Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
Ratoslov
Feb 15, 2012

Now prepare yourselves! You're the guests of honor at the Greatest Kung Fu Cannibal BBQ Ever!

Nessus posted:

I assume Loises are named after Lois Lane, but is that an idiomatic re-rendering of the concept or were they actually called that in Japanese?

Assume that any weird terminology in Double Cross was called that in English in the original Japanese. 'Gjaums', the totally infected villain monsters, were originally 'Germs'.

Adbot
ADBOT LOVES YOU

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Let’s check in on Degenesis- yep, still hella racist.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!

Mors Rattus posted:

Let’s check in on Degenesis- yep, still hella racist.

This time, it's mostly against white people*!


*African clanners are a wee bit different, though I can't say if it's in a less racist way.

I read ahead and curiously enough, Scrappers are basically separated into European and African ones down the line and the much of the write up is comparing and contrasting the two

Dawgstar
Jul 15, 2017

quote:

Crazy Al's House of Crazies: A crazy guy who sells crazy slaves and crazy technology. He also offers replication of experimental M.O.M. technology at rock-bottom prices, but those treatments are usually flawed because he's crazy! Do you get it yet?!

Aw! The Splynn Market has its own Build-A-Deadpool Workshop! How sweet!

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Double Cross

Miniguns! Miniguns for sale!

I gotta say, items are one of my least favorite parts of the system. In general, I think the Social stat is one of the flaws of the system; it's very rarely used for anything aside from out of combat tests, and as those rarely top TN 15 (by the book's own rules) you can get through those mostly on skills. Most Social abilities cost more for the privilege of using Social for combat, and most that don't don't require a test to use so your stat/Negotiate skill is irrelevant. What Social is important for is Procurement. Social is used as the stat for the Procure skill, and you also get +2 'stock points' per point of Social, and per point of Procure. Together, these form your ability to buy items permanently and without a check. Every session, you can 'Stock' items up to your Stock Points as permanently available.

Stocking Items is extremely unclear due to the poorly localized translation. The text tells you you 'regenerate your Stock Points every session' and also that any Stocked item is available even if it gets broken or whatever as you get it back at the beginning of the next session. That makes it sound like you get to pick up to your Stock in items and then they're yours forever. But later, it talks about how you can freely trade in Stocked items between sessions and how your capacity for Stock increases if your stats for it increase. Thus, we have to puzzle out what that means, and I'd guess it means that you have a general item capacity based on your Stock, and that items will be freely returned to you between sessions if you leave them on your Stock list, rather than 'you buy up to 20 points of items each session and keep all of them' because otherwise you'd never have cause to 'trade in'. This means a character who has gone to the soft cap on Procure and Social will have 40 Stock points (2 per point in both). This is enough to, say, buy a Powered Assist Suit, one of the most expensive items in the game, so fair enough.

Items have both a Stock and a Procure rating. The latter is the TN of trying to acquire the item mid-mission by hook or crook. There is no limit on the number of times you can try to Procure stuff, except that you need GM permission to make a Procure check in the first place. So you probably only get chances when it's an appropriate moment to 'arm up'. The values for acquiring items can be weird. For instance, take the second best buyabale armor in the game, the Ultimate Clothing. This is sigh hyper-advanced UGN battle armor that is 'based on maid and butler outfits', because of loving course it is. It not only gives you 10 AV for only a -3 Init penalty, it boosts the check result of all magic attacks by 3, because butlers are loving magic I guess. Anyway, this costs a huge 33 points to Stock, such that you need to be near maxed out to buy it. But its actual Procure Check is 20, which is pretty easy for someone with a good skill. Also note Morpheus gets a power where they can Procure items by creating them whole cloth, using Will+Mind instead (and being able to use Concentrate: Morpheus, instead of having to rely on the weaker -1 CV Enhance Mind from Common) and rolling the check at a +2 per level bonus (max level 5) so Morpheus can ace these rules, as it should.

Another important note: Melee weapons and armor are generally way cheaper than guns. Good guns are ruinously expensive. You want a UGN lightsaber? That'll be 13 Stock for an Attack Power 12 Guard 2 Supersonic Blade (that you have to turn on with a Minor action but hey). You want an advanced SMG? 20 stock for an Attack Power 9 gun. The Power 15 Chaingun is 27, and requires a Body of 8 or you need to be riding in a vehicle to fire it. I'm not going to bring in many items from the other book I've got, but I would like to mention for all Shadowrun fans that the anti-tank troll w/Compound Bow is enabled by the expansion book: You can get a Compound Bow that has Attack Power (Current Body) and make your Chimera shoot massive tungsten penetrators through people, so that's nice. Also, all weapons are one-handed unless they explicitly mention they aren't, so technically the Chaingun you need Body 8 to wield is a one-handed weapon and you can carry a riot shield or a second Chaingun with it if you're huge enough and somehow got two of them. You want to stand on a roof with two massive cannons shooting down incoming aircraft? This system is all over that idea. Also note Chimera can get a power that makes any two-handed weapon one-handed. Just saying (This is not a very efficient build).

I should also mention the UGN Battle Armor, because this is pretty much the standard armor characters end up using in my games, regardless of what they fluff it as. It's got no drawbacks, AV 8, and it's cheap as hell at 8 Stock. If you can't summon your own armor, this stuff will do you.

You can also buy and ride vehicles. Vehicles get armor, a speed (which is usually enormous), some of them let you fly, and they take a Minor action to mount. You can also get other characters in your van by letting them take a Minor action while in your Engagement; now they move with you. Note that characters can only get in your van if you let them. No enemies hopping into your van without your permission. You can make melee attacks, fire out of your vehicle, whatever. Vehicles also get an Attack Power stat; you can ram people with any vehicle using the Ride skill for that sort of vehicle. If you have powers for boosting Ride, you can even Concentrate these attacks and do superpowered drifting. So if you want to be running over genetic horrors in a nimble Japanese sportscar while Eurobeats play in the background, that's entirely your prerogative. It's not the most efficient way to fight, but a Morpheus who can summon the ultimate sportscar might be funny.

You can also spend small amounts of Stock on 'informants' and support characters. These can be expended as you call in favors to get +2 dice to various out of combat investigation checks. They're cheap as hell, usually only costing 1 Stock per use, and it's kind of nice to be able to fluff a character with a lot of Stock as having real pull. Calling in favors from the military, politicians, researchers, etc is nice.

Consumables and extra gear are also available, but usually not very important. You can also get super drugs, but they raise Encroachment, cost an arm and a leg, and do things like '+5 to melee damage for one round' for 17 stock points and 5 Encroach so, uh, don't bother. Winners don't do (non-Solaris) drugs. Winners do Solaris drugs all the time to win more. You can also buy a pair of sunglasses that read peoples' power levels, so that's nice.

Finally, we get 'Syndrome' items. These are the things the Black Dog 'buys' with ranks of Hard Wired. They also represent the items given to a Stoker's Servants if they bought Fool's Equipment. Hard Wired gives you the option of an Arm Blade or Linear Cannon (Damage 9 and Damage 8 respectively, while the Arm Blade penalizes enemy Guard by 5 and the Cannon penalizes enemy Dodge by 2 dice) as solid melee and ranged options. It also gives you the option of +2 to Melee, Ranged, or magic checks per rank, +2 Guard per rank, or +5 max HP per rank. Remember that a Black Dog can freely swap these item picks around each session, and potentially between fights with GM permission. Stokers get picks for their Servants based on Fool's Equipment. Every Servant gets Level picks, up to Max Level 5. They get either a basic Damage 8 melee weapon, a basic Damage 7 gun, or +2 armor per unused pick. Handy for ensuring your Servants can actually fight and don't need to waste Encroach on weapon summons or something.

I should also note there is an item called the Anti-Warding mask that prevents Warding doing anything to a character. So if you want to have unpowered humans show up with assault rifles and masks that let them feebly spray those rifles at the PCs to have a human mook fight, you can. They'll get their asses kicked because they don't have Concentrate or powers, but that's an option.

Items are all over the place. They're powerful enough, though never as good as what a dedicated Weapon or Armor summon can get you (by design, maxing those is expensive). In practice, you'll usually end up with one or two characters who rely on human made items and buy lots of them, while others summon their gear. Many of the holes in the armory do get filled in with the expansion book, but I haven't had a chance to use it in play and so can't speak for it as much. It does add rocket launchers and the ability to beat someone to death with a legendary guitar, though. Francis York Morgan would be proud.

Next Time: Enemy Powers, and why they're fun

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

Dawgstar posted:

Aw! The Splynn Market has its own Build-A-Deadpool Workshop! How sweet!

And you thought you'd have to wait for Canada on that one*.

* Canada has no Deadpools, apologies in advance.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Double Cross

He's too strong! Take him together!

So, not only do your enemies often not worry about Encroachment, just getting the benefits from a fixed rate while not having to track it going up as they use powers (though you can definitely fight 'normal' foes who have Res and track power increase just like you), but they get access to special powers no PC can take. This is because the designers of Double Cross understand that A: You're going to want to take on one super powerful villain with your whole team sometimes and B: If they don't address the action economy difference you're going to loving wreck that guy.

Thus, Enemy Only Powers. For the most part, these function like way, way superior Common powers. To demonstrate their superiority, let's examine a practical example.

A PC who is an Exile-Black Dog can have the best possible HP boosts for a PC. Say they max out Pain Editor, Mark of the Twisted, and take HP for all their Hardwired ranks, plus max Hyper Toughness. They'd have 130 bonus HP on top of whatever their Body and Mind give them; this is a huge amount and even the most powerful of foes won't be able to drop someone who went that hard on HP in one attack.

By contrast, someone who has even 1 of the Life Up Enemy Only Power gets +30 HP. It has 10 levels. There's even a second one, Life Up II, with another 10 levels, in case your monster really needs +500 HP on top of whatever they get from normal Syndrome powers. Infinity Code has multiple pre-made foes with 500+ HP. This is because even the strongest Chimera is going to struggle to do more than 100 damage in a single blow; if your enemy is that tough, you can have players landing blows and tearing off bloody chunks but it can stay standing and keep hitting back.

They also get powers that will let them take 2 or 3 turns in one turn, in case you wanted to even out the action economy that way, though these are limited use. Limited by Level. If you want to simplify an enemy rather than having to roll their Dodge every attack, you can give them Evasion, which just gives them a flat Dodge of 'Dodge Dicex2+Skill' instead of being able to roll to Dodge; good for mooks or enemies where you want it to be reasonably easy or predictable to hit them. Troops can be given the ability to Cover like they were a real character, throwing themselves between their masters and the PCs' guns. Your villain can have an instant 'teleport out of the battle and run' power for escaping (while shaking their fist at the PCs) and an upgraded version where they rescue their dumb lieutenant or some other important character at the same time.

Is your villain hard to kill? Give them Revival and they can Res once at 1 HP regardless of any other powers or Encroachment. The Enemy power for curing status effects cures them all instantly, but hurts the villain by 5 HP for every Status they removed. They get a +5 Movement per rank speed boost and a +2 per rank Init boost instead of the lovely +1 Common power. They get Armor Piercing at cost of HP. They can have +10 Stock Points per rank in Stock Enhancement (max 10) because your villain has a better car than you. NPCs can be immune to Warding even if they aren't a superhuman. A villain can be a Tri Breed who can still take ultimates and basically acts like a normal crossbreed. They can Blockade you. They can be outright immune to specific status effects. They can regenerate 10-100 HP in the Cleanup of a round (up to 3 times a battle). They can have a second form where they vastly increase their Encroachment bonus!

Villains can use these vast powers to fill in for their Syndromes and emphasize that someone who has really given in is far stronger, individually, than your PCs. They'll need the power of friendship and action economy to take one of these big bastards down. And that's great! Also, most of these powers, you'll note, don't improve the villain's damage. They're primarily about making them look more impressive and giving them more tricks. The book cheerfully says to estimate how long and intense you want a fight to be and then structure enemy HP around that with Life Increase, plus to decide whether or not you're going to use one big villain or add in a bunch of mooks and 'adds' for the players to take down as they struggle with the central boss. The book implies no adventure is complete without a big boss fight somewhere in there. It knows what kind of game it is!

And that's all without getting into the Syndrome Enemy Only powers. Because secretly, the Syndrome ones? Mostly hugely scaled up Simple powers for flavor and narrative, with only a few having real gameplay effects.

Halo villains can be aware of everything that happens in a scene despite not being there, watching you from the stars. They can make an attack from Stealth undodgeable. They can create massive illusions of any sort they wish, building their own stage or making an illusion-dungeon for the players to struggle through, not knowing if it's real or not.

Balors can drop everyone around them by 2 dice and prevent them using Timing (Initiative) powers. They can make a space of altered reality, a subspace rip where only the Balor and the party exist and you can fight in a weird swirling void. If that isn't enough, they can also summon a flying building. No, I'm not kidding. They get 'Summon Castlevania, in which I nest like a trapdoor spider and await the foolish heroes' as an Enemy Only power.

Black Dog can make an attack totally unguardable, break all electronic communication, or completely possess a single building to use all its systems and mechanisms to herd the players around their new technodungeon. You may have noticed many of these are 'summon Boss arena'. This is intentional.

Stoker can adjust the physical age of themselves or of non-superpowered characters at will. I'm sure part of the intent of this is to create 'oh she looks like she's 10 but she's really 8000 year old' creepy poo poo but age manipulation by a superpowered vampire lord can be used for a lot more than that. They can eat a Servant to get back up with all the Servant's HP when downed (once an adventure). And they can sever their link to a Servant and make them self aware, creating a new character. That one has a lot of potential.

Chimeras can turn into a massive 10-20 meter tall Kaiju that has 5-25 more melee power and +50 HP, but can't Dodge. They can breathe in space! And they can terrify all non-supers so badly that they just throw up their hands and try to hide.

Exiles can 'absorb any organic matter, though this does not work on living characters'. They can freely escape from any scene by liquifying and slipping through security. They can break off part of themselves within a character, infect them, and take over their brainmeats completely, moving them around like a meat puppet. Exiles are horrifying.

Hanuman can run so fast they create a hurricane that forces all flying characters to the floor. They can deafen non-supers. And they can teleport around the scene. Hanuman's kind of suck, honestly.

Morpheus gets another good old 'summon Castlevania/Hubris Palace' where they create their own labyrinth in an instant by will alone. They can break molecular bonds to instantly destroy equipment. And they can create any miscellaneous item they wish, from 'food to metal to medicine' from air alone.

Neumann can erase a non-super's ID, or completely cover their own tracks, disappearing from all government records. They can shut down your ability to use connections and spread paranoia among your allies. And they can totally gently caress your paperwork and finances such that no-one can perform Procure checks. They're dicks.

Orcus just mind controls dudes. Straight up, total mind control. Just without the creepy 'a piece of me is running your brain' Exile flavor. They can make you completely forget another person, too. Or create their own back alleys and escape routes at will.

Salamandra can perfectly control the atmospheric temperature and use it to cause hurricanes, lightning storms, or whatever other weather they wish. They can give themselves a one time 5d10 damage bonus. And they can just burn entire skyscrapers to ash. Just snaps their fingers and now that whole building is on fire (or completely frozen) and now you're fighting them in a burning skyscraper while trying to get panicking civilians to safety. They 'summon boss arena' by arson.

Solaris can make everyone in a scene Hate one character until they've attacked them once, once per session. They can inflict one important non-super with a plot disease, which can also turn them into a super. And they can take over the minds of an entire city block with hallucinogens and mind control chemicals, trying to turn thousands of civilians into willing meat shields/angry mobs against your PCs.

Renegade Being villains (creatures that were never human) can turn off all superpowers, including their own, for an entire scene and force everyone to use mundane abilities. They can potentially recover from Death in the next scene, requiring players to find some weird method to put the seemingly immortal beast down for good after it comes back and surprises them later. And they can be completely immune to aging and natural death.

Enemy Only powers let you really up the stakes in a fight and make an enemy that's going to take the whole party to beat. Be careful not to overwhelm them completely, but remember; part of the game is pushing the players to reach deep and use all their power to overcome these enemies. Tough foes make for epic battles that force the PCs to use all their resources and abilities. You're meant to be having huge superhero anime fights, after all.

And if you mess up and wipe out the PCs, well, PCs only actually die if you choose to kill them. There's always getting your rear end kicked, having a training arc, learning some important lessons about yourself, and then punching the villain right in his smug monocle next time!

Next Time: The setting of Double Cross

AmiYumi
Oct 10, 2005

I FORGOT TO HAIL KING TORG
Night, sure you do and only asking because of the way you phrased things in the last couple updates, you know Infinity Code isn’t the only supplement with crunch in it, yeah? There’s like four of them (in English), IIRC.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

AmiYumi posted:

Night, sure you do and only asking because of the way you phrased things in the last couple updates, you know Infinity Code isn’t the only supplement with crunch in it, yeah? There’s like four of them (in English), IIRC.

Oh, yes. It's just the only one I own. I got it as a Christmas present a couple days ago. Thus it's the only one I can reference.

The other two are the False Hearts book and the Advanced Rulebook, yes?

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
Yeah. Advanced Rulebook is probably the biggest game-changer with the introduction of Trait Loises.

Desiden
Mar 13, 2016

Mindless self indulgence is SRS BIZNS
So since there's a bunch of posters who seem to know the Japanese RPG scene, is there anything (translated or not) that could do something close to exalted? I've been on the lookout for alternatives that are still crunchy but better balanced and/or smoother play for online games, and figured given how much exalted cribs from wuxia and anime there might be something. Tenra Bansho Zero didn't seem to really fit, and DX sounds awesome and maybe hackable towards something along those lines, but not quite the same itch.

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.

Desiden posted:

So since there's a bunch of posters who seem to know the Japanese RPG scene, is there anything (translated or not) that could do something close to exalted? I've been on the lookout for alternatives that are still crunchy but better balanced and/or smoother play for online games, and figured given how much exalted cribs from wuxia and anime there might be something. Tenra Bansho Zero didn't seem to really fit, and DX sounds awesome and maybe hackable towards something along those lines, but not quite the same itch.

Kamigakari is about people granted exceptional power when they're infused with shards of the weapons and tools of the gods. It might be what you're looking for.

KingKalamari
Aug 24, 2007

Fuzzy dice, bongos in the back
My ship of love is ready to attack
I’m back from the holidays! I’m happy to report that Santa managed to fight his way South from the Great Glaciers and was able to deliver to all the city states of…



The Wilderlands of High Fantasy | Part VII: Only Valon was on the Nice List for Some Reason…

You may remember that last time we were given a quick overview of the 18 major realms of the Wilderlands and some of the interesting landmarks contained therein. Today we’re going to be narrowing our focus a bit more to take a look at the six major City States of The Wilderlands.

A brief overview of structure

So, for each actual city state we’re given a few common points of information, most of which I’m not going to repeat for every city, however I thought I’d outline what general topics the book thought was important to note and why I am or am not including it:

Population: I shouldn’t have to explain what this is. I will be including the total population of each City State but am not going to bother listing how many of them are classified as “able-bodied” as the book felt the need to.
Technological Level: This is supposed to be an indicator of what kind of gear your character will be likely to find in this region but the system they use is a needlessly granular 10-point system that works on the assumption that technological development works in a straight line and ends up being meaningless for the City States as they’re all between 7-10 on the scale anyway. I will not bother including this.
Racial Composition: Fantasy population demographics! I’m not going to bother as it’s mostly just “Mostly humans, maybe some Dwarves”.
Alignment: So, being a d20 system product, this thing was released right in the heyday of the 9-point alignment chart being a huge, ubiquitous thing for D&D as a whole, so every developer was trying to wring as much as they could out of that damned chart. Trying to apply an alignment to a city or region was a surprisingly common practice in 2nd and early 3rd edition, so this wasn’t unheard of, however The Wilderlands as a setting predates the nine-point alignment chart. This leads to some interesting cases of the writers trying to squeeze a bunch of square pegs into one of the nine, round alignment holes with amusing results. I’m including this.
Average Citizen: In which the writers try to extrapolate what class and level the average Joe Chumpus you run into on the street will be, because this is apparently important information? Not including.
Ruler: Self explanatory and I am going to include because these guys have titles to rival the most pompous of Third-World dictators.
Other Important Figures: I have no idea what this is supposed to serve as we’re given no information on these people beyond their name, title, class and alignment. I’ll include any of the ones with silly-sounding names
Resources: Who cares
Allies: Nope.
Enemies: See above.

Also, as a general bit of overall setting lore, we are told that the rule of each of these city states is not exceptionally far-reaching, being limited to however far they can reliably ship their armies to. As a result, even with these six major powers, most of the map is wild and unconquered. The book also helpfully tells us:

quote:

Political power is largely an illusion and the will of the populace often determines if any or all will respond to a call to arms.

Fun Fact: The people of The Wilderlands are the largest consumers, per capita, of Alex Jones merchandise!

Alright, let’s dig into it!

The City State of the Invincible Overlord
Population: 80,000
Alignment: Neutral/Lawful Evil
Ruler: His Most Terrible Majesty, the Invincible Overlord, Hygelak XI, the Dread Klipmaran Noble (I told you ‘bout those titles!)
Other Important Figures: The only other person of note listed is “Grand Vizier Balarnega”

The biggest power in the Wilderlands after Viridistan and the one most PCs are assumed to be starting in, The City State of the Invincible Overlord (Or just “The City State” as the locals like to call it) is a major city on a bluff overlooking the Western edge of the Dearthwoods. Since the city’s founding its rulers have assumed the title of “Invincible Overlord” when they ascend to power, possibly because they are all desperately compensating for their own shortcomings.

The city was initially founded by a well known Dwarf and has historically been home to a higher-than-average population of Dwarves, most of them expatriates from the nearby Thunderhold Mine (Which, research tells me, is most likely an updated version of the “Glory Hole” Dwarven Mine, assumedly renamed after the creators learned what a glory hole was…). The City State didn’t become big news until a Tharbrian called Lucius The Great took the title of Invincible Overlord by force and started using his Tharbrian bros to rough up the surrounding communities.

The current Invincible Overlord, the above-mentioned Hygelek XI, is kind of a dick who keeps order with a secret police force known as The Black Lotus and has ambitions to finally conquer the City State of Viridistan that his predecessors had been trying to invade since time immemorial. Whether Overlord E. Coyote XI’s Acme rocket catapult will succeed in finally nabbing that green Road Runner is up for the GM to decide!

Rallu, City State of the Sea Kings
Population: 35,000
Alignment: Chaotic Evil (???)
Ruler: King Danstone of the Iron Fist, 22nd Sea King of Rallu (I assume he refuses to acknowledge anyone who doesn’t address him by his full title)
Other Important Figures: The only one that stands out is “Commander of the Army, General Trufo the Tall”, mostly because being known as “The Tall” is the medieval aristocrat equivalent of a participation award.

Not to be confused with the “Island of the Sofa Kings” a few islands over, the titular “Sea Kings” claim to be descended directly from the original ship captains of the fallen Kingdom of Kelnore and were somehow able to establish their city as a metropolis of commerce and education despite having a strict policy to never tell anyone where it was actually located.

After about 1,000 years of this nonsense the newly ascended King Forgon the Foolish (Who I’m assuming was voiced by Bill Fagerbakke and perpetually wore a dunce cap as a crown) decided this policy of absolute secrecy made no sense and was stupid. Forgon promptly spilled the beans about Rallu’s location to the rest of the world before being assassinated by his advisors. While we’re told that the 10 years that followed this were known as “The Shadow Years”, the only particularly bad thing that happened was that people started to get worried that the nearby city of Tula was going to attack them. As we’ll see when we get to the actual section for Tula, this is unlikely to happen anyway since Tula only cares about two things: 1. Magic poo poo, and 2. gently caress you.

This city state is unique in that, instead of having a proper constabulary, the army and navy just sort of takes care of that stuff. Every outsider who visits the city is given a direct and thorough overview of the local laws and customs and are requested to adhere to them. Refusal results in visitors being politely but firmly asked to leave. Hey, remember how the alignment for this place is supposed to be chaotic evil?

As a final note we’re told the city may be importing slaves from the nearby City State of Tarantis to hopefully do something about their crumbling infrastructure. This would probably come across as a much more evil thing if almost every other city state in the setting wasn’t also crawling with slaves. I guess it’s more evil when Rallu does it?

Tarantis
Population: 24,000
Alignment: Lawful Neutral (???)
Ruler: Atar the Lion
Other Important Figures: Minister of War, General Ta Zam-Derco

So, despite being the ones supposedly supplying slaves to the evil city of Rallu these guys are just Lawful Neutral? Because receiving slaves is far more evil than supplying them?

Anyway, this place is also called “The City of Merchants” and is home to the Tarantine Merchant’s Guild, established by Ryobl the Red as part of his Quixotic quest to bring law and order to the city. After Ryobel disappeared under mysterious circumstances his successor, Grandtadt, decided the best way to honour his forebears quest to bring law to the city was to just dive head first into piracy (It’s technically no longer a crime if it’s backed by the government, after all!). Ever since then the Tarantines have run a pretty sweet racket charging passing ships a “license fee” to protect them from the swarming fleets of privateers itching to pillage their holds.

Tula, City of Mages
Population: 36,400
Alignment: Lawful Neutral
Ruler: Hejan Waremoss, Elder of the Green Robe, Leader-elect of the Council of the Eight
Other Important Figures: A bunch of wizards and poo poo.

This is pretty much the only city state with demographics worth discussing: unlike the rest of the human-dominated city states, mortal man-apes such as you or I make up only 50% of the population. As wizards care for nothing but magic poo poo, the remaining 50% is made up of “Whatever wanders in here, provided it does cool magic poo poo”. Seriously, this city’s entire schtick is that you’re likely to find beings of every conceivable shape and size walking the street like it ain’t no thang. They repeatedly use Lizardmen walking around, unslaughtered, as their go-to example, which I assume was a scandalous thing in the 1970s.

This is pretty much the only place a character can study to be a specialist wizard and we’re told that it’s home to the most powerful mages in the setting...Except for Valon and Viridistan, because gently caress what we just told you earlier in this sentence!

In summary:



Valon
Population: 6,760
Alignment: Lawful Good (>:0)
Ruler: Artarias the Bear
Other Important Figures: A bunch of wizards and “Fatty Klingtoes, owner of the Pies n Pallet Inn”

Ugh, this place. So, this is the (supposedly) rad Northern ice city built into the Great Glacier where all the Ice Wizards live. It is the only city state in the setting identified as explicitly good, its rulers are supposedly descended from both mer-Elves and people from the elemental plane of water, even the common-folk know basic magic and the city itself is almost as old as Viridistan. It is very obvious the writers are shilling this place and I hate every minute of it.

It runs into the problem a lot of bad fantasy writers do when they try to write about Elves: They talk up how wise and noble and awesome they are but then drops bits like this...

quote:

Valon is one of the few places where outright slavery is prohibited, though there is a very complex and just system of indentured servitude.

...And expects you to keep agreeing that these dudes are all super rad.

From this shilling we also see the unholy demon of 70s fantasy racism rear its ugly head when we are told:

quote:

Unlike the Viridians, Avalonians are a peaceful people, never given to conquest or colonization. As a result, their bloodline has remained true.

...Hey book, you might want to ease off on shilling “maintaining racial purity” as a selling point of pacifism?

Avalonian society is also ridiculously big on customs and hierarchy, which most visitors and traders find perplexing. The citizens also mostly speak only their own, isolated language; they only speak Common in the port district, and even then only as much as is absolutely required for trade.

This book really plays up cultural isolationism as a major virtue for some reason?

Viridistan, City State of the World Emperor, City of Spices
Population: 120,000
Alignment: Lawful Evil (Finally, one I agree with!)
Ruler: Hautulin Seheitt, World-Emperor and God-Priest of Armadad Bog
Other Important Figures: Empress Murielle Eidn, High Priestess of Armadad Bog and a bunch of Shahs (Including “Shah Drong Dirkah”, ruler of Gommorath Province)

The book saved the big one for last: Viridistan is the Big Deal among the City States and the single most powerful political entity in the Wilderlands. Everybody hates these jerks and wants to topple them, but nobody has the guns to back it up.

This place was founded over 4,000 years ago by the True Viridians: A race of green-skinned dudes who claim to be the direct descendants of the Gods of the Uttermost War and deserve suitable veneration. While their claims of godhood remain to be proven they’re certainly long-lived: The current emperor (And the last of the True Viridians) has been ruling this city for over 150 years!

While the city has always been ruled by True Viridians, it’s not exactly what you’d call a “hereditary” monarchy: Members of The Emperor’s court have been almost constantly scheming new ways to off the current emperor so they can ascend the throne in his place (A system known by political theorists as “Starscream-style”). The current World Emperor himself was a mere high-priest of Armadad Bog, until he genocided his way to leadership in the ridiculously named “Great Slaughter of Pain” that left him and his wife the last known members of the Viridstan race (Though rumours speak of a mysterious son of the Emperor who went missing 75 years ago...).

So, yeah, the aristocracy of this place is not known for being particularly nice. In fact, the book specifically tells us there have only been two not-evil World Emperors in recorded history: Reddisorn the Golden who was, by all accounts, a rad dude; and Cneninadus the Mycretian, who was notable for being a follower of the good deity Mycr and who looked to be on his way to bringing Viridistan into a golden age not seen since Reddisorn’s rule before he got on the wrong side of our current World Emperor. One bout of religiously-motivated genocide later and Viridistan was back to being the unholy shithole we know and love today.

The book tells us the World Emperor is “highly lawful and evil” (which touches on this thing’s repeated problem with “Show, don’t tell”) and rules his domain with an iron fist...Or at least he used to. You see, Ol’ Greeny’s not been quite himself lately: For the past 25 years he has only been seen in public with his head and face covered in a silver cowl and he has not attended a public function for 18 months. People are starting to whisper that he’s either losing his once-fearsome magical abilities or is succumbing to dementia.

Despite the whole “religious genocide” business, followers of Mycr still remain in Viridistan and are one of the major thorns in the Emperor’s sides; what with their penchant for rescuing people slated to be sacrificed ritualistically to other, more evil gods.

Despite all the evil going on in this place, The World Emperor has a strict “No Orcs/Goblins” policy, considering them “lesser” races.

And that about covers it for the major City States. Tune in next time when we delve into some of the smaller settlements of note...

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

It's been awhile since I saw an honest to goodness 'look how noble and pure our shithead elves are'.

I have almost missed it.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Never did get the hate on good reptile friends, either.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
Warhammer still does it best where everyone acknowledges the elves are assholes while the lizardmen are actually kinda the good guys.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Volo's Guide to Monsters: Hags: Dark Sisterhood Part 1

Previous Entry

Hags are classic D&D Monsters based on the hags from english folklore, and many other monstrous witches and hags from myth.

They are stated to be crone-like fey who represent the corruption of ideals and goals, who delight in seeing the good and innocent brought low. They are inhuman monsters, with no standards too low and no action too profane to attempt. "Shapechangers and blasphemers, they ally with other hags to form magical covens with extra powers. They collect and remember secret knowledge that is better lost and forgotten. Desperate mortals come to them looking for advice, only to have their requests fulfilled in ways that bring great suffering to themselves and their loved ones."

Elminster posted:

The hags put a spell on me, three times three, and made me their slave for a thousand days. I was a young fool, ’tis true, but those were dark days.


Ugly, Unpredictable, and Old
Hags are mysterious and dangerous, particularly from the mortal point of view. Hags will be stealing and eating children that wander into woods one day, the next making lewd jokes to adventurers asking her for advice, and the next she might be making a fence around her home for impaling intruders. It is near impossible to predict how a hag will act from day to day, sometimes moment to moment, which is why folk with any wisdom at all give hags a wide berth.

Hags see ugliness as beauty and vice versa. They enjoy their hideous appearances and will sometimes go out of their way to "improve" by picking sores, covering themselves in dirt and refuse, and decorating themselves with bones and skin.

The Seelie Court and the Unseelie Court of the fey appreciate and revere beauty, and as a result hags are almost never found in either. The Summer Queen and the Queen of Air and Darkness see they as being valuable, but can't abide the stain on beauty they represent. The rare few accepted as courtiers are either too influential for their entry to be refused, or young and humble enough to put on prettier appearances. Other hags don't much care about their exclusion as they prefer to work on their own, "not constrained by a fey queen’s whims, and to be able to talk out of both sides of their mouths."

Hags are virtually immortal vastly surpassing the life spans of even dragons and elves. The oldest, wisest, and most powerful hags are called grandmothers by other hags. Some grandmothers have power approaching that of the Archfey.

Hags of lower, but still respectable status are called aunties. They gain their status from old age, membership in a powerful coven, directly serving a grandmother, or having many children. (Adopted or birthed.)

Elminster posted:

Hags often appear unlooked-for, in moments of great need, because they have been spying and see an opportunity to aid now to set up darker mischief later.

Master Manipulators

Hags delight in corrupting others. They do so by making sinister bargains with those who seek their aid. This desire to cause the downfall of others is why many hags lair near humanoid settlements, which gives them a supply of creatures to torment.

Those with nowhere else to turn are some of a hag’s best customers. A farmer with a unfaithful spouse might go to the local hag for a potion to make the spouse faithful again. The mayor with a demented father might ask the hag for something that makes him lucid again. A merchant whose child is deathly ill may go to the hag for a cure. The common element here is that the mortals approach the hag for help; despite knowing that she is evil and dangerous, they are desperate enough to risk making a bargain with her, or foolish enough to think they can convince her to be helpful without getting something in return.

Hags make bargains differently from how devils operate. A devil approaches and makes a deal with a mortal to taint their souls with evil, so they enter the Nine Hells upon death. Hags are normally content to wait and preform their own business, allowing mortals to come to them when they see the need as great enough. Instead of wanting a mortal’s soul, a hag wants to bring the mortal low during its life in return for fulfilling her end of the bargain. Devils barter with the soul as the commodity; hags barter because they enjoy making people miserable. Night hags, being fiends rather than fey, use aspects of both methods — corrupting a mortal’s dreams until the creature commits enough evil acts that she can claim its soul.

As much as she enjoys offering and enforcing bargains, a hag rarely goes out looking for them because she knows that someone coming to her puts her in a position of power. The visitor likely had to approach the hag in secret for fear of causing an uproar, and is probably eager to return home before being missed, which adds time pressure to the process and tips things more in the hag’s favor. "All these factors contribute to the hag’s being able to set her terms for the bargain, presenting an offer that appears reasonable, and perhaps seems to have a tempting loophole or two that the mortal could exploit."

Hags understand mortal desires and vices, and know how to manipulate by preying on those qualities. A hag’s bargain might bring prosperity for a time, but eventually have a drawback or side effect that makes the mortal resent the agreement and seek to end it. "The philandering spouse now happy to stay home might grow slothful, the mayor’s father might turn violent after regaining his senses, and the merchant’s child might relapse if not treated again every few months."

Even when a bargain turns sour and other people in town witness the person’s misfortune, the hag will eventually attract new customers. Other people will come to believe that they can outsmart the hag, or that their need is simple and can’t be perverted, or that the earlier victims got too greedy. Even if only one or two people make deals with a hag every year, over time many can come under her sway — and she remembers the exact terms of every one of those bargains.

Making a Deal out of Desire
Although it's best said there is no good time to bargain with a hag, mortals are more likely to get away in good shape if they offer up something a hag needs or wants. In such a case, the hag might even start the bidding.

A hag that faces a powerful threat from enemies will not hesitate to use promises or bribes to defuse the situation. For instance, most treasures in a hag’s lair are useless without her knowledge of how to identify and handle them, so she might offer to provide such information in return for her life. If an item later backfires on the one who uses it, or turns out to be cursed in some way, that’s just another lesson in why never to never threaten or trust a hag.

Hags are curious about other creatures of power. They enjoy receiving news about other hags and influential creatures such as dragons, demons, genies, and certain mortals. Offering a hag accurate information of this sort as part of a bargain earns a small measure of her respect, and might make her more receptive to the idea of a “fair” deal.

When a hag bargains with other creatures of the Feywild, rather than mortals, she comes to the situation with a more respectful attitude. She realizes that the creatures of her native realm are more powerful than common people and therefore more dangerous when disappointed or angered by a deal gone bad. Fey are also long-lived and thus have more time to retaliate against the hag, whereas most humanoids die within a few decades. This doesn't mean that hags are more pleasant in dealings with other fey, just that they aren’t as blatant or demanding in the bargains they offer; "hags know exactly how much they can get away with, and they like pushing the limits of what others will tolerate."

Bargainer Beware
When a hag is generous with her help or requires only a simple task as payment, that’s no guarantee that the deal will turn out as expected for both parties. By offering a proposal that seems, or is, fair, chances are that the hag is pursuing a hidden agenda. She still wants to set events into motion that benefit her or bring about the downfall of another, but she does so in a way that has no clear connection to her. A bargain like a villager agreeing to deliver a mysterious letter at a crossroads at noon on a certain day could be the key to ruining the mortal’s life. The hag’s reasons might not become clear for years, or won’t be meaningful except under specific circumstances, such as an auspicious birth or a climactic encounter with a dangerous villain. Even when she’s offering a deal that seems to have no downside, a hag is always secretive about her motivations, the reasons for the payments she requires, or how these things benefit her.

A hag that spends a long time close to a human settlement often depletes the community of good-hearted folk as they succumb to her evil and selfish plans. The mood of the town becomes unwelcoming, grim, or outright hostile toward newcomers and travelers. "Even after a hag has done her worst in such a place, she maintains leverage over her victims by holding out the prospect that someday she will undo the curses that she has lain on them. For that reason, the local leaders won’t allow any outsiders to act against her (which includes sabotaging adventurers who might decide to confront her)."

Next time: Hags: Dark Sisterhood part 2

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

Desiden posted:

DX sounds awesome and maybe hackable towards something along those lines, but not quite the same itch.

Encroachment could be a great stand-in for "you're about to become a superpowered villain instead of a superpowered hero because of your own inherent flaws!" that Exalted tried to push but fails at so hard in every loving edition.

It really depends on how system-heavy you want to go, though. If you want something much lighter, try Godbound(even though it's not Japanese, I know).

Angrymog
Jan 30, 2012

Really Madcats

PurpleXVI posted:

Encroachment could be a great stand-in for "you're about to become a superpowered villain instead of a superpowered hero because of your own inherent flaws!" that Exalted tried to push but fails at so hard in every loving edition.

It really depends on how system-heavy you want to go, though. If you want something much lighter, try Godbound(even though it's not Japanese, I know).

Godbound even has a section on Exalts with the serial numbers filed off.

Joe Slowboat
Nov 9, 2016

Higgledy-Piggledy Whale Statements



Ex3 is really not as bad as this forum makes it out to be. It's definitely high-crunch but it's a perfectly good system (the real draw is, of course, the setting).
It's uh... definitely not about the threat of good superheroes becoming evil superheroes, though, it's about culture heroes becoming monstrous by virtue of having immense power and the limited perspective of culture heroes/humans generally, with a little mechanical push towards abusing that power. 2e made that push really front and center, 3e emphasizes it a lot less.
It's not like Encroachment at all, though Encroachment seems to be a very cool mechanic. Crucially, Exalted descent into monstrosity should be one where your friends might not realize it's happening, and you certainly don't expect them to turn on you and hunt you like a beast even if they have to in the end (unless your character was already paranoid that way).

E: plus the descent into monstrosity is only one of the playstyles the game suggests, it's mostly about being culture heroes

Joe Slowboat fucked around with this message at 11:01 on Dec 29, 2018

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
2e Exalted never really pushed you towards being mean, it flogged you towards it with a whip in the form of the Virtues. Rather than rewarding you for being a dickhead so you'd be tempted, it went "oh whoops time to roll against your personality stats to determine if you become an NPC for a few days."

3e Exalted is to 2e Exalted what Pathfinder is to 3.x D&D. Loudly proclaiming it's fixed all the problems, but not understanding what the problems actually were, and therefore instead just putting a fresh paint of coat over them. Also introducing weird rants against fiat currency and rape ghosts.

NGDBSS
Dec 30, 2009






Where did the fiat currency bit show up? I at least remember Holden's awful rant on how "ravishing" didn't mean what any of us thought it meant.

LatwPIAT
Jun 6, 2011

NGDBSS posted:

Where did the fiat currency bit show up? I at least remember Holden's awful rant on how "ravishing" didn't mean what any of us thought it meant.

That's been a thing since 1e's Manacle & Coin, an otherwise very good book on the economics of Exalted that has the author denounce fiat currencies at one point.

LatwPIAT fucked around with this message at 12:14 on Dec 29, 2018

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


LatwPIAT posted:

That's been a thing since 1e's Manacle & Coin, an otherwise very good book on the economics of Exalted that has the author denounce fist currencies at one point.

Fist Currencies as used by Fist Wizards or is this some new subset of the frankfurt school?
;)

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



I think that was the same author who had a hobby horse about how We Won't Be Able To Pay For All This Welfare Forever, based on my readings on the 1E wiki space thing. That was old, though... 1E stuff.

I could see a point that in Exalted's setting as presented in the in-game modern day, fiat currencies would have most of their historical problems and few of their strengths, and therefore most people prefer silver/cowry shells/salt/skullcoin (backed by skulls). The greater problem is that economic realism in a game seems to be both really hard and not a lot of fun, especially in a game like Exalted where you're supposed to be a cool guy. The international trade network fluff has a lot of room in it for plots and schemes, though.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!


Rifts World Book 21: Splynn Dimension Market, Part 5: "Those good-guys who triumph are also a big draw, as they become the "villain" everyone loves to hate (yes, a hero is seen as the despicable villain by evil beings)."


"Yes, Lord Splynncryth?" "I find myself lacking in... windows."

Other Notable Locations in Splynn

So, we get some other locales, but the text also meanders into comments on local laws and traditions as well.

The first is The Imperial Palace of Splynncryth, the home of Splynncryth the Splugorth, the ruler of Atlantis. It's also, oddly, the main port in and out of the city dimensionally, as it's connected to dozens of other dimensions. There aren't a lot of travel bans - True Atlanteans (Rifts World Book 2: Atlantis), employees of Naruni Enterprises (Rifts Mercenaries and Rifts Dimension Book 2: Phase World), vampires, and any vague "enemies of the Splugorth" are kept from travelling to Splynn, but it's not particularly tight. Most visitors employ Skybourne Excursions to travel to and from the market, as it's a two-mile walk through busy streets. In addition, it's used for local ley line and weather control, keeping inclement weather down to a drizzle at most and preventing any random rifts or ley line storms.

Not too much about the pyramid itself as a structure, mind.


Compare and contrast Burles above cityscape with Bureax here.

The Imperial Bio-Wizard Center is Splynncryth's center for magical augmentation, and is usually used to enhance minions of the Splugorth, though Splynncryth and his High Lords sometimes sell its services to allies. It's also used for body horror torture, like you do. It also provides magic tattoos for minions or slaves, but never to "independent" tattooed folk. Mind, there are still no rules for bio-wizardry, so what it exactly can or can't do is vague, and that'll continue despite two whole books dedicated to Atlantis.


"I demand a writeup, tyrants!"

The personal slave pen / market of Splynncryth is known as The Stables, and apparently makes up one-third of the local slave trade. While security is very high (and, of course, a numerical breakdown of the guard), apparently the as-yet-undetailed "Liberated Underground" frees tens of thousands of slaves a year, but that's apparently "less than one percent" of the actual slaves traded. We get a long, detailed list of slave prices, which is mainly just an expansion of what we already had in Rifts World Book 2: Atlantis.

Rifts World Book 21: Splynn Dimensional Market posted:

Note: Remember that most purchasers of slaves at Splynn and throughout Atlantis are evil monsters and slave masters who regard their human and other sentient slaves as cattle, cheap labor and playthings no better than an animal.

How in the Megaverse could I forget? This book reminds me how eeevil the inhabitants incessantly. If I made a drinking game of "take a drink when it mentions that Atlantis is filled with evil monsters", I'd already be unconscious. Trust me, book. I've gotten the picture.


My money's on the tiny imp with the stick, I'll make a fortune.

The Arena of Champions is the largest arena on Earth. Most of the fights are - despite its reputation - not lethal for practical reasons, though they can be fairly bloody thanks to the use of healing magic and regeneration. Most lethal events involve "good" participants or sending hapless humanoids to be slaughtered and humiliated, because Atlantis is eeevil. There's a big "Contest of Champions" (note to Marvel: Do Not Sue) every week with the top participate for big money and big prizes, with larger tournaments twice a year. We get some local arena celebs:
  • The Demon of Splynn: A "bio-borg" (we'll get more on them later) sponsored by Splynn himself, who has top-end enhancements and magical weaponry.
  • Momus, the False Atlantean: A tattooed Maxi-Man (the top-end magically tattooed slaves with the silliest name, as some may recall) designed to look like a True Atlantean Undead Slayer good guy. He's a manufactured heel, which is a fun idea.
  • Sight-Stealer: "A female T-Archer, this warrior is graceful (P.P. 25), beautiful (P.B. 20), and deadly all at once." 'Course she is. She has a ridiculous custom tattoo with a serpent that fires blinding acid that has no saving throw, and then ridiculously weak weapons, so I imagine her fights basically take a relative eternity as she nicks her blind foes into submission.
  • Rahu-Crusher The aforementioned giant who runs Giant Custom Armor. Apparently he's gotten bio-wizard reconstruction for enhanced strength and an extra pair of arms- though not sure how he got permission for that.
  • Well-Fed the Fool: A cyber-knight slave who makes a show of declaring how he's going to destroy Splynncryth and overthrow Atlantis, and he's roundly mocked for it. However, he wins more often than not. Some believe his mysterious owner is somehow rigging things in his favor, because the idea of a human winning on his own merits is simply poppycock! Balderdash! Tomfoolery!
Next: Everyday monsters.

That Old Tree
Jun 24, 2012

nah


PurpleXVI posted:

2e Exalted never really pushed you towards being mean, it flogged you towards it with a whip in the form of the Virtues. Rather than rewarding you for being a dickhead so you'd be tempted, it went "oh whoops time to roll against your personality stats to determine if you become an NPC for a few days."

3e Exalted is to 2e Exalted what Pathfinder is to 3.x D&D. Loudly proclaiming it's fixed all the problems, but not understanding what the problems actually were, and therefore instead just putting a fresh paint of coat over them. Also introducing weird rants against fiat currency and rape ghosts.

Eh, 1E and 2E Limit were incredibly exploitable and toothless, whereas 3E's Limit is meaningfully better and more narratively interesting, even if ultimately kind of mediocre as a system.

While Limit and other rules were posited as a reason/excuse for "everyone is hyper-dicks", I think it was more because of how loving dire the setting writing was, which is something I believe 3E definitely improved upon.

ZeroCount
Aug 12, 2013


why does 'ugly old witch' need to be a distinct creature type

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

ZeroCount posted:

why does 'ugly old witch' need to be a distinct creature type

Because unfuckable women are terrifying monsters. This public service message has been brought to you by the patriarchal authors of ancient mythology.

Joe Slowboat
Nov 9, 2016

Higgledy-Piggledy Whale Statements



IIRC the fiat currency thing is less 'fiat is always bad' in 3e and more 'the Realm is the main example of fiat currency where it is a transparent effort by the throne to economically disempower everyone but the Dynasty' - it's not that there isn't an anti-paper-money undercurrent, but it's presented in the form of an exploitative system of scrip that's modeled after various historical currency models.

Specifically, the magical Jade that is the precious commodity minted into currency in the Realm, the settings big oppressive empire, is basically only supposed to belong to the nobility and the government, so they use it for money. Paper scrip is minted for non-nobility and theoretically backed with jade, but the throne specifically manipulates the value of scrip to undermine non-dynastic merchants and will not translate scrip back into jade. Scrip is totally worthless outside of the Realm because it's paper money that the government of the Realm barely pretends to honor, and is thus only valuable among the lower classes there. It's not really a fiat currency, its company town money that's only honored at the company store, but on a societal level.

On the other hand, bank notes backed by the Imperial Bank are based on jade but the Imperial Bank is run by a real bunch of fuckers, so frankly the issue isn't fiat, it's the Realm.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



That's why I'm telling you, skullcoin. 1 Skullcoin will always be worth one (1) intact human skull. The money supply will be expanded by the legions of the Neverborn according to the wise policy of those most eminent ghosts, and if all else fails, why - you've got one yourself, don't you? No one can take that from you, as long as you live!

I think in setting jade also tends to attract the attention of local gods and elementals because of its mojo. The big international trade consortium uses silver instead.

The Lone Badger
Sep 24, 2007

Nessus posted:

I think in setting jade also tends to attract the attention of local gods and elementals because of its mojo. The big international trade consortium uses silver instead.

Outside the Realm yeah. Inside the Realm gods get their asses kicked regularly by kung-fu priests and hence tend not to start poo poo.

Joe Slowboat
Nov 9, 2016

Higgledy-Piggledy Whale Statements



I personally really like scrip as a setting element because it, like the rules for adoption of Dragon-Blooded outcastes into Great Houses, really makes it clear how much the Realm is a brutal empire run by a conniving upper class/monarch. There are layers upon layers of social and economic and political control for your PCs to fight, as well as the legions and armies. Running a successful merchant consortium that makes inroads into the Realm's controlled peasant economy for the purpose of distributing supplies for an uprising is a valid Solar, Lunar, Sidereal, or Angry Dragon-Blood tactic, and would be super cool.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
And of course surviving that long as a successful merchant probably involves plenty of intrigue and rear end-kicking.

Joe Slowboat
Nov 9, 2016

Higgledy-Piggledy Whale Statements



Ghost Leviathan posted:

And of course surviving that long as a successful merchant probably involves plenty of intrigue and rear end-kicking.

If surviving as a PC in Exalted doesn't involve intrigue and rear end-kicking I don't know why you'd bother. Exalted gives the PCs enough raw competence right out the gate to be constantly embroiled in that fun stuff and come out on top,* and it's great.

*Some PCs may instead choose to make things constantly harder for themselves, this wallowing behavior is to be rewarded.

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


Ghost Leviathan posted:

And of course surviving that long as a successful merchant probably involves plenty of intrigue and rear end-kicking.

Sounds like Fist Currency to me. :krad:

Dawgstar
Jul 15, 2017

At this point I'm simply going to assume that once every Splugorth Slaver is bolted onto their floating dais thingy and given their complementary harem of Blind Warrior Women they're also given a t-shirt that says "No Fat Chicks."

tankfish
May 31, 2013

Alien Rope Burn posted:

Because unfuckable women are terrifying monsters. This public service message has been brought to you by the patriarchal authors of ancient mythology.

Which why in my dnd games I changed it to be both genders and went with different styles of hags. A personal favorite was the Pirate Hag captain that let anyone parlay with her only to twist it later.

Evil Mastermind
Apr 28, 2008

AmiYumi posted:

Night, sure you do and only asking because of the way you phrased things in the last couple updates, you know Infinity Code isn’t the only supplement with crunch in it, yeah? There’s like four of them (in English), IIRC.
There's only three: Infinity Code, Advanced Rulebook, and Public Enemy.

Adbot
ADBOT LOVES YOU

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

tankfish posted:

Which why in my dnd games I changed it to be both genders and went with different styles of hags. A personal favorite was the Pirate Hag captain that let anyone parlay with her only to twist it later.

In my homebrew setting, sirens are a harmless species of saltwater manatee that nest in rocky shoals and shipwrecks, so their singing - which they do to attract mates and declare territory - warns sailors away from dangerous areas of shoreline. They're much beloved by sailors and killing one is said to curse the ship.

  • 1
  • 2
  • 3
  • 4
  • 5