citrine Poxes of Contagion Style (p.124):
Perfect Reconstruction Method: Subjects of this Charm may spend a point of Willpower to forgo the Temperance roll and simply remain concious.
Citrine Poxes of Contagion Form: This Charm's disease may only attack any character once per scene.

Obsidian Shards of Infinity Style (p.129):
This style is deeply and profoundly broken on numerous levels. I advise not allowing it to exist. However, if you do:
Obsidian Shards of Infinity Form: The defenses provided by this charm are explicitly not perfect effects, and are thus defeated by perfect attacks of any sort (though they still automatically defeat others). They may also not be used against unexpected attacks.
The Mirror Does Not Lie: Minimum Essence: 6. This charm does not function against anyone with an Essence equal to or higher than the Sidereal's. Additionally, as stated, this charm fails if there are no witnesses to the attack and the Sidereal and attacker do not count as witnesses , nor do any copies created by this Charm. Or non-sentient animals.
Vanished Within the Glass: The victim of this Charm need not eat, drink, or sleep and is otherwise more or less in stasis while within the glass, though they regain Essence normally. No more than one victim may be kept in the glass at one time by any individual Sidereal.
Draw Forth One Shard: Minimum MA: 6. The duplicate created by this Charm has it's own Essence pool, and does not use that of the original. When first created, it's Essence pool is empty (though the creator may give it any number of motes from his own pool), though thereafter it recovers Essence normally.
Draw Forth Every Shard: Minimum Essence: 7. The duplicates created by this charm may only use Charms of this style. The original can be readily distinguished (ie: no roll should normally be required, and if it is, it should require only one success).
Echoes of Infinity: Minimum MA: 7. Leaving the area in question always changes the scene. This charm only applies to other charms of this style and cannot be combined with Sutras. Willpower cannot be recovered while it is active.

Prismatic Arrangement of Creation Style (p.133):
Five Jade Fury: The attack successes provided by this charm explicitly count towards the maximum number of dice/successes that may be added by Charms. By extension, this ruling applies to Four Magical materials Form as well.
Soul Fire Shaper Form: While Charms used as part of this Form's benefit do not count as charm use, they maintain their normal costs to use.
Games of Divinity Form: Characters may spend 1 Willpower to fail their Compassion roll and attack the Sidereal, gaining a point of Limit as normal.

Quicksilver Hand of Dreams Style (p.138):
Despite the general note above, the odd ways to learn this Style remain viable.
Peaceful Repose Touch: The Gossamer level of this charm (either version) can be broken in any one of a number of ways, the easiest being a kiss from someone with a strong Intimacy towards the character.
Dream Ravager Hand: The Gossamer level of this charm can likely be cured in any number of ways appropriate to the story. Killing the Martial Artist responsible also works.
Ephermal Presence Technique: In the Middlemarches the Martial Artist must become temporarily comprehensible to attack, and may thus, on the tick he attacks only, be considered to be in a Bordermarch instead. By extension, this also applies to Quicksilver Hand of Dreams Form.

Scarlet Patterned Battlefield Style (p.145):
The Empress Lives for All: No character with an Essence greater than the target may be bound to his fate, nor may anyone with an Essence greater than the Sidereal's own. This Charm is intended to make an army fall with it's leader, not a circle of Exalted fall when I stab this random peasant.
 

Caldorian

Athairi Knight
RPGnet Member
Validated User
Deadmanwalking, thanks for the great work!
I didn't give feedback last time, but I actually implemented all of your fixes as house rules in my games. (We didn't get to test them yet, however.)

May I suggest that you put these fixes in the Fixalted wiki?
 

Deadmanwalking

Not A Zombie
Validated User
Excellent work, thank you!
You're very welcome. And thank you for the praise.

Deadmanwalking, thanks for the great work!
I didn't give feedback last time, but I actually implemented all of your fixes as house rules in my games. (We didn't get to test them yet, however.)
Awesome! :) I'm glad someone's getting use out of my work, and it's admittedly also quite the ego booster.

May I suggest that you put these fixes in the Fixalted wiki?
As I mentioned in the [Exalted ]Fix Obsidin Shards of Infinity Style thread (the one where this one was requested) I suck at even trying to do that, but would have no objections to others doing so, provided I'm given credit.
 
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Wields-Rulebook-Heavily

Registered User
Validated User
A note on Righteous Devil;

Dance of the Howling Magma Sprites neglects to mention the distance limit at which the magma sprite can leap between the targets, and wether it can leap away from the martial artist or has to stay within the Firewand's range. This has come up in play a couple of times, and my fix is simply that it leaps to a new target as if shot from the original firewand from where it currently is, max range and all.
 

Kath

The Furthest Away
RPGnet Member
Validated User
All the fixes suggested by Deadmanwalking are up on Fixalted now, and credited to him.
 
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Ferrinus

Registered User
I'm surprised that was the only Scarlet-Patterned Battlefield charm you fixed. What about that one that has no prereqs and makes all of your attacks automatically unexpected (along with other random goodies)?

I haven't used it in play, so if there's some easy counter to it or other reason why it's reasonable please tell me.
 

langeweile

Omniprophet
I'm surprised that was the only Scarlet-Patterned Battlefield charm you fixed. What about that one that has no prereqs and makes all of your attacks automatically unexpected (along with other random goodies)?

I haven't used it in play, so if there's some easy counter to it or other reason why it's reasonable please tell me.
While it probably is a bit strong for Essence 4, it still costs a bit to power-on and a surprise remover isn't that much of a strech and accessable in many ways.
The main reason people don't riot against that charm it that the mechanics are well definied and sound.
 

Imban

Registered User
Why do you suggest making Pearlescent Filigree Defense (which causes you to glow and radiate motes of golden Essence) non-Obvious while leaving Lethal Paper Fan Attack (which admittedly lets you cut someone with a sash, but also lets you reinforce a war fan) and Vindictive Concubine's Pillow Book Understanding (which makes an attack pierce armor) Obvious, when they're thematically not quite so?

I mean, if it's just because Pearlescent Filigree Defense is terribly weak, then okay. Fluff-wise it seems, uh, obviously Obvious though.

EDIT: Also, I keep thinking Words Are Not Enough Infliction should have some tag, like Shaping, so that there's some applicable perfect defense against it.
 
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