Exalted: Ghost of a Chance
Welcome to Ghost of a Chance, the on-going log of the adventures of a party of Exalts in White Wolf’s Exalted (2nd edition) setting. Dig in and enjoy the ride.
Abyssals game has begun!
Andy is still actively taking suggestions for things you want to see when the Solar game picks back up. Head’s up, we’re heading North! Let me know what kinds of things your characters would do on the way or in prep for the journey.
Be aware that you are being bribed with XP to add more information to the wiki if you should feel at all motivated to do so. I am the GM, I have no shame.
Exalted game, setting and concepts are property of White Wolf Publishing, and we make no claim to them. Ghost of a Chance exclusive characters are property of their creators except where otherwise noted.
Exalted: Ghost of a Chance Comments
Thanks for commenting! :)
1. I’m trying to find a compromise that doesn’t force the crafter to purchase 15 different Craft scores to get something worthwhile done. Esoteric crafts, like sorcery and supernatural martial arts, are a rare thing and I felt they should be a little more expensive. I don’t quite trust the “they’re harder to get” verbage will make players behave with them. What I intended is that a PC’s Craft + Fire Specialty (for example) would be equivalent to the Craft[Fire] score in the text as written for simplicity sake.
2. All Craft Specialties behave as normal Specialty dice, that is to say that you can have no more than three of them on any given roll regardless. The elemental Craft Specialties may only apply to mundane Craft rolls and the esoteric Specialties may only apply to esoteric Craft rolls. They do not behave like dice added with an Excellency.
3. Yes, I like your suggestion about the dice bonus cap a lot. Consider it borrowed :).
Howdy! I looked over your Craft changes, and they look pretty neat. A couple of observations:
1. Esoteric Crafts by your system cost 5XP or 1BP. Why the difference in values, where a standard specialty costs 3xp and 1bp, and doesn’t require you to meat prerequisites? 2. To clarify – do the “technique” specialties apply their specialty bonus? For example, if I have Craft (Fire +1, In a Workshop+1) and wanted to smith a dagger in a smithy, would I receive the +2 specialty dice even though I need the Fire specialty to craft the dagger to begin with?
I really like your examination system for breaking items, but might I recommend the player’s Craft rating as the maximum die amount? This would further illustrate the prowess of a master craftsman, and might stop min/max players from dipping one point into Craft so they can receive a possible +3 bonus. Also, as a point of clarity, are these bonus dice treated as having come from an Excellency for all intents and purposes?
Again, I really like what you’ve done here. It’s a cool system – my take on it is more similar to thaumaturgy, but this is making me rethink that some. Thanks for sharing!