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Tavar
2011-08-17, 01:26 PM
At this point, I actually have enough Exalted homebrew spread around that it makes sense to gather it in one place. Anything posted here is of course open to critique, and in fact that would be welcomed.

General:
Principle of Universal Excellence: This is considered the basis upon which all excellencies are made. All characters with the ability to channel essence gain this ability, and it counts as a charm activation. Characters can spend 3 motes per dice to add up to (essence) dice to an action. This ability cannot allow one to exceed one's normal dice limit.

X-Blooded: All Half-Castes buy Spirit charms. For the Purposes of buying such charms, they are considered to resonate with the themes of their parent's caste.

Akuma Character Creation:
For Akuma, divide it into Greater and Lesser akuma. Lesser Akuma are all X-blooded and mortals of all stripes. Lesser Akuma are created as normal, except they can only freely learn Spirit Charm, specifically those compatible with the themes of the Being who preformed the Investiture. The process does grant some small amount of power, though. The Akuma gains the First Excellency of their Patron Yozi, as well as (essence before Investiture) other charms. Using a Yozi's charms is difficult for one so low, though, and they must pay an additional 1 mote per charm.

Greater Akuma are at least Exalted. They may freely learn their patron Yozi's charms, as well as spirit charms appropriate to the Demon who preformed the Investiture. In addition, all charms the Exalt knows that carry a Flaw of Invulnerability instead gain the Yozi's flaw. Learning Spirit charms is as easy as learning their native charmset, but learning Yozi charms is more difficult. They cost the same as unfavored charms. Overriding such a powerful exalt is more difficult, though, and especially as a connection is needed to allow the Greater Akuma yozi charms. The Third Circle that preformed the Investiture must keep the cost committed, and each Third Circle Soul may only have one Greater Akuma.


Sorcery Charms:
The Last Measure
Cost:- Mins:Occult 5, Essence 3 Type:Permanent
Keywords:None
Duration:Instant
Prerequisite charms Terrestrial Circle Sorcery or Shadowlands Circle Necromancy


To use this spell, the caster simply wills the power within themselves to flow freely, as a reflexive, innate ability. Upon doing so, a temporary essence pool forms, filled with 10 motes for each unfilled health level, 5 motes for each level filled with bashing, 2 motes for each level filled with lethal, and 1 mote for each level filled with aggravated. Immediately, the character begins to take shape sorcery or shape necromancy actions, but the actions have -1 speed and +1 DV. The spell must be able to be casted in combat time. After casting the spell, the essence pool vanishes, and the caster also gains Aggravated levels equal to [Circle cast x3]. These levels are an additional cost to using this charm, and thus cannot be soaked or prevented in any way.


Attribute based exalts instead require Intelligence 5. It is open to all beings capable of sorcery except those that use a Yozi or Primordial initiation charm, unless said charm specifically allows such*.

Rise Above Your Station
Cost:- Mins:Occult 5, Essence 4 Type:Permanent
Keywords:None
Duration:Instant
Prerequisite charms The Last Measure

This charm is used in the same manner as The Last Measure, except where noted below. The Mote Pool is filled with 10 motes for each unfilled health level, 7 motes for each level filled with bashing, 5 motes for each level filled with lethal, and 3 mote for each level filled with aggravated. In addition, they regain Temporary willpower equal to their Permanent essence rating. The spell being cast can be one unknown to the caster, or even one the caster could not normally cast. For instance, a Dragonblooded could cast a Celestial Circle spell, as could a Solar with only the Terrestrial Initiation charm. Also, the caster may ignore special timing restrictions on spells; all spells may be cast, and only take up the requisite number of shape sorcery or necromancy actions.

The price for such power is heavy, though. Upon finishing the spell, the caster dies in a violent conflagration of essence. All non artifacts or items not made of the magical materials in the casters possession are destroyed. In addition, all beings within [Essence x 3] yards suffer a [Essence] aggrevated levels of damage as a Trama 5 environmental effect. This is a magical effect, and effects material and immaterial beings equally. The caster's death cannot be prevented, as it is a cost of using the charm. Upon death, their soul does not go to either Oblivion or the Lethe as normal; instead it seemingly unravels. Where it truly goes is unknown. Some sorcerer's report that they sometimes catch glimpses of users of this charm when casting their favored spells.

Attribute based exalts instead require Intelligence 5.This charm is also incompatible with the Yozi or Primordial initiation charms, unless specifically allowed*, but as an additional restriction can only be learned and used by Exalts.



*As this is homebrew, obviously no canon Yozi's allow it, and no homebrew ones allow it either at the current time. Storytellers are encouraged to add Yozi/Primordials to the list of allowed beings if they include themes similar to the Ebon Dragon. Note that even if their sorcerous initiation allows, Yozi's and Primordials cannot use the second charm, as it is restricted to exalts. However, a Green Sun Prince with the Ebon Dragon's Initiation could.

Solars:The Bright Slap:
Cost: 10m, 1wp; Mins: Presence 5, Essence 4; Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious, Merged(Martial Arts, Performance), Mirror(You are the End of the World), Emotion
Duration: Instant
Prerequisite Charms: You Can Be More (Thunder Breaks the Clouds)
A king broke no whining, and even his gentlest rebuke holds great power. This is not such a rebuke. In a thoroughly humiliating fashion, the Lawgiver shows exactly how the subject is failing to live up to their potential. But this is not to destroy them. No, the King is saddened by this loss, and wishes for the subject to rise up to the occasion. If he exceeds the subjects MDV, then he shatters any negative natural or unnatural mental influences, and instills the target with hope or defiance as an emotion effect. This effect is so powerful, it even protects the character in the future; any attempt to give the character such mental influences, especially ones of despair, are rendered extremely difficult. The target is rendered immune to such natural influences, and if targeted by unnatural mental influence he may force a roll-off between the Solar's essence at the time this charm was used and that of his assailant by spending 1 willpower. If the Solar wins, the effect is negated. If the opponent wins, he is still subject to the effect. If the Solar botches, this benefit ceases altogether. In addition, the target immediately begins training to change their motivation to something that would qualify them as a heroic mortal, if applicable. Finally, they subject gains an intimacy of some form of respect towards their King.

If the character using this charm qualifies with Performance as well, then the charm also extends in a way to everyone within distance. If the target of the charm rises up to the occasion, then everyone receives an intimacy of respect towards the subject. If instead, the character ignores the Kings call, then they are instilled with an intimacy of disappointment and disgust as the subject simply wastes himself. For the above to work the Solar must beat their MDV.

Due to the interaction of their closely related essences, this charm has an additional effect on any Abyssal or Infernal it is used on. The King allows no one to claim a kin's soul. It cannot remove the Resonance or Torment tracks, but it is able to mitigate them somewhat. Once per story, when this charm targets such a character, it can remove (essence)/2, rounded down, resonance or torment from their track. Doing so makes the charm obvious, as the unholy essences are purged from the other with solar fire.

If presence is used, this charm must effect a social attack. If Martial arts was used to qualify for this charm, then it can only be used with physical attacks that hit.


Abyssals:You are the End of the World
Cost: 10m, 1wp; Mins: Presence 5, Essence 4; Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious, Mirror(Bright Slap), Merged(Martial Arts), Emotion
Duration: Instant
Prerequisite Charms: Broken Heart Triumph

Some Abyssals have learned a powerful truth from the dead titans they serve. They are herald of the end, true, but they are not the cause. No, the End of all things is inevitable, because everyone's actions aid it. This charm supplements a social or physical attack, and reveals this horrid truth to the recipient. That, far from preserving and defending the world, his very presence dooms it. This truth shreds any positive mental influences the subject holds, as he realizes his entire life has been a lie. This effect is so powerful, it even protects the character in the future; any attempt to give the character such mental influences, especially ones of hope, are rendered extremely difficult. The target is rendered immune such to natural influences, and if targeted by unnatural mental influence he may force a roll-off between the Abyssal's essence at the time this charm was used and that of his assailant by spending 1 willpower. If the Abyssal wins, the effect is negated. If the opponent wins, he is still subject to the effect. If the Abyssal botches, this benefit ceases altogether.

For Heroic mortals, this charm makes them lose their heroic motivation and all benefits of being a heroic mortal.

If targeting a being with a limit track, this charm adds one limit to the track, or an additional limit if it is resisted as an unnatural mental influence. If the being would then go into Limit break, the Abyssal's words become even more damning. The Deathknight gains +(essence) successes on any social roll against the opponent for the duration of the Limit break, and even afterword all social effects are considered undodgeable. This effect is considered an ongoing unnatural mental influence.


Lunars:

Charms:
Grit Your Teeth

Cost: 10m, 1wp; Mins: Charisma 5, Essence 4; Type: Reflexive (Step 10)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: ????

Some question why the Lunars did not try and help their mates out of the maddness that gripped them in the High First Age. In truth, they did, but there is only so much they could do against the Death Curse of the Neverborn. Using this charm on a successful physical or social attack allows the Lunar to strip mental influences, either natural or not, from the character(s) affected. If used on a character the user has a positive intimacy towards, the character also reduces his limit or similar track by (essence)/2, rounded down, though any character can only benefit from this effect once per year.

If used on a character undergoing limit break, this charm has a different effect altogether. This charm causes the character to immediately snap out of limit break, but at a cost. They avoid the effects for 1 scene, and during this time they can spend 1 willpower to avoid Unnatural Mental Influences instead of gaining limit to do so. After the scene is up, or the next time they gain limit, they revert back into Limit break(though do not gain the limit), but the duration of the limit break is doubled. If this charm is used again, the duration it lasts is doubled again, and so on till the new Limit break's duration elapses.

Knacks:
Swarm of One Essence 3, Wits 3
Luna is not called the Many-Faced idly, and her stewards can exceed even her limitations. This knack allows the Steward to expend an additional 3 motes an one temporary Willpower when taking an animal form as large as a medium sized dog, though if taking a spirit shape the Lunar ignores the extra cost. In either case, the Lunar splits into a maximum of (essencex2) copies of the animal, with the Lunar's mind spread through all of them. These copies are somewhat autonomous, and actions that any given copy takes don't apply to the others regarding Flurries or DV penalties. All copies share the same essence pool, and any copy activating a charm counts as all the copies activation. But charms with a duration of one action or instant must be activated separately for each individual copy for any benefit to be gained, while those with a duration of indefinite, scene, or more than one action can be activated for the entire swarm by spending 1 temporary Willpower surcharge. When taking this form, every copy has virtual health levels equal to (Lunar's number of -0 to -4 levels/number of copies, rounded down). Damage is dealt to the Lunar's normal health track, but every time the number of health levels lost becomes greater than the number of virtual health levels of any one copy, one copy falls. If the damage is lethal or aggravated, the copy disappears. If it is bashing, it falls to the ground, inactive. More damage done to that converts it's virtual health levels, and the corresponding ones on the Lunar's health track, to Lethal damage. If bashing damage is healed, the copy returns to consciousness, and rejoins the battle on that tick. When ending the knack, if any remaining copies are more than (essence) yards, those copies disappear, dealing 1 unsoakable level of damage per copy. The Lunar can use knacks with this charm, but all copies must change shape, and the shape taken must be a valid form for this knack. Otherwise, all copies but one disappear, with that copy changing normally, and taking damage as applicable.

Herd of One
Essence 4, Wits 5, Swarm of One.
This knack works as it's prerequisite, but can be used on any valid beast the Lunar knows; size is not an issue. The Lunar is still limited to animals, or any human form that he knows.

Artifacts:
Rapid Voice Weaving Air Current Messenger Network Generating Manse
(Manse 3, air favored)
This is the central manse for the Rapid Voice Weaving Air Current Messenger network. All manses that tie into the network project an area of (Manse Rating x 5) miles where in the Rapid Voice Weaving Air Current Messenger has reception. Communication can be established from the manse to any single Rapid Voice Weaving Air Current Messenger within the radius freely. Communications may also be set up between any two Rapid Voice Weaving Air Current Messengers within the radius with an infusion of Essence. Controlling this manse also provides a secondary function which is not generally known. All messages are carried by and through the geomancies that power this manse, and so can be monitored, listened to, and observed from the manse.


Rapid Voice Weaving Air Current Messenger
Artifact 1
This artifact attunes for 0 motes. One can communicate with any other Rapid Voice Weaving Air Current Messenger within [essence] Miles, for a cost of 1 mote per mile. This communication is two way, and lasts for 2 minutes, at which point one must spend additional motes, or end the call. If one is within in range of a manse networked to the Central Hub, then instead you may communicate with any other Rapid Voice Weaving Air Current Messenger that is within the network, at 3 motes per minute of communication.

If one inserts a Hearthstone in the Rapid Voice Weaving Air Current Messenger, one doesn't need to pay the cost. The Stone's effective rating for mote regeneration lessens by 2, minimum 0, however.


Artifact ●●●

Many souls are used to forge even the smallest of soulsteel babbles. But most of them are hammered to the point where no individuality remains. By not doing this, however, one can get impressive and interesting results. Take this pair of daggers: unremarkable at first. Till one realizes you never quite manage to see one without the other. A formerly prosperous guild merchant's hun and Po soul were carefully split apart while being mixed with the base ore, with parts going into each knife. The connection lingers even after the forging, and the blades do seem to gravitate towards one another if left alone.

When thrown an attuned wielder may pay 3 motes. If he does so, on the next tick, the knife will rejoin its partner, as long as it's within normal range. If the attuned wielder holds the partner, he may catch it as a reflexive action. If the other part of the pair is in another character, then the knife makes a thrown attack at the wielders normal dice pool which cannot be modified by charms. The magic ebbs after the one attack, and the knife falls to the ground.

Speed 5 Accuracy +2 Damage +3L Defense +2 Rate 3+1 Range 20 Minimums Str ● Attune 3+3



Cutters of Unyielding Light- ●●● (●●●● dots for the pair)

Created in the Time of Glory by Autochothon's hand himself, this pair of Orichalcum sky-cutter were used to great distinction during the Primordial war. Each one has one hearthstone setting; unusual for a thrown weapon, but then like most wonders forged by the titan, these are so much more.

Like normal Sky-cutters, these will return if thrown with enough skill, but they only need a Difficulty 1 roll, not 2. Unlike most thrown weapons, these are crafted in such a way to allow their user to parry with them, with +0 defense, unless the user can attune to orichalcum, in which case they provide a +1 defense. If a paired set is used together, this bonus raises by one.

In addition, if both weapons are in the wielders hand, then it's title becomes apparent. In this case the user may spend a dice-less, reflexive action to create a shield of Golden light. This shield provides a +2 cover based bonus to DV's, but it's true worth is when the wielder is struck. When this happens, the Exalt can use the shield to perfectly parry the attack, even if the attack is normally unblockable. Doing so is costly, however, as the over-stressed shield shatters, unable to reform for the rest of the scene. If the Exalt spends a conviction channel, however, the renewed faith bolsters the artifact's energies, allowing the shield to reform over the next tick. Similarly, If the hearthstone sockets are filled, the Exalt can forgo the normal bonuses of the hearthstones, and instead allow the shield to reform [average strength of hearthstones]-1 times in the scene. If this is used, the shield takes on colors corresponding to the aspect of the stones used; a lunar stone's shield would have pale silvers, while a fire-aspected stone would seem to flames dancing in it. No matter what, this perfect carries the Solar Conviction flaw of invulnerability.

As a final bonus, these weapons can naturally interact with immaterial beings, though wielding them gives no special bonus to seeing such beings.

Stats:
Speed 5 Accuracy +2 Damage +5L Rate 2 Range 50 Attune 8


Martial Arts:

TMA:
Unity of the Fist[/CENTER]

All armies have myths, stories, and superstitions. These help bind the army together. Lookshy is no exception to this rule, but it takes things a step farther. The myth alone doesn't bind the army together. The myth is that the army is one. A squad may be a collection of individuals at the start, like one's figures. But through training and diligence, they become one, and are stronger for it.

And while Lookshy may never be as well known as the Realm for it's martial artists, it has boasted many over the years. One of them created this style, though no one is actually sure about who the creator is. What is known is that the style has some very intersting twists in it's essence flows. By practicing the style, the martial artist reinforces the myth that spawned it.

This style is Earth Aspected, so Earth aspect Terrestrials do not pay a surcharge when using the style. Charms of this style often include others in their effects. If a charm does so, the martial artist must have a positive intimacy towards them. Intimacies can be towards groups. Additionally, any scene in which the Martial artist activates a charm from this style counts as a scene for building a positive intimacy with others that he acknowledges as part of his squad.
Weapons and Armor
This style's inspiration is from war, and no prospective student may learn it without sharing a similar insight. Students need at least 2 dots in War to learn charms from this style.

It is not the weapon that makes an army dangerous, but the army that yields is. For every three dots in a martial ability(Martial arts, Archery, Thrown, Melee), the practitioner may choose one weapon from that style and treat it as a form weapon (including artifact equivalents).

Armor does not restrict this style.

Repeated Fist Strike
Cost 2 motes Mins:Martial arts 2, Essence 1 Type Supplemental
Keyword:Combo Ok
Duration: Instant
Perquisite Charms:None

A constant barrage of blows can get past even the toughest defenses. This charm enhances a regular unarmed attack. If the attack misses, it imposes a -1 external penalty to the defender's DV for (essence) ticks, as long as the reason it misses is not due to a charm carrying a Flaw of Invulnerability. This charm may only effect a given target once, further applications simply change the duration to (Essence) ticks.


The Fist Guards Its Own
Cost 3 motes Mins:Martial arts 3, Essence 1 Type Supplemental
Keyword:Combo Ok
Duration: Instant
Perquisite Charms:None

By joining together, the figures can whether blows that would break any one of them alone. This charms enhances a Defend Other action, reducing the DV penalty by one. Additionally, each character guarding the same ward raises the leader’s Parry DV by two instead of the usual one. Like other charms in the style, the user must have a positive intimacy towards the ward.

Interposition of the Knuckle
Cost 4 motes Mins:Martial arts 3, Essence 2 Type Reflexive(Step 2)
Keyword:Combo Ok
Duration: 1 Tick
Perquisite Charms:None

Activating this charm, you may make a Defend other action immediately, targeting a positive intimacy. This defend other action lasts 1 tick, and adds one more tick to the time until your DV refreshes.

Unity of the Fist Form
Cost 4 motes Mins:Martial arts 3, Essence 2 Type Simple
Keyword:Form Type, Combo Basic, Obvious
Duration: One Scene
Perquisite Charms: Repeated Fist Strike, Name Pending

One figure alone cannot accomplish much. But together, the fist has strength. While this charm is active, Defend other actions gain a +1 bonus to DV after all other modifiers, and the penalty induced by coordinated attacks increases by 1.

In addition, when activating this charm, the Martial Artist further strengthens his commitment to his unit, as well as expanding its size. All intimacies to members of his unit that already existed cannot be eroded for the duration of the charm. In addition, the Martial Artist gains (Essence x2) additional positive intimacies that last the duration of the charm. These intimacies must be assigned each time the charm is activated, and must be assigned to individuals.

The Fist Strikes As One
Cost: (2 motes per participant), +1 wp Mins:Martial Arts 4, Essence 3 Type Supplemental
Keyword:Combo-Ok
Duration:Instant
Perquisite Charms:Forming the Fist Kata

This charm supplements and action to set up a coordinated attack. Instead of making a roll, you must pay 2 motes per participant in the coordinated attack, up to (War) participants. The initiator of the charm must be included in the attack. When the coordinated attack finally lands(5 ticks after initiating the charm), it levies a penalty equal to the number of participants. While the character must be wielding a form weapon, other participants do not.

Sacrificing the Little FingerCurrent Version:
Cost: 5 motes, 1wpMins:Martial Arts 5, Essence 3 Type Reflexive(step 9)
Keyword:Combo-Ok, Counterattack
Duration:Instant
Perquisite Charms:Forming the Fist Kata

Sometimes, despite one's best efforts, something must give. Better to therefore give up as little as possible, but hit them with the other fist as you do so. To use this attack, your DV must be overcome, either with an attack directed at you or someone who you're defending with a defend other action, as long as you have a positive intimacy targeting them. In the latter condition, you are explicitly allowed to throw yourself in front of the attack, absorbing the damage. You may then launch an impromptu coordinated attack against the opponent. Everyone used in this counter attack must be a target of a positive intimacy. The maximum number of people included in this attack is the number of threshold successes the enemy rolled +1, and the penalty is equal to 1/2 the number of health levels in damage he rolled, rounded down. Other participants in this attack treat it as a normal attack for the purposes of the tick system.

Old version:


Cost: 5 motes, 1wpMins:Martial Arts 5, Essence 3 Type Reflexive(step 9)
Keyword:Combo-Ok, Counterattack
Duration:Instant
Perquisite Charms:Forming the Fist Kata

Sometimes, despite one's best efforts, something must give. Better to therefore give up as little as possible, in the hopes of striking unawares. To activate this charm, you or someone you are using a defend other action on and is a subject of one of your positive intimacies must be attacked, and the attack must exceed your DV. If you're defending someone else, you may throw yourself in front of the attack, taking the blow. You may then make a counterattack, and against this attack the enemy receives a -1 penalty to their DV's. If you would suffer damage from the attack, your counter attack is instead unexpected, as you trap their weapon in your body.



Fiction or plot ideas. Collected here for my own easy reference:


Get her more invested in the Assassin's guild. Seeing the people there as actual people, not just tools to please a Yozi. And have them start to get good. Really good.

Then things go wrong. Maybe it's someone surviving something that should have killed them no matter what. Like, some Infernal Poison. Or an old, bedridden man suddenly being able to beat of several muggers. Leave hints that some other force or agency is behind this, stopping the attacks. Some supernatural, so now Yuki has to get involved. If she takes the field herself, then whatever she does works. But give her the feeling that she's being watched(random perception checks work wonders here, especially if you have stuff like 'you're pretty sure you caught sight of someone ducking behind a pillar'). While this goes on, try and get her attached to one of the assassins. Not romantically(unless she goes for it), but a good friend relationship can work. Whoever it is, they should be one of the more effective assassins.

Now, after some time, the trouble ceases. So, Yuki's about to leave. Then, trouble. A hit goes bad, very bad. Something interrupted them; a demon, by most accounts. Whatever it was, it was big, and not human. Stress that last part. And it took the friend. It did leave a trail, though. Now, at all previous interruptions, make it clear that there was some force. Maybe, the organization responsible always left a token. So, the token was left here too.

So, Yuki goes after it. Partially for the friend, partially for the chance to finally figure out what's going on. Following the trail, it leads out of the city, and into the wilderness. Finally, she finds the friend bound up in a deserted camp, inhuman tracks leading away.

Now, there are a couple ways for this to play out, depending on your mood, and that of the player.

A)
About to untie the prisoner, something warns her, and she sees the monster. And it's no demon. Still, there's something recognizable about it. Either a conversation occurs, or if Yuki instigates it, a fight, though with conversation woven through it.

Eventually, Yuki should realize/be told, that this is her Lunar Mate. It's been the one disrupting the plans(gender for you to decide). It somehow found out about the fact that its mate was an inferal, and slowly tracked it down.

The reason it has been disrupting things? It easily realized that the assassination cult has some higher power, and a demonic one at that. So, either it was a demon(and a decently powerful one), in which case drawing it out could give some information, or it was an infernal, which had the added possibility of being its mate, or knowing where the mate was. The longer it dealt with things, the more it realized the mate was here.


B)Untieing the prisoner, Yuki realized that something's wrong. Soon, she realizes they're trapped. For this one, make sure that you stress how misty the evening is. See, going into the mist sprung the trap, separating them from the normal world(which, by the way, I'm almost certain there's actually a charm like this, but I can't find it. Likely homebrew, but damn, it was a cool charm). No matter which way they leave, they can't quite seem to truly escape, always going in circles. Now, a Wits+Awareness roll could get them out, but the constant harrying by shapes in the mist prevents this. If Yuki confronts her pursuers, it turns out to be a assortment of Fair Folk and elementals, and they soon fall to her. Now, a further divergence. One ends up much the same as the first, with one of the many enemies getting the best of the friend, and threatening to kill her unless Yuki frees them. Then the 'friend' hulks out, and kills the thing, revealing itself as the Lunar. Basically, go to A.

The more involved one has the Lunar coming and taking the friend hostage. Make it clear that the Lunar can most likely kill the friend before Yuki can get over, so it's best to talk.

B1)Yuki TalksThe conversation should reveal much of the plan, though it should go back and forth. The friend should speak up where apt, as well. Eventually, the Lunar reveals the truth. The friend and the Lunar are one and the same, simply split apart using that one knack. This whole event was something of a test of character. The Lunar was unsure of what to make of the Infernal, and spent some time trying to figure it out.

Perhaps it is still unsure, or perhaps it has decided. If it wanted to attack though, it should go to part B2 before now. In the event that it isn't hostile, have it offer some connections, thoughts, and most importantly, a different view of things. What might be very nice is if it's view is one that doesn't follow either of the main factions(the infernal party and the Bull of the North's party). Play as you wish from there.

B2)Yuki attacksThrowing the friend to the side, the Lunar defends itself. The friend comes to help as well, and they slowly beat the Lunar back. Then, the friend attacks. See, she was the lunar all along, just using one of their tricks to split up. Whatever the case, wait till the fights gone on long enough, and both should be somewhat depleted at this point. Either way, the Lunar then breaks it's charm, and merges, escaping as it does so. If Yuki's wounded at this point, so much the better, as she's less likely to pursue.

Now, depending on how you set things up, either you have a reoccuring antagonist or friend.

The Warning
Not entirely sure about this, but by now I feel like I should post it and get it over with. I'll post a bit of a follow up later.

On a night much like any other, in the twilight of his years, Chejop Kejak couldn't sleep. This wasn't unheard of. Discounting the times he'd gone without sleep for weeks at a time, there were still numerous evenings where sleep simply never came. But, with few exceptions, they were limited to his early years. The first couple centuries of an Exalts life almost always being much more hectic than the latter ones. Now, however, he was almost 5 thousand years old, and in that time he'd learned that there was a pattern to these 'exceptions'. Like an old wound that would throb at the approach of a Storm Mother, he found himself unable to sleep with certain, well, Great events. The Beginning of the Contagion, near as he could tell, the disappearance of the Empress, the first whispering of what would lead to the Great Prophecy. Most recently, the return of the Solar Exalted. For that one, he even had as close a ringside seat as anyone else; taking a walk through the Loom, having long since discerned the pattern, such as it was. For an instant, standing in the sudden shower of golden light, even he felt the string of doubt. Maybe, just maybe, their return could set things right.

Making his way to the Bureau, it didn't take long to notice something wrong. There are few enough Sidereals as it is, and so many tasks that needed attention yesterday, if possible. Yet, entering the Bureau, it looked as if every Sidereal was here. At the very least, the great majority. And now something even odder. The normal Celestial Lion detail was standing by, but there was something else. Every the Head of every division, with their lead Vizier, was present. At least, with his arrival, that was true. The fact that Nara-O looked surprised as he approached was simply one of life's little pleasures. The mysterious god quickly seemed to recover, and spoke in his accustomed whisper.

"Kejak, I just sent a messenger for you, but I'm guessing that he missed you. The Maidens have requested your presence."
A gesture to the assembled Elders, "All of you. They're inside."

A quick glance, only lingering a moment on Ayesha Ura, and Kejak advances at a brisk pace. Never one to waste time, either his or others, the pace set was just a tad fast. But the Maidens themselves requesting their presences? It was rare enough for one Maiden to tear herself from the Games, much less all of them.

Entering the Loom, Kejak was, as always, struck for a second in awe. Ten million, million streams of silver, each one an artifact among artifacts, and each one weaving together to form something so much more. In their interplay, the fall of Kings and the simple joys of a child playing in the spring air had equal rank. Being this close to the center of things something sang to his soul. Reminding him that, even in the darkest moments of Creation, that it was worth it.

And among the silver streams stood the maidens plus Luna in the aspect of the navigator. There was silence, for a moment.

They Came. We should hurry.

Yes, we know. But what of...



He won't come.

So they turned, the Six Incarna, facing the eldest exalts in Heaven. And then the stepped aside, showing what was behind them. And there was a gasp. Not from Kejak, though even he only barely held it in. On the floor of the Loom, lay the Sun. But, obviously, no longer could he carry the title Unconquered. Dark Ichor flowed through unhealing wounds, and of his 4 great limbs, only 2 remained whole. The limb carrying the godspear was shattered, and that great weapon along with it. But, more troubling, was the limb that held his aegis. Or, rather, the lack of it, along with a sizable portion of his chest. Also lacking was his normal laurel's, instead clutching a chiped, protean blade. The same one, that whole, currently hung from Luna's hip. The fact that this figure's glow was barely even noticeable almost slipped past, with so many other shocks self-evident.

"Wha-!"

This is not the Sun. Not really.

Or, it is. Simply one from what May Be, or Must Be.

Listen now. We aren't sure how he was sent here, but he came in this condition.

And he is fading. His end comes, and there is nothing any of us can do about it. But-

I have a message.
The figure on the ground spoke, opening his eye as he did so. His normal, strong, vibrant voice a raspy shell of its normal self. But, for all that, it still held that quality of command.

They are coming. From the deep, they come to smother all in an eternal darkness. We fought too late, and too slow. Our fire burned brighter than ever in My memory, but in the end that darkness smothered it as though it were only a lone spark in the night.

We failed. Failed, in the one task that was ever our own choice. And now I can only whisper fragments of what might be. We've sent back all we can, the fiercest sparks that remain. All that remains is to rage, rage against the dying of the light.
With that final exclamation, the wounded god collapses backwards, and fades away, leaving the tattered remains of his panoply as he does so.

Kneeling, Saturn traces an outline of her sign, and gathers the remains.
Thus passes Ignis Divine, the Sun Unconquered, Most High, and Once-Guiding Star.


List of Houserules:
No, You Can't Stack those: Dice/successes from Hearthstones count as dice/successes from charms. Dice/Successes from the Fine/Exceptional/perfect bonuses or the Magical Material bonuses also count for this.
Memories of Future Past: by committing 1 wp, you are considered to have a tutor for any one training time (wp is committed until training time is over). By spending wp equal to the minimum essence necessary to learn a charm, you can instantly learn a charm that you are otherwise qualified for. The WP is committed for a scene, and this can only be used rarely, at ST's discretion.
The Combo Rules Really Suck: The second charm activated in an action has a 1wp surcharge. You can also create combo's, which have an added benifit. Using them still costs one wp, but they either have some sort of discount for the charms in question, or have some additional power. In general, the more 'powerful' the combo, the bigger the discount/additional power.
Martial Arts Masters Should Be Scary, Dammit: If you learn an entire style, you may use charms within that style without paying the 1wp surcharge if you have the form-charm up. Excellencies do not count as part of a style.
Ego-Stroking-Prana: Use of my homebrew is open, if you want it. Other homebrew is on a case by case basis. If you want something that doesn't seem to exist, ask, and we'll try to work something out.
Full Plate isn't Artifact 5: Artifact armor from the core book has the following changes: if it costs 2-3 dots, it gains one hearthstone socket. Articulated and Superheavy Plate are reduced to 2 and 3 dots, respectively. Each gains 2 hearthstone settings, but Mobility Penalties increase to -3, and Fatigue becomes 3.
Boo, Lethality: Characters have -0 levels equal to their current natural stamina as a base. They also gain free purchases of Ox Body Meditation equal to their essence. These do not count for the purposes of prerequisites, nor for the number of times you can take the charm.
Speed-bumps shouldn't exist: Sorcery/necromancy initiation charms grant the proper Countermagic charm.
Solars and get 5 free Excellencies chosen from their Caste and Favored Abilities, Lunars get 2 free Excellencies chosen from their Caste and Favored Attributes, while Sidereals get 4 free Excellencies chosen from their Auspicious and Favored abilities. Other exalt types will have similar bonuses.
Conviction shouldn't be a god-stat: You roll your highest virtue to regain Willpower, not necessarily Conviction.

Xefas
2011-08-17, 08:19 PM
It is open to all beings capable of sorcery except those that use a Yozi or Primordial initiation charm.

http://i925.photobucket.com/albums/ad91/bluejanus/pinkiehaters.jpg

Re: Principle of Universal Excellence, I suggest, next session with your group, try just letting everyone use their First Excellency on any ability/attribute (depending on Exalt type) roll, at the normal cost, up to a max of 10 added dice (even exceeding your natural die pool), and just see if it breaks anything (more than usual).

I'm sure there are plenty of Exalted academics that would be eager to tell you that doing so is ludicrous and destroys something or other, but having actually run a session like that, I think you'll find it changes very little, and the effect it does have is probably more in line with what you're going for.

Tavar
2011-08-20, 01:57 AM
For Rise Above Your Station, my view is that the Primordials don't need to rise higher(plus death is abhorrent to them). Thus, their initiations aren't compatible. Though, I guess I should change it to say "unless the initiation charm says otherwise", to allow for homebrew primordials/yozi or Devil-Tigers.

As for the Principle of Universal Excellence, I think it's a nice way to show how much better Essence users are, without destroying the current Excellency structure.

Xefas
2011-08-20, 02:43 PM
I was joking about the sorcery charms. I understood why they weren't accessible to Yozi charm-sets, I just felt compelled, me being who I am. :smalltongue:

Tavar
2011-08-21, 07:29 PM
I thought so, though looking back(with more knowledge about Infernals) has changed my mind. I'm specifically imagining the Ebon Dragon allow this charm, and has a high prerequisite charm that allows you to use others in this way. Tied to his theme of betrayal, or something.

Tavar
2011-08-30, 11:19 PM
Added a Lunar, Solar, and Abyssal charm.