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Author Topic: One of two small group games: Exalted or D&D 3.5/Pathfinder  (Read 2620 times)

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Offline Green Goo Theory

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #25 on: July 29, 2014, 09:22:42 PM »
The 3.P game sounds itneresting.  I don't know exalted at all. 

I can also play 3.5, Pathfinder, or mix.  And for those of you that are unsure it's incredibly easy.  Remove a few rulse and you get skill points/feats differently and that's it.

I am willing to learn a new system like exalted though if there was any kind of available source of info. 

Offline Question Mark

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #26 on: July 29, 2014, 09:24:04 PM »
The 3.P game sounds itneresting.  I don't know exalted at all. 

I can also play 3.5, Pathfinder, or mix.  And for those of you that are unsure it's incredibly easy.  Remove a few rulse and you get skill points/feats differently and that's it.

I am willing to learn a new system like exalted though if there was any kind of available source of info.

I'd also be willing to learn Exalted, although I'll admit thenExalted story hook isn't nearly as intriguing as the 3.P one.

Offline Green Goo Theory

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #27 on: July 29, 2014, 09:40:49 PM »
I'd also be willing to learn Exalted, although I'll admit thenExalted story hook isn't nearly as intriguing as the 3.P one.

Being ignorant of exalted stuff we (since I feel the same way too) may be missing some important things that might make it way more interesting. 

Offline Question Mark

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #28 on: July 29, 2014, 09:51:01 PM »
Being ignorant of exalted stuff we (since I feel the same way too) may be missing some important things that might make it way more interesting.

Fair point, I retract my previous statement pending further information.

Offline Rajah

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #29 on: July 30, 2014, 03:46:13 AM »
Being ignorant of exalted stuff we (since I feel the same way too) may be missing some important things that might make it way more interesting.

Alchemical Exalted are cyborg Communist superheroes who must balance their need to be human with humanity's need for them to be more. They live inside their robot god and fight his cancer, which gets into his trillion component souls and turns them into things that tend to look like Event Horizon, Alien, and Hellraiser had a xenomechanical nightmare child. They have powers with names like Personality Override Spike (this is a literal spike you jam in the back of someone's head to do exactly what it says on the tin) and Piston-Driven Megaton Hammer (there's not a lot that needs to be said, except that it has an upgrade called Unstoppable Impulse Engine) and Thousandfold Courtesan Calculations (have you ever wanted to be the sexual equivalent of a high-end-performance computer, and also the literal equivalent, at the same time?). When they get bored of stuff like that, they invent things like Thousand Wounds Gear Style, a supernatural martial arts tradition based around the gyroscopic chakram. The gyroscopic chakram, if you're wondering, is a chainsaw that flies.

So just saying "Alchemicals" gets a lot of people excited.

I still like the D&D game better, but Exalted is always awesome.

Offline Empyrean

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #30 on: July 31, 2014, 09:18:48 PM »
I have a very rough sketch of an Alchemical here. The idea of her is that she's a young but experienced Adamant who was very taken by her time spent in Jarish, and is excited to be openly working with other Alchemicals. I know she needs a lot of work, I just thought I'd get the sketch up for review.

Spoiler: Click to Show/Hide
Name: Transcendentally Elegant Optimizer
Caste: Adamant

Caste Attributes

Strength 5
Perception 3
Appearance 5

Favored Attributes

Charisma 3
Stamina 3
Dexterity 3

Tertiary Attributes

Wits 2
Manipulation 2
Intelligence 3


Martial Arts 3
Performance 3
Linguistics 1 (Old Realm, Autochthonic)
Integrity 3
Presence 3
Survival 3
Awareness 3
Resistance 3
Dodge 3

Backgrounds (0/10)

Mentor 5 (free) (Her mentor is the Divine Minister Runel)
Artifact 3
Eidolon 2
Command 2
Familiar 3
Savant 1


Compassion 3
Conviction 2
Valor 2
Temperance 2

Willpower 5

Essence: 2
Dedicated Charm Slots: 4
General Charm Slots: 4

Dedicated Charms: Fourth Strength Augmentation, Sixth Dexterity Augmentation (Dexterity+Martial Arts), Fourth Charisma Augmentation, Sixth Charisma Augmentation (Charisma+Performance)
General Charms: Perfected Lotus Matrix, Whistling Analog Signal, Subcutaneous Armor Plating, Multiphase Divinity Regulator

BP: 9/15

Offline kongmingTopic starter

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #31 on: July 31, 2014, 09:57:02 PM »
Given I'm able to post from my phone at work, and can mostly set the posting pace, I now think I shall run both options - just need to sort out who wishes to play in which game.

So for Souled Out: run races and classes by me, but I will probably say yes. Let's call it level eight. Do people want me to roll up some ability score arrays to choose from, or do you want to just use point buy? People can basically have whatever mundane equipment they want, and eight magic items, but I will go into more detail on that a bit later.

Similarly, I will get the Alchemical training packages posted up in a bit, but it's basically medic, patriotism provoking sword swinging protector,  energy cannon "sniper", pistolier/demolition expert, whip wielding martial arts expert, chainsaw throwing maniac, and clawed ninja. And anyone can personally focus in crafting x or robo-control or piloting or whatever.

Offline Question Mark

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #32 on: July 31, 2014, 10:19:27 PM »
So for Souled Out: run races and classes by me, but I will probably say yes. Let's call it level eight. Do people want me to roll up some ability score arrays to choose from, or do you want to just use point buy? People can basically have whatever mundane equipment they want, and eight magic items, but I will go into more detail on that a bit later.

Gut reaction is a human illusionist/archer sorcerer.  I'll sleep on it and see what else I think of.

Offline Empyrean

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #33 on: July 31, 2014, 10:27:19 PM »
I was thinking of making Optimizer a dual whip-wielding martial artist. :)

Offline Rajah

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #34 on: August 01, 2014, 12:23:10 AM »
I prefer point-buy over basically everything.

I'll see about rigging up some kind of tortured knight thing. Armor, hellish powers, the Sublime Way, that kind of thing. Maybe some psionics if I can fit them in somewhere, since they go so nicely with armor and since divine would be a little too cliche.

Here's a little whatsit I wrote just for this game. I don't know that I'm going to bother to finish it, but it was fun.  :P

Swallowing Darkness (Discipline)
There are many paths to the Sublime Way, only a few of which - the so-called Nine-Petaled Lotus - were deemed worthy (or known of, depending on which version of things one believes) by the legendary master Reshar. Most are focused quite directly on the defeat and subsequent butchery of one's enemies; they are killing arts, first and foremost. But is it truly killing that elevates an adept on the Way? Hotly debated is where the true warrior's devotion should lie - to life or death, love or hate, war or peace...young adepts with a certain charming mix of compassion and courage sometimes seek out tutelage in Swallowing Darkness, believing it to be a philosophical expression of their chosen answer. Its origins, of course, are not quite so lofty: Swallowing Darkness was invented by the erinyes Erembour who, tired of being mistakenly summon by idiot practitioners expecting something not unlike her demonic cousins, decided to master the lover's arts she was constantly tasked with so that she could use them as a vehicle to return to her singular passion of ripping living things limb from limb. A particularly staunch crusader put an end to her reign of terror, and over the course of their epic duel learned much of the principles by which she had slain so many - principles he later used to instruct his husband, who went on teach the Hammer Prince during their sordid three-year affair...and so has Swallowing Darkness spread, through whispers and midnight sparring, ever beneath the dignity of the so-called Masters of the Nine. Even the disciples of Reshar's Lotus, however, dare only hold the discipline in contempt - as its founder proved time and time again, those who fall prey to its appearance...well, there is no good end awaiting the prey of Erembour's legacy.

Associated Skill: Sleight of Hand
Discipline Weapons: Flail, Kusari-Gama, Spiked Chain, Unarmed Strike, Whip

Level 1 Maneuvers
Loving Openly Approach
Swallowing Darkness (Stance)
Level: Martial Adept 1
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance

Love and hate, it is said, are two sides of the same coin. Practitioners of Swallowing Darkness disagree; to imply that there are sides to be chosen is to embrace tragedy. What a warrior should embrace, say such adepts, is her sisters. While in this stance, once per round when an opponent misses you with an attack or fails a grapple check against you, you may gain a +4 morale bonus on grapple checks against them that lasts until the end of your next turn. If they missed by 5 or more on an attack you may additionally start a grapple with them (you may make an opposed grapple check as a free action even if it is not your turn) which does not provoke attacks of opportunity and, if they are larger than you, ignores up to one size category worth of grapple modifiers until the end of the grapple.

Kissing the Spear
Swallowing Darkness (Counter)
Level: Martial Adept 1
Initiation Action: Immediate action
Range: Personal
Target: You
Duration: Instantaneous

A Swallowing Darkness adept has nothing to fear from the violence of her opponents - and much to anticipate, for in their eagerness to strike at her heart they are easily devoured. Whenever an enemy makes an attack against you, you may initiate this maneuver. Any attribute bonus to damage the opponent would enjoy is ignored for that attack; if the attacker was suffering a penalty to AC (such as from a charge, bestow curse, or a barbarian's rage) your attacker is additionally rendered flatfooted until the end of your next turn.

Silk-and-Butterflies Burst
Swallowing Darkness (Strike)
Level: Martial Adept 1
Initiation Action: Standard action
Range: Melee attack
Target: One creature
Duration: Encounter
Save: Reflex negates

Nothing gets between the dedicated adept and what he wants. As part of this maneuver, you make a single melee attack against an opponent. If the attack hits, then the foe must make a Reflex save or suffer a penalty to AC based on your Sleight of Hand ranks as shown below. If this penalty exceeds the AC bonus of the opponent's armor, it (along with any nonmagical clothing the opponent is wearing) are scattered into the air around the opponent where they float until the end of his next turn, at which point they drop in his square. The opponent may take a full-round action that does not provoke attacks of opportunity to recover his poise, removing the AC penalty from this maneuver and re-equipping any floating equipment before it falls.

Sleight of Hand |AC penalty

This maneuver is a supernatural ability.
« Last Edit: August 01, 2014, 12:29:19 AM by Rajah »

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Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #35 on: August 01, 2014, 04:08:52 AM »
Ah, ha ! Alchemicals please! 

Oh, Empyrean's using Live Wire form?  Okay, I'll come up with something else.  :) 

Offline Snake

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #36 on: August 01, 2014, 11:37:12 AM »
I'd be interested in a 3.5e game. 

But  wouldn't that mean everyone has a level of the BoVD class Soul Eater to be able to consume souls as a bonus level where didn't have to meet requirements for it or something?

Offline kongmingTopic starter

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #37 on: August 02, 2014, 03:21:08 AM »
Empyrean: looks good. I'll also be changing the names and flavour (and final charm) of the Laughing Wounds style (Scroll of the Monk, Abyssal style), so Alchemical whip-wielders can have a Terrestrial AND Celestial art.

Rajah: that sounds pretty good, and Swallowing Darkness seems acceptable.

Snake: no, that would be silly. If characters want to eat the souls of others (and that's just one option), they can do it the hard way, by buying them from fiends or using soul-stealing weapons-spells and extracting them that way.

Offline Empyrean

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #38 on: August 02, 2014, 10:16:11 AM »
Okay. If you could, could you post up what exactly we are to get in character creation? I know Essence 4 but things like what bonus charms, how much xp, and whatever else we get?

Offline Warlock

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #39 on: August 02, 2014, 11:52:30 AM »
Souled-Out seems really interesting, especially since we're mixing both Pathfinder and 3.5 and the premise is yummy. Can't comment much on Exalted since I don't know the system, but it seems to be a nice premise. On the point of dead levels, since you speculated on having us start at a higher level I don't think it would be too much of an issue since you have the opportunity to start with prestige classes and have enough feats to be somewhat into the feat-trees you want, giving you enough options from the get-go.

Offline Empyrean

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #40 on: August 02, 2014, 12:49:48 PM »
A question came up when I was looking at Optimizer. Would you allow Celestial Battle Armor with the Oblivion's Panoply features (from Wonders of the Lost Age pp. 90-91)? Normally it's something only Abyssals with the Liege background can have, but considering that Autochthon created soulsteel I was just curious. If not, no problem. I just wanted to know where the outer limits are in creating a character.

Offline kongmingTopic starter

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #41 on: August 03, 2014, 05:12:57 AM »
Well I'm okay with that, but keep in mind that it is worn armour, which can be a problem with martial arts.

Note: the new charms are all jotted down basically as dot points. I'll properly write them up in future edits.


Create as normal, with the following changes:
1. You are Essence 4, no more, no less. This does not cost Bonus Points.
2. Everyone gets three Excellencies of choice for free, including the Slots for them.
3. Your training package gives you five free Charms plus the necessary Slots for them. They must be attuned. If you don't meet the prerequisites, they won't be active.
4. Your training package gives you five free dots of Abilities. These happen after you distribute your Abilities, but before BP are spent, so it can't take you above the maximum.
5. Everyone gets a free 3-dot Artifact of their choice.
6. You can take Manse, thanks to the new contact with this world - some hearthstones have been brought back and as a good strike group, you are allowed these valuable things.
7. You have 18 BP (as per the Scroll of Eratta)
8. Willpower is 5 before applying BP (as per the Scroll of Eratta)
9. If Intelligence is Favoured or Caste for you, then Protocols are 2xp cheaper (as with Spells for others who have Occult as Caste/Favoured)
10. 25xp added on top. Yes you can spend it right now or store it for later. You can't buy your Essence rating up, so don't save up for that. It increases for all of you when you achieve massive stuff.

Bonus Skills: Integrity, Presence, Melee, Resistance, Survival
Bonus Charms: Barrier Projection Array*, Salient Aggression Transmitter*, Strain-Resistant Chassis Modification x1, Subcutaneous Armour Plating x1, Patriotism-Provoking Display
*New, see below

Bonus Skills: Investigation, Awareness, Presence, Lore, Medicine
Bonus Charms: Life-Preservation Apparatus*, Serotonin Stabiliser Override*, Multi-Function Hypodermic Apparatus, Chemical Fog Generator, Synergy Promoting Upgrade
*New, see below

Bonus Skills: Archery, Stealth, Awareness, Survival, Integrity
Bonus Charms: One-With-Weapons Uplink*, Essence Signature Tracking Flare*, Optical Enhancement, Anticipatory Simulation Processor, Aim-Calibrating Sensors
*New, see below

Bonus Skills: Thrown, Ride, Martial Arts, Dodge, Athletics
Bonus Charms: Perfected Lotus Matrix, The Circle Screams, Gear Catches Gear Defence, Thousand Wounds Gear Form, Secondary Sensory Upgrades

Bonus Skills: Melee, Stealth, Larceny, Occult, Dodge
Bonus Charms: Thermoptic Sheathing Process*, Oscillating Trauma Upgrade*, Optical Shroud Enhancement, Personality Override Spike, Limb Extension Armatures
*New, see below

Bonus Skills: Martial Arts, Performance, Investigation, Athletics, Awareness
Bonus Charms: Perfected Lotus Matrix, Acceptance of Discipline*, Searing Punishment*, Correction of Miscreants Form*, Accelerated Response System
*See Below

"Protector Charms"
Regardless of Attributes, these can all be used in Dedicated Slots for the Protector
Barrier Projection Array:
Requirements: Essence 2 Stamina 3
Cost: 4+m [1m]
Duration: 1 Scene
Type: Simple (Speed 3)
Keywords: Obvious, Combo-OK
The back of each hand bears a small hexagon of jade, with etched-in orichalcum "circuitry". Activating this is an action that does not provide a penalty to Parry DV. One fist of choice will project a hexagonal barrier around one yard across, granting a +2 bonus to the Parry DV for the duration. Additional motes may be spent, increasing the bonus by 1 for each 2 additional motes. The highest bonus to Parry this charm can give is equal to the Exalt's Essence rating. An Exalt of Essence 5+ can reflexively spend 2 motes while this is active to remove the [Unblockable] tag from an incoming attack. Doing so is not a Charm Activation.
*Subroutine (3xp): Kinetic Conversion Protocols: feedback patterns are added to the circuitry, allowing impact to divert energy inwards. While the Charm is active, the Exalt regains 1 spent mote every time they use their Parry DV to successfully stop an incoming attack, providing the attack had a damage rating (including bonuses) at least as high as the Exalt's Essence. This can be taken a second time, doubling the number of motes gained.
*Subroutine (3xp): Sacrificial Shielding Unit: small Essence capacitors can help absorb high-impact attacks, stopping serious injuries but temporarily shorting the system out. If a [Crippling] effect hits the Exalt while the Charm is active, she may automatically end the Charm to negate the attack altogether. Doing so prevents the Charm from being activated again until a Dramatic Action (about one hour) is spent fixing it. At Essence 5+, the shield can be sacrificed and reactivated (Stamina) times before it shorts out and needs to be recalibrated.

Diverted Barrier Projection:
Requirements: Essence 3 Stamina, BPA
Cost: 1m [-]
Duration: see below
Type: Reflexive
Keywords: Obvious, Combo-OK
Special Adamant lenses are added to the Barrier Projection Array, allowing it to be extended further and moved about. With a Reaction, the Exalt may apply her already-active BPA (along with any Subroutines) to any ally within her melee reach - including any expansions due to movement or reach-extending Charms that can be activated with a Reaction. She may likewise use a Reaction to use any of the reflexive uses of the Charm and subroutines on behalf of an ally within reach.

Kinetic Weapon Reinforcement:
Requirements: Essence 3 Stamina 4, BPA
Cost: : 2m [1m]
Duration: Instant
Type: Supplemental
Keywords: Combo-OK, Obvious
Additional orichalcum circuitry extends into the palm of the hands, helping to channel energy into the hands and wielded weapons. Small additional lenses help adjust the shape of the barrier. This may be used to augment an attack with a melee weapon, or an unarmed attack, as long as Barrier Projection Array is active. This allows the attack to hit dematerialised targets, and adds the user's Stamina as a bonus to the raw damage. While this is in effect, the bonus to Parry DV does not apply against any incoming Counter attacks.

Kinetic Impact Reinforcement:
Requirements: Essence 4, Stamina 4, KWR
Cost: 6m [1m]
Duration: Instant
Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious, Knockback
This charm expands upon its prerequisite, continuing the etched lines along the arms, down the sides and along the legs to the knees, with smaller projectors located there. Activating this causes the Exalt to project a very close barrier for a short duration - she may unleash a charging melee attack as a Speed 5 action (Def -2), with a Damge rating equal to that of the weapon as normal, including Strength and threshhold successes, plus her Stamina. This is all dealt as Bashing damage, but gains the [Piercing] and [Unblockable] tags and can hit Dematerialised foes. Struck foes are then hurled back (Essence + Strength) yards, and must pass a Difficulty 1 Dexterity + Athletics test or fall prone. If this is used while Barrier Projection Array is already activated, it does not deactivate BPA against any counter attacks, and the activation cost is reduced by 3.

Kinetic Shockwave Projector:
Requirements: Essence 4, Stamina 5, KIR, DBP
Cost: 5m [1m]
Duration: Instant
Type: Simple (Speed 4)
Keywords: Obvious, Combo-Basic, Knockback
Additional circuitry wraps around to various key points on the body, with empowered adamant lenses designed for brief pulses of energy. The Exalt may gather a brief field of energy, then unleash it, expanding outwards against all targets, even dematerialised, within (Essence) yards. This is an [Unblockable] attack, made with Essence + Stamina to hit, Damage of Essence + Strength + threshhold successes in Lethal damage with the [Piercing] tag. BPA must be activated to use this, and doing so deactivates it for 1 tick. The attack reduces Defence by 2.
*Subroutine (6xp): Photon Bombardment Projector: the energy shield forces a thin layer of energy particles out, flinging them into targets with deadly effect. For +3m 1WP to the activation cost, the damage becomes Aggravated and any damaged target is afflicted with radiation poisoning, treated as Green Sun Waste (Virulency equal to Essence rating). Against creatures of the Wyld, or creatures with actual permanent mutations (not temporary ones created by Charms or Sorcery), each additional dose counts as a new day of infection, speeding death along. Alchemical Exalted are not affected by radiation sickness.

Salient Aggression Transmitter:
Requirements: Essence 3, Charisma 3
Cost: 1m [-]
Duration: Scene
Type: Simple (Speed 3)
Keywords: Combo-OK, Compulsion, Emotion, Obvious
Tiny orichalcum and adamant "flares" are threaded through small plates on the Exalt. By channelling a mote through them, the Exalt lights up, similarly to flaring her Anima. Stealth becomes impossible for the Exalt, although foes are compelled to look at her, granting all allies her Appearance rating as bonus dice on Stealth tests, and any time she successfully hits an enemy with an attack, she may instantly make a Presence attack against their MDV of choice, to force Unnatural Influence of "focus your attacks against me" for the duration.

Dedication-Provoking Attitude:
Requirements: Essence 3, Charisma 3, SAT
Cost: 3m 1WP [1m]
Duration: Scene
Type: Simple (Speed 5)
Keywords: Combo-OK, Compulsion
More than just an attitude, small starmetal wires extend from the head to the shoulders, where tiny orichalcum transmitters help conduct resilient dedication to allies. While this Charm is active, all allies within (Essence * 3) yards may subtract the Exalt's Charisma from their wound penalties.

Effort-Inspiring Display:
Requirements: Essence 3, Charisma 3, SAT
Cost: 4m [1m]
Duration: Instant
Type: Supplemental
Keywords: Combo-OK, Obvious
The prerequisite Charm is extended with starmetal wires, leading to small mote-flaring projectors. This Charm may be activated to supplement a melee attack. If it hits, all allies within (Essence) yards regain 1 spent mote as part of the energy feeds back to them, and they may each be freed from one Unnatural Influence. If her Essence rating is 5, the allies get two motes each. If her Essence is 6 or higher, they get three motes each.
*Subroutine (6xp): Effort-Rewarding Feedback Loop: the wiring of this causes a (limited) positive feedback loop: all benefits apply to the Exalt herself, as though she were her own ally.
*Subroutine (6xp): Morale-Inspiring Protocols: the energies of the Charm invigorate everyone affected - they also regain 1 Valour channel and 1 Willpower.

Resolute Loyalty Programming:
Requirements: Essence 4, Charisma 4, DPA, EID
Cost: 6m 1WP [-]
Duration: until the user's DVs next refresh
Type: Reflexive
Keywords: Combo-OK
Adamant reinforcements line the inside of the body, linking to the prerequisite charms, so that willpower alone can sustain her. Using this Charm keeps the Exalt on her feet just that little bit longer. Until her DVs next refresh, she can continue to act regardless of wounds suffered and effects and conditions, unless her body is destroyed. This cannot be extended, merely re-activated, so if she is rendered incapacitated and activates this, she will fall incapacitated when it ends, and be unable to re-activate it.
*Subroutine (6xp): Inspiring Loyalty Display: by sending a pulse of energy to allies, this not only affects the Exalt, but also extends its benefits to allies in (Essence) yards. Furthermore, Effort-Inspiring Display costs zero motes for the Exalt if used as her next available action.

Supreme Allegiance Insinuation:
Requirements: Essence 5, Charisma 5, RLP
Cost: 6m 1WP [1m]
Duration: Scene
Type: Simple (Speed 6)
Keywords: Compulsion, Emotion, Combo-OK
Brilliant orichalcum pieces are connected to the lips and eyes of the Exalt, allowing her to project waves of mind-altering loyalty. By focusing on an enemy within line of sight, she can make a Presence-based social attack against them at a greatly increased speed (Speed 6 in combat ticks, -2 to Defence). If it succeeds, the target must either spend three Willpower points or change their loyalties, thinking themselves an ally of the Exalt for the remainder of the scene. At the end of the duration, the target forgets what they did and what happened.

"Medic Charms"
Regardless of Attributes, these can all be used in Dedicated Slots for the Medic
Life-Preservation Apparatus:
Requirements: Essence 3, Intelligence 3
Cost: 3m [1m]
Duration: Scene
Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious
Comprehensive Surgery Systems (basic); scalpel set works as Razor Claws if needed
*Subroutine (3xp): Medical Assistant Processor: can be taken twice as the two upgrades to CSS

Precision Medicinal Delivery System:
Requirements: Essence 4, Intelligence 3, LPA
Cost: 1m [1m]
Duration: Instant
Type: Simple (Speed 4)
Keywords: Combo-OK, Obvious
Fire injections as though with mini-crossbow, out to (Essence x 10) yards, 1m to instantly load
*Subroutine (3xp): Guided Remote Surgery Process: perform any kinds of Medicine roll out to (Essence x 10) yards for 1m, including attacks with scalpel array

Living Essence Resuscitation Injector:
Requirements: Essence 4, Intelligence 3, LPA
Cost: 10m 1 WP [-]
Duration: Instant
Type: Simple (Speed 5)
Keywords: Combo-OK
Restore 1 Lethal or 2 Bashing heal levels with injection. +10 motes for another 1L/2B.

Essence Refinement Synthesis Engine:
Requirements: Essence 4, Intelligence 3, LPA
Cost: 6m [2m]
Duration: Instant
Type: Simple (Speed 6)
Keywords: Combo-OK
Produce drugs - can load into Charms (+1 to Speed of usage) or bleed (Reaction) or spit (Speed 3)
*Gain 2 drugs known in database, buy more for 2xp each or through Int+Med (Difficulty 1) when exposed to them
*Subroutine (6xp): Fumes of Healing Essence Engine: works as Chemical Fog Generator

Anti-Shaping Dispersion Beam:
Requirements: Essence 5, Stamina 4, PMDS, LERI, ERSE
Cost: 10m [1m]
Duration: Instant
Type: Simple (Speed 6)
Keywords: Combo-Basic, Shaping, Obvious
Radiation Beam - Unblockable attack at (Essence x 20) yards, Accuracy +2 Speed 5 Rate 1 attack to remove all Shaping effects. Against Void and Wyld creatures, Damage 12 A + [Radiation Sickness]


Serotonin Stabiliser Override: (Essence 3 (Any Social) 4)
[1m] 4m
Augment a Presence attack, ending all Natural Mental Influence and negative Emotions, regain 1 WP
*Subroutine (3xp): Electro-Remedial Therapy: no longer [Obvious]
*Subroutine (6xp): Synaptic Bypass Therapy: +2m to also remove Unnatural Mental Influence, regain 1 Conviction channel
*Subroutine (6xp): Bliss Response Therapy: +2 to also build an Intimacy and regain 1 Compassion channel, reduce Parry MDV against you by (Essence) until non-Intimate

Endorphin Feedback Modulator: (Essence 4 (Any Social) 4, SSO)
[-] 6m
Misc-action trigger a choice in target (perform wanted action or lose (Ess+App) motes and take (App) Internal penalty on actions for Scene). Must already be affected by SSO.

Addiction Response Stimulator: (Essence 4 (Any Social) 4, SSO)
[1m] 2m
Make a Presence check against a target to cause addiction to SSO

Synaptic Rewiring Protocol: (Essence 4 (Any Social) 4, ARS, EFM)
[1m] 6m
Functions as though Presence in Absence Technique

Personality Sculpting Override System: (Essence 5 (Any Social) 5, SRP)
[1m] 5m 1WP
Make a Presence attack, implant (successes) command triggers and mood-altering and Intimacy-altering trigger events.

"Punisher Charms"
Regardless of Attributes, these can all be used in Dedicated Slots for the Punisher
One-With-Weapons Uplink: (Essence 3, Dexterity 3)
One Artefact firearm is linked, gets +1 Accuracy, ignore 1 type of penalty, spend WP to negate effects against weapon

Transmodal Energy Regulator: (Essence 3, Dexterity 3, OWWU)
[1m] 1m
Modify a shooting attack: add Burning or Blindness or Radiation Sickness, or hits Immaterial
*Subroutine (6xp): Plasma Shockwave Burst Protocol: fire weapon in alternate mode, in AoE burst out to (Essence) yards
*Subroutine (3xp): Ionic Shock Beam: add Stunning option to TER

Essence Safety Override: (Essence 4, Dexterity 4, TER)
[-] 3m
Augment a shot, add (Essence) dice to damage, suffer (Essence - Soak) Lethal levels as well, adds Blast
*Subroutine (3xp): Gamma Ray Overload System: +1m spent, adds Sickening/Radiation Poison to both sides of the Overload

Arsenal's Mind Protocol: (Essence 4, Dexterity 4, TER)
[1m] 4m
Reactively shoot an Unnatural Mental Influence, exert Unnatural Influence against other weaponry
*Subroutine (3xp): Affectionate Weapon Modification: reactively shoot Shaping effects

Doomsday Arsenal Protocol: (Essence 5, Dexterity 4, ESO, AMP)
[1m] 10m
Augment a shot, range becomes (Essence x 20) miles, blast radius (Essence) miles, disconnects charm until recalibrated, taking 1 hour


Essence Signature Tracking Flare: (Essence 2 Perception 3)
[1m] 1m
Speed 3 action, Unblockable shot that merely marks target for instant recognition for (Essence) weeks, future attacks can become Piercing for +1m

Weakness-Targeting Demolition Method: (Essence 3, Perception 3 ESTF)
[-] 1m
Augment an attack, adds a [Crippling] effect. [Piercing] against structures.
*Subroutine (6xp): Destructive Principle Transferral: 1m to add [Crippling] effects to social attacks

Target Rendering Buffer Protocol: (Essence 3, Perception 4, ESTF)
[1m] 2m
Misc. action (0m if marked) to fully scan a target and make a Per+Investigate check to generate bonus dice on future actions against them, learn all details of their body, including hidden items, injuries etc.

Omni-Cognizant Radar Awareness: (Essence 4, Perception 4, WTDM, TRBP)
[1m] 3m
Gain (Essence x 100) yards radar vision for one scene; Essence 6+: (Essence) miles

Infinite Range Targeting Matrix: (Essence 5, Perception 5, OCRA)
[1m] 6m
Augment to make attacks at any range against marked target

"Stalker Charms"
Regardless of Attributes, these can all be used in Dedicated Slots for the Stalker
Thermoptic Sheathing Process:
Requirements: Essence 3 Stamina 4
Cost: 1m [1m]
Duration: Indefinite
Type: Simple (Speed 3)
Keywords: Combo-OK
Small moonsilver threads extend from the Exalt's shoulders, all the way down their arms to their fingertips. Simply holding an objects creates the link, and as long as the mote remains invested, any held items seemingly vanish, light bending around their forms. This allows easier acts of larceny, granting an effective three-dot Specialty of "Palming". Additionally, there are no social problems from walking around fully armed. While this is in effect, the Exalt can spend 2 motes when making an attack to keep the weapon invisible for the whole process, making the attack Unexpected.

Image-Displacing Refraction Projector:
Requirements: Essence 4 Stamina 4, TSP
Cost: 6m [2m]
Duration: 1 Scene or until struck
Type: Simple (Speed 5)
Keywords: Obvious, Combo-Basic
More Moonsilver is woven across the Exalt's body, augmented by tiny adamant crystals placed in key locations. When activated, essence flows through the network and bends light around them. The Exalt can move and attack at will, completely invisible, and with a masked Anima Banner/Flare, except their footprints will still leave tiny traces of their material if the Banner is flaring at the required level. Being hit disrupts the light-refracting process, and ends the Charm's effects.
*Subroutine (3xp): Misdirecting Image Projector: by spending an additional two motes, light isn't just twisted around the Exalt, it is displaced - her image appears elsewhere within (Essence) yards.

Multi-Dimensional Phase Blade: (Essence 4 Dexterity 4, TSP)
Requirements: Essence 4, Dexterity 4, TSP
Cost: 1m [1m]
Duration: Instant
Type: Supplemental
Keywords: Combo-OK
Tiny reservoirs of Starmetal are installed in sheaths along the Exalt's forearms, extending when necessary to infuse with held weaponry, partially phasing across dimensions. This charm can augment any melee attack, granting the ability to hit Dematerialised targets.
*Subroutine (6xp): Cross-Dimensional Phasing Module: the Charm's phasing is more fine-tuned, able to dematerialise and rematerialise at the perfect moments. By spending an additional 4 motes, the attack bypasses Armour completely, ignoring additional Soak or Hardness granted by it.

Molecular Blade Distortion:
Requirements: Essence 4, Dexterity 5, MDPB
Cost: 1m or 3m [1m]
Duration: Until DVs refresh, or Scene (see below)
Type: Supplemental
Keywords: Combo-OK, Obvious
The prerequisite Charm is upgraded with Moonsilver grooves that lead to small transistors in the palms. Held items can shift and change as the Exalt requires. At any time she can use this to transform an item she is holding. For 1 mote she can change a weapon into a tool or non-magical weapon of the same cost (or less), lasting until her DVs refresh if in combat, or if she has the time to concentrate and focus on the task, lasting for the Scene or until dismissed. This can also be used to transform a wielded Artefact weapon into a different Artefact weapon of the same or lesser cost. By increasing the cost to 3 motes, she may also change the magical material type when doing so. Using this slows the arrack slightly, adding one tick to its Speed (unless already at 6).

Molecular Shell Distortion:
Requirements: Essence 5, Dexterity 5, MBD, IDRP
Cost: 10m 1 WP [2m]
Duration: Scene
Type: Simple (Speed 6)
Keywords: Obvious
Tiny fragments of all the magical metals are laid into the shell that makes up the Exalt's body. By activating this, she breaks into a cloud of tiny particles, with the exception of her Soulgem, all held together by a cloud of essence. Although her normal equipment is not affected by this, anything attuned to her is, as it is merely an extension of her body thanks to prerequisite charms. As a nano-swarm, she is immune to all attacks that don't come from Energy sources (which is considered a Flaw of Invulnerability), can move in any direction at her normal speed, even through solid objects (at half speed), and can engage in mass combat as a Magnitude 3 target. She does not benefit from any equipment while in this state, but has a special unarmed Swarm attack (Accuracy +0, 10+Essence damage, Speed 5, Defence -1, Piercing). For every five health levels worth of damage she deals in this way, she absorbs enough matter to reconstitute lost fragments and recover one level of Bashing or Lethal damage.

If knocked out or killed, the fragments slowly recombine to form a whole, starting around the Soulgem.


Oscillating Trauma Upgrade: (Essence 3 Intelligence 3)
[1m] 2m
Add a Crippling effect to an attack

Datahacking Blade Thruster: (Essence 3 Intelligence 3)
[1m] 3m
Misc Action to hack electronics or biotech or magitech or 5m Dramatic Action (Scene) to hack a Manse

Micro-Blade Distraction Array: (Essence 4 Intelligence 3, OTU, DBT)
[1m] 2m
Add ongoing Distraction to an attack, increase Wound Penalty by (Essence)

Link-Severing Trauma Array: (Essence 4 Intelligence 4, MBDA)
[1m] 4m 1 WP
Augment attack to erode an Intimacy (must hit MDV as well) or release all invested motes they have

Autonomous Trauma Detachment: (Essence 5 Intelligence 4, LSTA)
[1m] 1 WP and 10m invested
Leave blades continuing to deal damage and act on their own

"Correction of Miscreants Form"
Celestial Martial Art for Alchemical Exalted: Mirror of Laughing Wounds
Acceptance of Discipline = Sensuous Torment
Searing Punishment = Kiss of the Whip
Correction of Miscreants Form = Laughing Wounds Form
Instructive Punishment Method = Instructive Punishment Method
Penitent Tracking Brand = Brand of Obedience
Passing Through Discipline Prana = Insatiable Slave Stamina
Flowing With Impact Technique = Ecstatic Tenacity
Imposition of Restraint = Rapture in Chains
Position-Assuming Command = Groveling Penitence Prana
(Ravishing the Unworthy Heart will be replaced with something more appropriate)
« Last Edit: August 12, 2014, 09:47:35 AM by kongming »

Offline kongmingTopic starter

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #42 on: August 03, 2014, 06:15:25 AM »

1. Level 8
2. Ability Scores: 32 points (8: 0 points, 9: 1, 10: 2 points, 11: 3 points, 12: 4 points, 13: 5 points, 14: 6 points, 15: 8 points, 16: 10 points, 17: 13 points, 18: 16 points)
3. Select who your patron is from below
4. You have eight magic items. 2 Moderate Items, 3 Minor Items, 3 Basic Items. At any time you may only have eight magic items attuned to you. Changing your attunements takes an hour.

"Fiendish Patrons"
Naxus: scheming contract-making Osyluth
This bone devil has a very gaunt appearance, as expected - he is an old grey leather stretched out across a skeleton, with a few fine hairs poking out. His tail is like that of a massive scorpion. He seems to always have a solution - and a price. He was the one who first contacted you all.

Kynn: Boisterous and long-winded Cornugon
As you might except, this horned devil is massive and bulky. His scaly skin is a deep blue, and his eyes are globes full of fire. Mighty horns jut outward and forwards, and his wings, arms and tail and huge as well. As typical for a Cornugon, he wields a vicious spiked chain. His oversized fangs don't really fit his mouth, jamming into his gums such that blood leaks out when he talks. He talks a lot.

Lerrus: Wheeling, Dealing, WOO!, Kiss-Stealing, Running, Hiding, Cauchemare-Riding Imp
Somehow he comes across as even smaller than normal for an Imp, hunched over and cowering half the time. However, he is pretty much covered in magical items, so despite looking pathetic, he clearly got something right, and is probably not to be underestimated. He does sometimes ride a Cauchemare, though he's about as big as its head. His long, ropey tail has a sharp stinger in the end.

Hrove: Cold, calculating, exceptionally cruel Gelugon
Hrove has the form of a massive insect, with a broad stance and very thick carapace. His eyes glow pink against his frosty blue chitin, and he always carries a spear that is far too big for him, ending in a massive drill. Wherever he goes, everything turns cold.

Shurne: Professional yet easily-angered Erinyes
Shurne is the typical crimson-haired, blue-skinned Erinyes with raven wings. Everything she does seems designed to tempt, yet she just barely manages to keep "the goods" covered, and seems to enjoy toying with people while making sure they know she's the boss. When people give in to her and accept her as being in charge, she makes things a little better for them. Still, her longsword is ever-sharp and made from fiendish green steel, and her longbow is always nearby, wreathed in flames.

Gyarvis: Red-With-Righteous-Anger, Ascetic-living Barbazu
His skin is crimson, making him always look furious, and his massive black beard is actually well-groomed. However, it is still as sharp as a collection of rapiers. He wears ceremonial armour, and carries a glaive with a wicked crescent blade.

Magic Items: See this

Basically, you can get a number that always scales nicely with your level, instead of having to hunt down a Hat of +4 to X when you outgrow your Hat of +2 to X. And items that are Minor or better get some kind of effect you can add to it, which makes it more interesting than just "being generically good".

Offline Green Goo Theory

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #43 on: August 03, 2014, 01:57:50 PM »
Time to start working on the character.  We're all filling the character types (like the whip using martial artist) that you mentioned before? 

Offline kongmingTopic starter

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #44 on: August 03, 2014, 08:38:27 PM »
You do choose one, yes, but people can choose the same role and leave others unfilled or whatever. And you are not required to keep advancing your specialist field - you can grab your basic starting bonus then run in another direction if that's what you want.

Offline Rajah

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #45 on: August 05, 2014, 06:57:22 PM »
Faithful Knife of Infinity

Motivation:Find a permanent control method for Dissonance.
  • Freedom (+Repressed Desire)
  • Gremlin Syndrome (+Sick Fascination)
  • Music (+Love)
  • Design of Autochthon (+Conflicted Devotion)
  • The Populat (+Conflicted Devotion)
  • Sadomasochism (+Conflicted Devotion)
  • Apostates (-Berserk Hatred)
  • Orthodoxy (-Frustration)
  • Yugash (-Loathing)
Anima:A thick black fog bank made up of tiny glittering flakes of tarnished metal and obsidian rather than water vapor, lit intermittently with vicious flurries of sapphire lightning in the shape of Old Realm glyphs for unsolvable mathematical formulae and acts of breathtaking violence. The fog swirls in ominous silence except at these moments, agitated by the lightning into a spark-throwing nightmare of jagged ore crashing against itself and filling the air with the screams of tortured metal and the sharp scents of iron and blood.
Gender: Variable | Uncertain
Birthday:21st of Ascendant Water
Weight:452 lbs
Skin:Pale and silken | Armored soulsteel husk
Hair:Night-dark | Moonsilver fiber sheaths
Eyes:Deep ale brown | Orichalcum mirror-nodes

SOMA: Past Lives
A Lumpen man whose name has frustrated Autochthonia's generally meticulous record-keeping, found impaled by an Apostate's Essence-Seeking Siphon some distance from the Apostate itself. He was apparently able to beat the horror to death with a heavy steel wrench when he discovered it badly wounded and drained of Essence in the maintenance vent he'd been sent to repair, though not before it tore out most of his intestines and replaced them with nearly two feet of soulsteel spike.

A Lector of the Theomachracy of Yugash, whose tireless work to maintain morale faced its greatest challenge when a diplomatic gala she attended was seized by a gremlin-backed Voidbringer cult. Forced into a suit of Metsubo Gremlin Armor, she was able to commit suicide during her integration process - but not before successfully inspiring the rest of the party to do likewise, denying the cult its victory plans and saving the city from the torment and humiliation of having to hunt down local leaders and foreign dignitaries alike.

A shift chief of the Populat who was able to devise a plan to streamline her home metropolis' industry toward shipping resources out to other cities, accelerating its demise due to fouled Essence reservoirs but allowing Claslat as a whole to recover much-needed magical materials  and infrastructural components. She was executed by the metropolis under the pretext of special sanctions enacted in times of civil unrest despite having gone through all the proper channels, but her plan had been sound and later investigators agreed that she had been correct in challenging the city's increasingly selfish self-preservation efforts.
SARX: Personal History
Faithful Knife of Infinity came online seven years ago today, commissioned in response to rising desperation in Nurad, which at the time was enduring an unprecedented wave of assaults by the massed armies of the Void. Knife's methodical infiltration and execution of Voidbringer cults was instrumental in easing the growing paranoia and terror of the Populat enough to open the channels for aid requests and allow foreign military forces to move through Nurad without undue difficulty from fearful natives. As part of the terms of Yugash's dispatch to the beleagured nation, several of Nurad's champions were sent to Yugash to provide intelligence and specialist services as needed, including Knife.

During this period, Knife was given opportunities to socialize and explore far in excess of their focused, militant upbringing in Nurad. They even managed to fall in love. When the exchange ended, Knife was recalled and chose duty over affection - a choice they later came to regret, once when they discovered for the first time the agony of loss and uncrossable distances as Yugash separated from Nurad, and again when, some years later, Knife found that their lover and fellow Champion had become an Apostate in service to what he called "the true purpose of Autochthonia." Knife requested, and was denied, permission to transfer themself to Yugash and handle the hunt personally - a Yugash Assembly was given the task instead, which they completed without difficulty and without sympathy (or perhaps with too much), further denying Knife information relating to the hunt or to their ex-lover's destruction.

It was about this time that Knife's particular quirks began to emerge.
PSYCHE: Inner Directives
Faithful Knife of Infinity is talkative, but never offensively so - they're quiet and generally on point, and seem not to mind being ignored or tuned out as they examine a situation or mull over some aspect of Creation or Autochthonia. They seem somewhat absent the impressive presence and aesthetic design common to most Champions, but Knife is usually so friendly and easy to get along with that they create an equivalent atmosphere within only a little time spent getting to know them.

That all changes when confronted with the Void.

Faithful Knife of Infinity is not Orichalcum or Moonsilver - they are a Soulsteel Caste, and Autochthon's most relentless hunters are not Exalted for their sunny dispositions. Knife has a fanatic and pathological hatred for apostasy and all that it entails, and seems to regard the extended torture, dismemberment, and execution of enemies of the Design of Autochthon with the same overabundant zeal mortals typically display towards long-unrequited love finally consummated or the twilight opus of a life's devoted artifice. They revel in it. It has become a cause for concern, even prompting whispers that Knife themself may be infected.

No aspect of this distressing predilection has been allowed to carry over into Knife's interactions with the rest of the world, however, not even their personal sex life - and it's been checked. Knife has earned no less than four full theopsychological surveys and three investigations, two of which were performed covertly and all of which utilized surveillance aid from other Champions. Knife has shown clean every time, and as the first teams to enter Creation are formally sanctioned, they've been selected both as an apology for mistrust and to keep the Soulsteel Caste's predilections from further disturbing members of the Tripartite forced to read the official reports. It is hoped that they will find some measure of inner peace in Creation, and assumed that if there is one thing Knife is not, it's vulnerable to any actual corruption.

These are terrible mistakes. Faithful Knife of Infinity is perfectly functional, perfectly restrained, and perfectly willing to defend and serve both the human race and their Primordial architect. Faithful Knife of Infinity is also, unfortunately, insane.

Since the death of their first and so far only real emotional connection, Knife has become obsessed with controlling and manipulating Gremlin Syndrome rather than merely destroying it, and at some point crossed over into the heresy that it represents an essential part of Autochthon rather than aberrant disease - that it must be harnessed and not purged. Worse, only part of their conclusions are based on theology and experience; Knife is becoming increasingly aware that they no longer have total control over the intensity of their needs, and suspects that something in their nature is inherently dissonant - a grinding soul-component whose constant wear and tear could be abated, they are certain, if they could only find ways to give it proper outlet...safely, of course.

No one has ever found a safe method of courting Dissonance, though. And now Creation looms vast and vulnerable, full of horrors and creatures of the Void, and the oversight Knife has always consciously worked to appease is so terribly distant, its reach feeble. Anything could be out there: answers, victory, corruption, salvation, damnation, annihilation...despite their cognitive bias, Knife does understand that something is going wrong with them, and whatever they do they can't maintain stasis and hope to survive with mind and soul intact. If there's hope of any kind, it's somewhere in the Wyld-ravaged lands of Creation, and they mean to go find it.

Note: Faithful Knife of Infinity does not actually have Gremlin Syndrome and has never installed a Voidtech component. They're just a little crazy.


Christina Perri - Human
Origa - Rise
« Last Edit: August 08, 2014, 07:03:14 PM by Rajah »

Offline Rajah

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #46 on: August 06, 2014, 06:01:38 PM »
Comments and questions and stuff welcome.

My questions: how do you feel about Revlid's Mutations?

Offline Empyrean

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #47 on: August 07, 2014, 12:51:01 AM »
I like Knife. She's going to be fun to play with. ^_^

And my Dervish is coming along.

Offline Rajah

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #48 on: August 07, 2014, 11:41:52 PM »
1) Who's still interested in these games?
2) Is the ST still interested in these games?

Offline kongmingTopic starter

Re: One of two small group games: Exalted or D&D 3.5/Pathfinder
« Reply #49 on: August 08, 2014, 01:13:59 AM »
Yes, I am still interested, just been waiting for people to post, then got busy at work for a moment.

Anyway, Knife is certainly not what I was expecting, and I mean that in a good way. Should be fun.

I've had a skim over the mutations document, but haven't gone in-depth into it. Basically, I'm okay with the general idea, but ask me about any specific things you want, so I can read those ones.