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Exalted vs World of Darkness interest check

Started by RSGAlex, February 08, 2019, 01:47:03 AM

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AndyZ

Oh, and may I request a starting city?  Or should we assume that our characters will be gathered together even if from other cities?
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RSGAlex

Sure, make a request. If nobody did I had a place to start in, but go ahead everyone.
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AndyZ

Oh.  I was asking WHERE we were going to start, but...how about Miami?
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RSGAlex

Oh, in that case my idea was in Texas. San Antonio specifically. If that matters to people.
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AndyZ

No objection, but I don’t really know the area.
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RSGAlex

There's a joke to be made about the size and how nobody does.
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Jefepato

Are you still looking for players?  I'm intrigued, but I need to flip through the PDFs and figure out some ideas*.  (I'm pretty familiar with both Exalted and WoD, but I haven't read these Exalted vs. WoD things at all yet.)

*and also catch up with posting in a couple existing games, but I should be able to manage that pretty quickly

Quote from: RSGAlex on March 02, 2019, 09:30:58 PM
I once did a long write up of things an Exalt can do with their Excellencies and Hedge Magic. If anyone wants, I can clean it up and repost here. Some is pretty funny.
Can you tell us more about this?  I don't remember too much about WoD hedge magic.  (Any particular WoD books worth looking at for that stuff?  It's been a while.)

RSGAlex

I am still looking, so submit something if you want. As for hedge magic, it's in Sorcerer Revised, but that's badly edited so I'll give out some house rules for it (and also mention that the merit is discounted as of the companion to 5 points if you don't get discounted). Your dot rating limits the normal max effect you can get from a normal non-ritual effect. Base difficulty lets you get any number of aspects for paths with aspects, but only the first dot. Each dot of each aspect after raises the successes needed by 1. Rituals let you do one of three things. The first is that it lets you use a higher aspect or otherwise greater effect for one part of a path.

Say you have Healing * and a ritual called "Mind over Matter" that lets you do Bashing healing at ** and Pain at *. So you can not only block out minor pains, but also actually heal some bashing injuries after a 30 min ritual of meditation or so.

The second possibility is that it lets you do something related to a path, but not exactly in the path. This is what the book's Hellblade ritual lets you do, although the example is slightly undercosted. (It enhances damage done instead of doing damage, a similar ritual in Fascination might let you shift one person's dots in a social attribute to another for the duration.) The third possibility is that it just messes the number of successes needed to pull off one effect; the more general the effect the lower the benefit. Perhaps a hedge super scientist has the ritual "Jumpjet Overcharge" and it lets her add her path rating in successes to determine how far and fast a jump jet jump will take her, but it's calibrated for a specific jumpjet and is limited by 100 ft max and self and 20 lbs of stuff. Once she's at Conveyance *** that means that preparing this ahead of time makes that basically automatic if she limits her speed to about 30mph. If it's a very specific effect you could get something as big as straight up doubling your successes; my example is a ritual I'm calling "Battle Readyness Prayer" a Conjuration ***** that requires you to inscribe a set of prayers in specific order on up to 6 bits of your combat kit. Your successes rolled are doubled for the purposes of its hilariously impractical 13 successes needed. But if you pull it off, your six items appear from anywhere within a 5 mile radius, attempt to put themselves on you or in your grasp as though they had good human handlers, and if you continue to spend WP will continue to put themselves on you if you have something that takes more than one turn to don.

Mechanically, you can minmax your way to about **** in any one path if you put all your BP and some flaws into it, so that's the high water marks I'll cover with some estimates on each path.

Alchemy at this level lets you make exliers/drugs that can grant two dots of an attribute, or one to multiple or get some kind of minor supernatural effect (beyond the benefits of say Str 7 do for a person). Alchemy rituals are different because they only have one real effect, -1 difficulty and +1 Alchemy for determining how long a concoction takes to make. It's normally rating in days, so a known alchemic ritual will always take one day less and if you are skilled enough to already knock it down below a day to potentially an hour or so.

Conjuration here can do a good amount of weight, distance, or numbers, and has fine control like a human hand. Half-ton, half-mile, under a dozen of the same thing, like that. So Gate of Babylon-ing somebody with ten comedy half-ton swords is possible but takes 12 successes and four turns per roll at diff 8 and a WP if you have't prepared the weapons.

Conveyance lets you go five miles, at 60MPH, with yourself and two people's worth of stuff for only 9 successes. For 11 successes you can teleport there (at 60MPH speed) and for 12 teleport to an unknown destination.

Divination has no rituals, and assuming that there's nothing good enough to alter things, gets you questions for 10 years either way, fairly easy to entangle from the symbolism, and it gets you a good amount of detail if nothing's been deliberate and well hidden. 9 successes at diff 8 (9 at 9 for extraordinary science types, but they tend to get clearer answers).

Enchantment is only rituals, so you may want to spend some BP on buying rituals so that your first stuff isn't just making rituals to then do. At **** you can get actual magical effects, but somewhat limited. If you're stuck for a good effect, look at one and two dot supernatural powers. So perhaps your Ring of Atlas grants two Str, but when you're pushing yourself at lifting things you also get 2 successes, and you need to keep it charged by burying it whenever it's not worn and the sky is clear.

Fascination improves social attributes and makes people charmed or interested in the target. Four points of one social attribute, usable on a good sized group of people, and it won't fade soon. You can also use this enhanced charisma, manipulation, or appearance to convince somebody to do something, but if they resist the hold goes down by a whole level per success on the resisting roll, so be careful.

Fortune is curses or blessings and at this level you can make a sizable related group (say a football team or extended family) have several months of what can be life changing luck in either way.

Healing is really too complex to give a quick summary, so I'll say that the best thing you can do is lower wound penalties by 2 at this level. Most other effects are probably more easily done with Exalted charms.

Hellfire is fun, but again, you're usually better off with combat charms unless you really want one of its tricks. Like you can hit 10 square feet of area at 50 feet away, and if you bought the decay extra you're getting rid of 3 lbs of non-living external material per success on 8 dice per casting. It just takes one WP, 9 successes, and 4 turns per roll needed to get those successes.

Mana Manipulation is pretty worthless for Exalts, but you can use it to deny people one of their special resource per two success on a casting roll. Not too worth the WP or the turns spent casting.

Onieromancy is dream manipulation. At this level of maxing out you can use something as 'common' as a prized possession and send a specific dream (as many times as you rolled successes) as opposed to generic things like last level's Nightmares (the flaw). It also lets you not need to be in the dream as of last level.

Shadowcasting lets you fight with Darkness. It lets you become super scary at this level, and somebody this good at both Fascination and Shadowcasting can be Exalted levels of scary. You know if the Exalt is good at it and had a 1 dot charm. Still, not normal darkness, and probably an emotional or mind effecting power, so....

Shapeshifting has no rituals, and Lunars probably are ultra disinterested unless they have qualms. At this level you can do as much as a half-human type shift (so a bipedal wolf at averaged size, not a wolfman at human size) or give yourself wings and a beak for a less extreme but still at this level change, also do the change to another person,  the shifts don't have to be unrelated if you're going to perform all at full power.


Summoning Warding and Binding is a big mix of effects and technically ritual only, so I'm not going too far in. I'll just say that as a ritual of this level you can summon 4 cars or 4 technomagcially enhanced toys if they can move. You can ruin most things days with a -4 penalty ward or a circle that needs a contested WP roll to get past.


Just get the book for Weather Control. It's the absolute most complex by far and has lots of costs that make conjuring a storm take a while to happen and takes way too much WP.
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HairyHeretic

Are you thinking just Solars for the PCs or will other exalted types be available to play?
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

RSGAlex

#34
Any kinds of Exalts, even night folk if you are willing to suffer the slings and arrows of being whatever you are.

EDIT: Also, if anyone's interested in the Qiao, I have some house rules for getting them.
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RSGAlex

Okay, so it's been a long bit (or at least a short bit and some change) so I'm going to give this one bump before letting it rest in peace. So, what do you need to know? Well, one, you should have some idea 'bout the Classic/Old World of Darkness to about the Week of Nightmares because that's the base setting. Pretty much everything is on the table, so pitch ideas.

Also, read the thread for the previous discussion stuff. I'm not a vampire, so I'm not the most sanguine about this bump's potential impact.
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Ironwolf85

I've been running around in two old world of darkness campaigns. One mage, one vampire, and my characters have survived long enough to get pretty damn powerful.
A hard drinking, hard fighting son of aether who thinks he's an action hero through the power of SCIENCE!

and a powerful Tzeemezee surgion.

Glad to see this be bumped!
what do you need in terms of help and characters?
Prudence, justice, temperance, courage, faith, hope, love...
debate any other aspect of my faith these are the heavenly virtues. this flawed mortal is going to try to adhere to them.

Culture: the ability to carve an intricate and beautiful bowl from the skull of a fallen enemy.
Civilization: the ability to put that psycho in prision for killing people.

RSGAlex

I mostly need players. I also probably need to brush up (more) on the history of the WoD and that, but that its own little thing.
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Ironwolf85

well count me in, I'd need to bone up on exalted. but I got o-WoD and n-WoD mostly understood now.
for everything else there's a wiki, so whacha got planned man?
Prudence, justice, temperance, courage, faith, hope, love...
debate any other aspect of my faith these are the heavenly virtues. this flawed mortal is going to try to adhere to them.

Culture: the ability to carve an intricate and beautiful bowl from the skull of a fallen enemy.
Civilization: the ability to put that psycho in prision for killing people.

AndyZ

Still around, and I'd be happy to put a char together if we get folks.  Mostly I've just been dealing with winter and then spring.
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RSGAlex

The setup goes like this. A few days ago the world stopped making sense (or as much sense, backstory depending) and in fighting off some impossible spirit-monster from whoknowswhere you were part of a group that ended up burning down Willie's. Somehow. The details on everything are a bit blurry. As is how you got into this huge, but shitty apartment. A strange blonde woman is waiting for everyone to wake up, because she has a bombshell to drop. Everyone being in Willie's at the same time wasn't coincidence. Your last incarnations were investigating the secrets of a strange flying island called the Scar.

The last secrets they had uncovered cost lives, notably their own. But they set up contingencies so that you can pick up their work. And its about then that the cyborg busts in.
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HairyHeretic

Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

RSGAlex

Quote from: HairyHeretic on April 21, 2019, 12:37:53 PM
Well, I'm still interested
Good. Hopefully this time we get enough to start.

Quote from: Ironwolf85 on April 21, 2019, 03:49:24 AM
well count me in, I'd need to bone up on exalted. but I got o-WoD and n-WoD mostly understood now.
for everything else there's a wiki, so whacha got planned man?
I just also remembered.
Main Book: https://holdenshearer.files.wordpress.com/2019/01/Exalted-Versus-World-of-Darkness.pdf
Supplemental: https://www.patreon.com/posts/exalted-vs-world-24706220

It explains what's in the modern age, but the Exalts were far in ages past, ruling and living in an age of wonders and horrors beyond measure.
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Cessali

Still interested, the Twilight concept I put up-thread still my PC of choice.

RSGAlex

Good. Hopefully I also get the numbers to look over and we get started soon (tm)!
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Ironwolf85

guessin we pissed off the technocracy at some point.... if iteration X is sending a hitmark like this.
Prudence, justice, temperance, courage, faith, hope, love...
debate any other aspect of my faith these are the heavenly virtues. this flawed mortal is going to try to adhere to them.

Culture: the ability to carve an intricate and beautiful bowl from the skull of a fallen enemy.
Civilization: the ability to put that psycho in prision for killing people.

RSGAlex

Not necessarily. They're just after those notes because of prognostication. (Of course, you could also have cheesed off the Technocracy, in which case your death during the note retrieval is just a bonus.)
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Cessali

Sheeeeeeeeeeeet

People should totally put out concepts!  Talking about these things make them more vibrant.


Dr. Vera Hemmingway, Twilight Caste
Dr. Vera Hemmingway is a talented physician, an oncology specialist of some repute; she could not deny the irony when she learned her mother was diagnosed with cancer, and could not herself contribute to her mother's care. She was a prominent and oft-relied-on unEnlightened assistant in her research hospital's greater work; her superiors offered her no leave, and Vera did not ask for it.  Sometimes, she initially reasoned to herself, there were sacrifices that had to be made.  Family for all of humanity.  If normal people like herself couldn't help push the boundaries of science forward, without the assistance of high-concept nanotech, then what good was it to anyone?  This was front-line stuff, making people better off, and maybe she wasn't directly fighting against the weirdness of the world, but she was doing her best to help people who needed it, and that was more important than her own personal desires.

That said, Mary Hemmingway was the lynchpin of her family, keeping her often-squabbling sons and daughter in contact with one another.  Vera was the only 'successful' one of her generation, and while she was able to help with the bills that her mother faced, her siblings' resentment only grew as the burden of her day-to-day care fell on the rest of them (her father having died some years back as the result of a cataclysmic heart attack).  Signing a check once a month and scattered Facetime conversations weren't enough to soothe her conscience, and when news reached her that her mother's cancer had reached Stage IV, she finally broke down and asked for an extended period of leave -- which she was granted.  When Vera came off the plane, her brothers' reception was somewhat frosty -- but Mary, even loaded up on chemotherapy and pain medication, still recognized her daughter.  It was a heart-wrenching moment; Vera's experience identified several signs to her eyes that her mother's time was very limited.  A few days, perhaps.  And the doctors and nurses all denied it, ignorant of the insights her own clinic had garnered because they weren't part of the established knowledge base.  Faced with the choice of trying to convince her mother's medical team from a well-practiced and oft-rehearsed course of action or sitting back and trusting to them against all the evidence of her senses, Vera found in herself a strange insight: she knew exactly how to save her
mother.

And so, subtly hijacking a number of supplies from a few hospital rooms, and misdirecting an entire shift's worth of nurses, Vera found herself eight hours later having cured her mother's incurable illness with insulin needles and acupuncture techniques she had never before studied, radiant with a subtle aura of daylight.

She didn't stick around to savor her work.  There would be questions to answer that she had no answers for.  Was this a hemophage talent?  No, she could walk in the daylight.  Was this alien biology at work?  No, it was ridiculous.  'Energy' and 'Essence' weren't things you could use to cure cancer.  Was this genius?  Yes, but it made absolutely no sense to be able to do this with ancient Chinese medicine she had never studied!  She turned off her phone after the first few congratulatory messages and got herself blazing drunk for a few nights, then... well, something else happened, and things became that much weirder.  The gun that had skittered into her hands at the dive bar -- Wally's?  Walt's? -- had felt like a natural thing in her hands, which was really the second-worst thing someone in her position could really think... right?  Or maybe she was just in denial about having become something worse than a faith-healer or a homeopathic drug dealer: a crack practitioner who could -make- it work, but only when -they- did it.

Intimacies:
I have sworn the Hippocratic Oath.
I am generally the most knowledgeable person in the room.
The Progenitors (Doing the right thing in general)



Dr. Hemmingway, Character Sheet

Character: Vera Hemmingway
Player: Jarick

Nature: Architect
Demeanor: Soldier

Type: Solar
Caste: Twilight
- Regain Essence when learning a secret of the supernatural world, learn something that advances or protects an Intimacy, or teach
   valuable knowledge that helps another in some material way.
- Spend 2 Essence to disappear, reappearing some hours later at the boundary of a place of power.
Favored Caste: Night

Str   2   Cha   3   Per   2
Dex   5   Man   2   Int   5
Stm   2   App   2   Wit   4

Alertness   1   Animal Ken      *Academics   1
Athletics    1   *Crafts   (Gunsmithing) 3   *Computer   1
Awareness   1   Drive      1   Finance
Brawl         Etiquette   1   *Investigation (Database Research) 5
Empathy      1   Firearms (Handguns) 5   Law   
Expression      Larceny         *Medicine (Oncology) 5
Intimidation      Melee         *Occult      1
Leadership   1   Performance      Politics   1
Streetwise   3   Stealth         *Science   1
Subterfuge   1   Survival      *Technology (Medical Devices) 5

Arsenal 3 (Where the fuck does she come up with these guns)
Resources 3 (Freelance doctor for rent money)
Contacts 2 (Medical professionals)
Fame 1 (Hot-shot doctor)

Willpower 9
Essence 1
Essence Pool 10/10

* Excellence of the Setting Sun: Twilight (Craft, Academics, Computer, Investigation, Medicine, Occult, Science, Technology)
-- 1e: +3 dice to all attached rolls
-- 1e1wp: Double all attached rolls
* Fire and Stones Strike
-- After successful hit, 1e: add Ability rating successes to damage
**** Wholeness-Restoring Meditation
-- After several hours treatment, 2e: Intelligence + Medicine TN 8, cure any medical condition on success
* Speed the Wheels
-- Accomplishes all bureaucratic activities in fraction of normal time
-- 2e: Place blessing upon activity, all members of organization pushing it forward are -2 TN bonus


Solar Extra Skill Points
- Firearms +2
- Medicine +2
- Athletics +1

BP Spends:
[3] Arsenal 3
[1] Fame 1
[4] Willpower +4
[1] Technology +1
[1] Technology +1
[1] Investigation +1
[1] Investigation +1
[1] Occult +1
[1] Crafts +1
[1] Crafts +1
[1] Crafts +1

RSGAlex

Oh, completely forgot to actually post the comment last time. This is good as it was last time, and I think we had AndyZ doing something with an acrobat? I could search the thread, but who knows. Could have changed by now.

And I do agree with your second and third sentences.
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ObsidianShards

How necessary is it to have the V20 books?  I've got the 2nd edition most of the Exalted books (still trying to dig up my Abyssals).
I'm very interested.  Sounds like this is more of a "regular" RP idea, without a focus in the "adult" material?  Or is it more "reality", where sex, drugs and rockin' roll happen, just like IRL?

Either way, I'm still interested.  I'm thinking of an Eclipse Caste Solar.  A retired military man, turned diplomatic liaison/spy.  On a diplomatic mission to the middle east/EU, he got a bit more then he bargained for.
Another political adversary/ally was getting a bit more success in their bills/laws then they really should and it turns out they made a literal deal with the devil and my character found out....only to be attached and almost killed.....bringing on his Exaltation.