[Exalted] Player's Guide Thoughts

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Just some rambling observations and questions...

Has anyone noticed that the Player's Guide contains more "vulgar"
language and references to bodily fluids/functions than the entire
line put together?^^;

I take issue with the Guide's assertion that a "dying, insane, blind,
one-legged, one-armed sterile man cursed with terrible fate and bad
luck" isn't a suitable Exalted character. Done right, all of that can
just make him even cooler! (tho I admit the one-legged thing might be
a problem...)

I could also see "Perfect Balance" and "Cat-like Reflexes" as
appropriate Merits. Any other Merits/Flaws from other WW games you'd
allow?

I'm glad the book explains how Destiny and Exaltation interrelate.
Personally, I go with the "Assume that all Heroic Mortals
automatically have Destiny" option...

Hmm...So, my "Son of a Deathlord" character I posted a while back
would be God-Blooded; but would he be Half-Caste or Ghost-Blooded?

It seems it would be pointless for a Demon-Blooded to take the Call of
the Blood merit, since this seems to be covered by their Heritage
power...I'll have to revise that on my Occult Investigator
character...

I think the Patron background may need a little reworking; it equates
the power of the spiritual parent with their involvement in the
Godblood's life, yet I could see a pretty weak spirit demanding more
favors from its offspring than a grossly powerful one (who may not
even *need* such help)...

So, Elemental God-Blooded can't use Spirit Gifts, only Elemental
powers? Even tho the Elementals themselves can?

Elemental Dominion confuses me, somewhat. The power in the ECB that
seems to be referenced just mentions how an elemental can increase or
decrease the effect of their element (making flames burn worse or not
at all, breathable water, solid air, etc, would be possible uses of
this ability); nowhere does it mention this power being used as a
ranged attack, as the merit describes. And isn't that what Dragon's
Suspire does anyway? BTW, does Consume Element work with ANY elemental
attack, or just ones the character is attuned to?

Characters with Elemental Immunity (Earth) are completely immune to
metal weapons?? O_O

The original writeup on the Dematerialize Charm had it that most
spirits would materialize, rest for a while to regain the large cost
in essence of doing so, then go about their business. But according to
this rewrite, that's impossible. So how do they (and elementals that
demat) replenish their reserves so as not be at a disadvantage?

Gotta say, Mel's illustrations fo the Thaumaturges is some of her best
work yet! These guys all look cool as hell!

I'm glad that we *finally* get a definition of what "Savants" are,
just as Outcaste gave us one for "Strategos"! Now, if only we learn
more about "Chiurgeons"...

I'm glad to see more possibilities for UnExalted Immaculates...I
imagine they are the thaumaturgical specialists that even the
Terrestrial Immaculates have to go to for help sometimes...

Considering that most mortals seem to know at least a *little* magic,
it does make sense to automatically give Exalted characters some Arts
and Rituals for free; it's not like they would have forgotten all they
knew as mortals. Has anyone tried this?

I'm assuming the Character Creation summary chart listing Experience
as a magical background is a typo...

Will _Sorcerer and Savant_ have *more* Arts and Sciences or just go
into greater detail of the ones here?

If Ghosts are so easy to summon, why is it listed as Occult 3?

Is this the first mention of the Realms' Weather Machines?

So, for those playing with the new rules, how do Exalted Power Combat,
Mail and Steel, and the revised Charms and weapons measure up?

"God Kicking Boot"?^^; Where was this described?

(Incidentally, _Outcaste_ mentions "Tornado Cannons", but doesn't
describe them; did I miss something somewhere?)

I still wish the book were a little more clear on what average Army
Units are like; for ex, how much artillery can a unit of, say,
Magnitude 3 handle?

I *really* like the treatment given for Martial Arts; makes it a lot
more meaningful than "I go to a dojo to learn how to hit people
better"...Have we heard of this "Urmon" before? Is he something like
Brigid, only with martial arts?

In addition to the Fighter In Life Merit, Heroic Ghosts should
definitely take advantage of the Experience background, considering
that many of them have been around for, like, forever...

I wonder how much Face Julie's "Kung Fu Dumbledore" has?^^

While I can see Demons and Elemental Dragons practicing martial arts
(the latter can attain human shape), I have difficulty imagining
Celestial Lions and other non-humanoids doing so...

I'm rather surprised that no Immaculate Martial Artist has ever
defected and shared his secrets with his fellow Outcastes in
Lookshy...I'm less surprised that Crimson Pentacle Blade Style hasn't
spread, tho. I wonder what the situation has to be for the Realm to
field these guys...whose direct command are they under?

So...Tepet Arada could kick Dace's ass?^^

Dex,
who still has yet to read the Dragon Kings chapter...
 
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Hand-of-Omega wrote:

> Just some rambling observations and questions...

> Has anyone noticed that the Player's Guide contains more "vulgar"
> language and references to bodily fluids/functions than the entire
> line put together?^^;

It's to reinforce that the book is about down-to-earth characters.

> Hmm...So, my "Son of a Deathlord" character I posted a while back
> would be God-Blooded; but would he be Half-Caste or Ghost-Blooded?

Michael "Nephipal" Goodwin's word on this is that if he could write the
God-Blooded chapter over, he'd explcitly ban Deathlords from having
children, because he finds the idea ridiculous and counter-theme.

I think that's the worst sort of decision an Exalted author could make,
and makes me worried about Fair Folk and Alchemicals, because he's
working on both of them.

My interpretation is that the child of a Deathlord would probably be a
Ghost-Blooded with Inheritance 5.

> The original writeup on the Dematerialize Charm had it that most
> spirits would materialize, rest for a while to regain the large cost
> in essence of doing so, then go about their business. But according to
> this rewrite, that's impossible. So how do they (and elementals that
> demat) replenish their reserves so as not be at a disadvantage?

I'd go with the original writeup. Neph was being a crack-fiend. The
God-Blooded chapter is pretty good, but full of crack-fiend-esque
decisions on the part of the author.

> Considering that most mortals seem to know at least a *little* magic,
> it does make sense to automatically give Exalted characters some Arts
> and Rituals for free; it's not like they would have forgotten all they
> knew as mortals. Has anyone tried this?

Letting them buy the Knowledge background as a regular background is the
way I'd go; an alternative is to give them a number of dots of Knowledge
equal to their starting Occult score minus one.

> I'm assuming the Character Creation summary chart listing Experience
> as a magical background is a typo...

Experience is a background that can only be bought with the freebie dots
from Knowledge.

I wouldn't let Exalts buy Experience, ever.

> Will _Sorcerer and Savant_ have *more* Arts and Sciences or just go
> into greater detail of the ones here?

Dunno.

> Is this the first mention of the Realms' Weather Machines?

I believe so.

> "God Kicking Boot"?^^; Where was this described?

In that book. It's the kick equivalent of, er, those things that make
you punch good.

> (Incidentally, _Outcaste_ mentions "Tornado Cannons", but doesn't
> describe them; did I miss something somewhere?)

It was cut for space. Oops.

> So...Tepet Arada could kick Dace's ass?^^

If you use Dace's writeup in Caste Book: Dawn and Tepet Arada's writeup
in Aspect Book: Air, then yeah.
--
Stephenls
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"I'm as impure as the driven yellow snow." -Spike
 
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"James Stein" <JamesSpamtein@si.rr.com> wrote in message
news:flync.103827$WA4.30601@twister.nyc.rr.com...
> Hand-of-Omega wrote:
>
> > Hmm...So, my "Son of a Deathlord" character I posted a while back
> > would be God-Blooded; but would he be Half-Caste or Ghost-Blooded?
>
> Ghost-Blooded; Deathlords aren't solars anymore, they're the ghosts of
> solars.
>
> Oh, and that Elemental Immunity: Earth doesn't apply to metal, from my
> reading. I'm pretty sure the EI:E that the PG describes is meant to make
> you immune to, like, boulders falling on your head. Even though, yeah,
> it should probably apply to metal. And I wouldn't hesitate to make it
> apply to metal besides; all the beings that really need to dish out
> damage to an elemental can go get themselves something forged from one
> of the 5MM (which certainly don't count as 'earth' in my book; not even
> jade.)
>
> The realm's weather machines are also covered in AB: Air, to my
> recollection. Either that or Savage Seas. I'm pretty sure it was AB:Air.
>
> Ghosts are Occult 3 because ... they're easy to summon, hard to summon
> well? Not sure.
>
> EPC's not bad.

<snip>

Apropos of nothing, one of the problems I have with EPC is that a lot of the
Charm revisions look like errata and general revisions for mechanical
clarity, rather than Power Combat-specific revisions. Stuff like bringing
Solar extra action Charms in line with the Sidereal and Lunar equivalents
(i.e., 3 motes per attack, to a maximum number of extra attacks equal to
your Essence, instead of that bizarre pseudo-geometric progression in the
core book), updating the Solar weapon- and armour-summoning Charms to
provide the same options as their Abyssal equivalents, cleaning up a lot of
those pointless "this Charm is exactly like its prerequisite, only slightly
more powerful" Charm chains, etc. The problem is, it's difficult to
separate this sort of thing out from the Power Combat-specific tweaks. I
don't think that Power Combat was necessarily the best place for that sort
of thing - I would have liked to have seen the two separated out, so that a
casual reader can actually tell which are just general
play-speed-and-balance tweaks, and which are actually intended to make
combat more deadly.

- David Prokopetz.
 
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Stephenls <stephenls@shaw.ca> wrote in message news:<2g7mm5F591flU1@uni-berlin.de>...
> Hand-of-Omega wrote:

> > Hmm...So, my "Son of a Deathlord" character I posted a while back
> > would be God-Blooded; but would he be Half-Caste or Ghost-Blooded?
>
> Michael "Nephipal" Goodwin's word on this is that if he could write the
> God-Blooded chapter over, he'd explcitly ban Deathlords from having
> children, because he finds the idea ridiculous and counter-theme.
>
> I think that's the worst sort of decision an Exalted author could make,
> and makes me worried about Fair Folk and Alchemicals, because he's
> working on both of them.
>
> My interpretation is that the child of a Deathlord would probably be a
> Ghost-Blooded with Inheritance 5.
>
Sounds about right.

> > The original writeup on the Dematerialize Charm had it that most
> > spirits would materialize, rest for a while to regain the large cost
> > in essence of doing so, then go about their business. But according to
> > this rewrite, that's impossible. So how do they (and elementals that
> > demat) replenish their reserves so as not be at a disadvantage?
>
> I'd go with the original writeup. Neph was being a crack-fiend. The
> God-Blooded chapter is pretty good, but full of crack-fiend-esque
> decisions on the part of the author.
>
Huh.

> > Considering that most mortals seem to know at least a *little* magic,
> > it does make sense to automatically give Exalted characters some Arts
> > and Rituals for free; it's not like they would have forgotten all they
> > knew as mortals. Has anyone tried this?
>
> Letting them buy the Knowledge background as a regular background is the
> way I'd go; an alternative is to give them a number of dots of Knowledge
> equal to their starting Occult score minus one.
>
Cool.

> > I'm assuming the Character Creation summary chart listing Experience
> > as a magical background is a typo...
>
> Experience is a background that can only be bought with the freebie dots
> from Knowledge.

I...don't see that rule.

Experience explicitely covers non-magical trait points. Why would it
be dependent on Knowledge, which covers magical trait points?
>
> I wouldn't let Exalts buy Experience, ever.
>
It *is* a of over-kill...

> > "God Kicking Boot"?^^; Where was this described?
>
> In that book. It's the kick equivalent of, er, those things that make
> you punch good.

You mean a Cestus/Smashfist? I see the stats, but was hoping for a
full write-up somewhere. Like, might they increase running
speed/leaping distance?
>
> > (Incidentally, _Outcaste_ mentions "Tornado Cannons", but doesn't
> > describe them; did I miss something somewhere?)
>
> It was cut for space. Oops.

So, what exactly they do?
>
> > So...Tepet Arada could kick Dace's ass?^^
>
> If you use Dace's writeup in Caste Book: Dawn and Tepet Arada's writeup
> in Aspect Book: Air, then yeah.

Hmmm...this gives me an idea for a new Exalted thread...^^

Dex
 
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Hand-of-Omega wrote:
>
> I wonder how much Face Julie's "Kung Fu Dumbledore" has?^^

More than you can count.

--
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Listowner: Aberrants_Worldwide, Fading_Suns_Games, TrinityRPG
AeonAdventure | "Dobby likes us!" -- Smeagol
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Hand-of-Omega wrote:

> I...don't see that rule.

> Experience explicitely covers non-magical trait points. Why would it
> be dependent on Knowledge, which covers magical trait points?

I can't find that rule at the moment either, but I know it's in there.

Experience is mostly useful for all-Thaumaturge games where everyone
uses the standard Heroic Mortals character creation rules and the ST
decides how many dots of Knowledge everyone starts out with. Players
who don't want to play thaumaturges can then spend Knowledge bonus
points to up their rating in Experience, trading magical knowledge for
worldly experience.

> You mean a Cestus/Smashfist? I see the stats, but was hoping for a
> full write-up somewhere. Like, might they increase running
> speed/leaping distance?

No. They're just Smashfists but for kicking. They might get a small
paragraph somewhere in the EPG; I forget.

> So, what exactly they do?

They make big tornadoes.

The author posted the stats to the Exalted forum, but like everything
that gets posted to the Exalted forum, it got eaten.

Sorry. No more detail than that.
--
Stephenls
Geek
"I'm as impure as the driven yellow snow." -Spike
 
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"Stephenls"
> Hand-of-Omega wrote:

> > Just some rambling observations and questions...

> > Has anyone noticed that the Player's Guide contains more "vulgar"
> > language and references to bodily fluids/functions than the entire
> > line put together?^^;

> It's to reinforce that the book is about down-to-earth characters.

It's also a book that has a chapter about breeding between races.

> > Hmm...So, my "Son of a Deathlord" character I posted a while back
> > would be God-Blooded; but would he be Half-Caste or Ghost-Blooded?

> Michael "Nephipal" Goodwin's word on this is that if he could write the
> God-Blooded chapter over, he'd explcitly ban Deathlords from having
> children, because he finds the idea ridiculous and counter-theme.

Hm. That's not for him to decide. That's Geoff's call.

> I think that's the worst sort of decision an Exalted author could make,
> and makes me worried about Fair Folk and Alchemicals, because he's
> working on both of them.

> My interpretation is that the child of a Deathlord would probably be a
> Ghost-Blooded with Inheritance 5.

Good call. I'd allow it.

> > So...Tepet Arada could kick Dace's ass?^^

> If you use Dace's writeup in Caste Book: Dawn and Tepet Arada's writeup
> in Aspect Book: Air, then yeah.

Also, wasn't the Dace in Castebook: Dawn made as a starting Exalted? I
assumed he'd been around a little longer than that.
 
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Shane Graves wrote:

> > Michael "Nephipal" Goodwin's word on this is that if he could write the
> > God-Blooded chapter over, he'd explcitly ban Deathlords from having
> > children, because he finds the idea ridiculous and counter-theme.
>
> Hm. That's not for him to decide. That's Geoff's call.
>

Geoff made it for him to decide, by allowing him to write the chapter.
 
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"James Stein"
> Shane Graves wrote:

> > > Michael "Nephipal" Goodwin's word on this is that if he could write
the
> > > God-Blooded chapter over, he'd explcitly ban Deathlords from having
> > > children, because he finds the idea ridiculous and counter-theme.

> > Hm. That's not for him to decide. That's Geoff's call.

> Geoff made it for him to decide, by allowing him to write the chapter.

To which I say, "Bullshit".

That's like saying Joss Whedon doesn't have any control over the plotlines
of any of his shows unless it's an episode he wrote himself.

If it crossed the line and broke a theme, Geoff would have said "No. Change
that."
 
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David Prokopetz wrote:

> I would have liked to have seen the two separated out, so that a
> casual reader can actually tell which are just general
> play-speed-and-balance tweaks, and which are actually intended to make
> combat more deadly.

I think you missed the fact that the two can't reallly *be* separated
out; Power Combat is optional only as a matter of etiquette. It *is* an
errata of combat.
 
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"James Stein" <JamesSpamtein@si.rr.com> wrote in message
news:08znc.42543$mX.14704160@twister.nyc.rr.com...
> David Prokopetz wrote:
>
> > I would have liked to have seen the two separated out, so that a
> > casual reader can actually tell which are just general
> > play-speed-and-balance tweaks, and which are actually intended to make
> > combat more deadly.
>
> I think you missed the fact that the two can't reallly *be* separated
> out; Power Combat is optional only as a matter of etiquette. It *is* an
> errata of combat.

It's not presented as such - and really, what part of "Solars now have a
sensible cost scheme for extra attacks" or "gee, here's some general
addendum to armour-summoning Charms that we didn't think of when we were
writing the core book" depends on the rest of Power Combat in any way?

- David Prokopetz.
 
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"James Stein"
> Shane Graves wrote:

> > He trusts him as a writer. But I'm sure when it comes down to "This
isn't
> > what Exalted is about!", Geoff DOES get the final say, since it IS his
game
> > right now.

> When it comes down to "This is what Exalted: the Abyssals is about!"
> Geoff DOES get the final say, and given that he let Neph write Exalted:
> The Abyssals, I think that Geoff's say *IS* pretty much a nod in Neph's
> direction and a "Bother /him/."

Mind you, I haven't seen much of Geoff's word-of-God of late, but he doens't
seem to be a buck-passer.

He's pretty much the guy who's like "Yeah. That's the direction I gave him.
That's the manuscript that was turned in. That's what I approved or didn't
approve of."

In the end, when all is said and done, Geoff is the chief you look to. If
he delegates, sure. That means he stands behind that person.

But it's kinda like Malcolm. He's said a lot of stuff about his point of
view being "correct" and many others being wrong, but never has a developer
stepped up and backed him up in public. So, in the end, I just disregard
what he says most of the time.

He can speak for what he wrote. He cannot speak for the entirety of the
game. The entirety of the game will eclipse what he wrote.

Just my perspective.
 
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"James Stein"
> Shane Graves wrote:

> > I consider the fact that it WASN'T in there to be Geoff passively saying
> > "Maybe".
>
> I'd agree with that if it weren't for Neph saying, "I just didn't think
> to stick it in there."

> So, it has nothing to do with Geoff saying maybe.

I'm giving Geoff credit for being the outside observer, reading the
manuscript, and chosing to NOT add that stipulation in there.
 
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Shane Graves wrote:

> I'm giving Geoff credit for being the outside observer, reading the
> manuscript, and chosing to NOT add that stipulation in there.

So the question then becomes, if Neph had thought to add it, would Geoff
have deleted it?

I don't think he would. Geoff gives his authors fairly free reign.
Look at the Craft rules.
--
Stephenls
Geek
"I'm as impure as the driven yellow snow." -Spike
 
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"Stephenls"
> Hand-of-Omega wrote:

> > So, what exactly they do?

> They make big tornadoes.

> The author posted the stats to the Exalted forum, but like everything
> that gets posted to the Exalted forum, it got eaten.

> Sorry. No more detail than that.

I wish I'd read them more often. If only to repost them here so they'll be
Googleable for future reference.
 
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Stephenls wrote:
>
> > So, what exactly they do?
>
> They make big tornadoes.
>
> The author posted the stats to the Exalted forum, but like everything
> that gets posted to the Exalted forum, it got eaten.
>
> Sorry. No more detail than that.

This is why Exalted Wiki:

http://www.lensmen.net/wiki/exalted.pl?Thus_Spake_Zarataylor

And the tornado cannon is:

http://www.lensmen.net/wiki/exalted.pl?Thus_Spake_Zarataylor/OutcasteArtifacts

--
Elizabeth D. Brooks | kali.magdalene@comcast.net | US2002021724
Listowner: Aberrants_Worldwide, Fading_Suns_Games, TrinityRPG
AeonAdventure | "Dobby likes us!" -- Smeagol
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James Stein <JamesSpamtein@si.rr.com> wrote:

> Ghosts are Occult 3 because ... they're easy to summon, hard to summon
> well? Not sure.

Some things are pretty easy to do, but require uncommon or esoteric
knowledge. Acquiring that knowledge may be difficult, but once you
know what ghosts really are and how the paths between worlds flow,
you'd be like "Hey, this is fairly straightforward actually."

There are parallels in RW occultism. Someone can probably make a nifty
computing metaphor, but I don't have the Computers 3 to do it myself.

--
james o'rance
http://www.livejournal.com/~sim_james
 
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Julie d'Aubigny <kali.magdalene@comcast.net> wrote in message news:<409E9BC3.5A4BC614@comcast.net>...
> Hand-of-Omega wrote:
> >
> > I wonder how much Face Julie's "Kung Fu Dumbledore" has?^^
>
> More than you can count.

4, then.^^

Dex
 
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Julie d'Aubigny <kali.magdalene@comcast.net> wrote in message news:<409F2D06.9843BAF1@comcast.net>...
> Stephenls wrote:
> >
> > > So, what exactly they do?
> >
> > They make big tornadoes.
> >
> > The author posted the stats to the Exalted forum, but like everything
> > that gets posted to the Exalted forum, it got eaten.
> >
> > Sorry. No more detail than that.
>
> This is why Exalted Wiki:
>
> http://www.lensmen.net/wiki/exalted.pl?Thus_Spake_Zarataylor
>
> And the tornado cannon is:
>
> http://www.lensmen.net/wiki/exalted.pl?Thus_Spake_Zarataylor/OutcasteArtifacts

Thankyew kindly!! And I'd forgotten about the Shock Lances...

Dex,
wondering what level of Countermagic could snuff out an artificial whirlwind...
 
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Stephenls <stephenls@shaw.ca> wrote in message news:<2g8gtbF5jm7nU1@uni-berlin.de>...
> Hand-of-Omega wrote:
>
> > I...don't see that rule.
>
> > Experience explicitely covers non-magical trait points. Why would it
> > be dependent on Knowledge, which covers magical trait points?
>
> I can't find that rule at the moment either, but I know it's in there.
>
> Experience is mostly useful for all-Thaumaturge games where everyone
> uses the standard Heroic Mortals character creation rules and the ST
> decides how many dots of Knowledge everyone starts out with. Players
> who don't want to play thaumaturges can then spend Knowledge bonus
> points to up their rating in Experience, trading magical knowledge for
> worldly experience.
>
That works. But I don't see why one shouldn't also simply be able to
buy the Experience background straight out the gate. The two aren't
mutually exclusive. For that matter, I don't see Inheritance as being
redundant to the two of them, either, tho it can easily be abused...

Dex
 
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"James O'Rance"
> James Stein

> > Ghosts are Occult 3 because ... they're easy to summon, hard to summon
> > well? Not sure.

> Some things are pretty easy to do, but require uncommon or esoteric
> knowledge. Acquiring that knowledge may be difficult, but once you
> know what ghosts really are and how the paths between worlds flow,
> you'd be like "Hey, this is fairly straightforward actually."

> There are parallels in RW occultism. Someone can probably make a nifty
> computing metaphor, but I don't have the Computers 3 to do it myself.

Occult 3 isn't SOOOO hard that no mortal has it, yet not so easy that
EVERYONE has it. A few people in a village would know how to do it. Or
your average grandmother matriarch of the family.
 
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"Shane Graves" <lobsterhut@earthlink.net> wrote in message news:<5SVnc.15374$V97.8422@newsread1.news.pas.earthlink.net>...
> "James O'Rance"
> > James Stein
>
> > > Ghosts are Occult 3 because ... they're easy to summon, hard to summon
> > > well? Not sure.
>
> > Some things are pretty easy to do, but require uncommon or esoteric
> > knowledge. Acquiring that knowledge may be difficult, but once you
> > know what ghosts really are and how the paths between worlds flow,
> > you'd be like "Hey, this is fairly straightforward actually."
>
> > There are parallels in RW occultism. Someone can probably make a nifty
> > computing metaphor, but I don't have the Computers 3 to do it myself.
>
> Occult 3 isn't SOOOO hard that no mortal has it, yet not so easy that
> EVERYONE has it. A few people in a village would know how to do it. Or
> your average grandmother matriarch of the family.

Well, it just seems odd to rank it that way after repeatedly telling
us (in this book and others) that ghosts are the simplest of things to
summon. I get the feeling that it IS something your average person
would know how to do...

Dex
 
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Hand-of-Omega wrote:
>
> Julie d'Aubigny <kali.magdalene@comcast.net> wrote in message news:<409E9BC3.5A4BC614@comcast.net>...
> > Hand-of-Omega wrote:
> > >
> > > I wonder how much Face Julie's "Kung Fu Dumbledore" has?^^
> >
> > More than you can count.
>
> 4, then.^^

Sure.

I haven't read the martial arts section closely yet, so I couldn't say
what it would be explicitly. :)

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AeonAdventure | "Dobby likes us!" -- Smeagol
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Hand-of-Omega wrote:
>
> "Shane Graves" <lobsterhut@earthlink.net> wrote in message news:<5SVnc.15374$V97.8422@newsread1.news.pas.earthlink.net>...
> > "James O'Rance"
> > > James Stein
> >
> > > > Ghosts are Occult 3 because ... they're easy to summon, hard to summon
> > > > well? Not sure.
> >
> > > Some things are pretty easy to do, but require uncommon or esoteric
> > > knowledge. Acquiring that knowledge may be difficult, but once you
> > > know what ghosts really are and how the paths between worlds flow,
> > > you'd be like "Hey, this is fairly straightforward actually."
> >
> > > There are parallels in RW occultism. Someone can probably make a nifty
> > > computing metaphor, but I don't have the Computers 3 to do it myself.
> >
> > Occult 3 isn't SOOOO hard that no mortal has it, yet not so easy that
> > EVERYONE has it. A few people in a village would know how to do it. Or
> > your average grandmother matriarch of the family.
>
> Well, it just seems odd to rank it that way after repeatedly telling
> us (in this book and others) that ghosts are the simplest of things to
> summon. I get the feeling that it IS something your average person
> would know how to do...

Simpelst != Occult 1, though, just Occult <= everything else.

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Listowner: Aberrants_Worldwide, Fading_Suns_Games, TrinityRPG
AeonAdventure | "Dobby likes us!" -- Smeagol
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"Hand-of-Omega"
> "Shane Graves"

> > Occult 3 isn't SOOOO hard that no mortal has it, yet not so easy that
> > EVERYONE has it. A few people in a village would know how to do it. Or
> > your average grandmother matriarch of the family.

> Well, it just seems odd to rank it that way after repeatedly telling
> us (in this book and others) that ghosts are the simplest of things to
> summon. I get the feeling that it IS something your average person
> would know how to do...

In Exalted, I don't see a skill of 3 to be beyond an average person. Even
in Occult.

That doesn't mean EVERYONE knows how to do it. I, for one, NEVER assumed
that it was something EVERYONE could do. I figured one person in your
family, or at the very least, one person in a small village, could do.