Some people dislike the dice-rolling and large quantity of charms involved in the mechanics for Exalted. To that end, I have produced a set of simple, abstract rules for Exalted that draw heavily on the mechanics of Nobilis. My version builds upon a rough outline proposed by Four Willows Weeping. I feel they are particularly well-suited for games or scenes running during the nebulous and mythical First Age.
He still remembered that thing which had nearly killed him. Of course he expected to remember, but not like this. The pain had faded to a dull ache in his side though it flared up if he reached too high with his left arm, but every time he closed his eyes he saw that monster's face, as if it were burned into his retina. He even saw it with his eyes open sometimes, breaking out in a cold sweat whenever that happened.
Auspicious Flame remembered when the stranger had first come to his forge. He had seemed pleasant enough, offering good pay for his requests, always prompt in picking up his orders and dropping off his jade. The jade varied a lot, like it had come from many different places, and Auspicious Flame had tried not to think about where it may have come from and how it got into the pleasant stranger's smooth hands. The swords ordered were always of the same type, great chopping blades with a wicked backhook for disarming foes.
Wolf and Raven styles are two interrelated martial arts recently developed by Abyssal Exalted to aid them in the conquest of Creation. Wolf, the way of the predator, is primarily a brutal, aggressive style that concentrates on stealing life from foes and crippling them. Raven, the way of the scavenger, is a more controlled style that catches opponents off-balance and is specially designed for spellcasters, which are numerous among the Deathknights.
Attacks with knives, daggers, and katars are treated as unarmed attacks for the purposes of the following charms.
The following is a quick little idea for an RPG I wrote up for a Pieces & Parts Challenge on RPG.net:
It's been a while since we've done one of these. For those new to P&P, the rules are simple—build a game (system and setting) involving the pieces and parts listed below and post it for everybody's amusement and inspiration.
- The pieces are:
- The parts are:
- single roll task resolution
- use only one stat
What if the Red Tooth Rite worked when used by one Noble on another? If you kill a Power and eat his heart, his Domain becomes one of your secondary Domains and you grow in might. Consume enough Domains, and you become an Imperator, tearing free from your old superior to become his equal. Now, you just have to watch your underlings to make sure they don't eat too many hearts themselves, for if you lose all your Domains, you will fade into nothingness.
As is typical, the dead rise up from their graves and shamble around, seeking to slay the living. Civilization collapses and chaos reigns. After a few months of this, the survivors see three great glowing presences in the sky, which identify themselves as Michael, Gabriel, and Raphael, the gods of humanity. Long ago, they used to visit the Earth regularly and do battle with the dark god Lucifer, but that ended when all swore to a pact to leave humanity to its own devices.
So, two recent threads on the Technocracy have combined in my head with wishful thinking regarding Victorian Age Mage and my current reading of Castle Falkenstein to produce a total trainwreck of a setting idea: Alternate universe steampunk Mage, with the Technocracy as actual good guys.
So, in one of my random insane musings, I had a flash of insight regarding a new setting for Paranoia. It would take place inside the Omega Complex, where all Comrades work loyally for the good of the people's collective. (Remember, the Collective is your family.) Everyone is ever wary about the threat of Capitalist agents, who can often be identified by their lack of furry hats and/or mustaches. People without mustaches might also be throwbacks who do not possess proper mutant powers.