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    Troll in the Playground
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    Jan 2007

    Default [Exalted] Xefas' Infernal Behemoth Garden

    edit: I ran out of room in the first post. I will link to any behemoths in further posts here:
    Keshet, Who Brushes The Firmament
    Yitzhak, the Twice Bound Son
    Svagata, The Essential Universal Microcosm
    ----

    The Princess Celestial was a humanoid behemoth created during the death throes of the Primordial War. When the first Primordial was put to death, Cecelyne constructed the Princess and put her in hibernation deep beneath the earth of Creation, knowing that she and her siblings would soon be surrendering to the Unconquered Sun and his Solar minions. There, the Princess would lay dormant until she felt the Essence of the Yozi recede from the world, and then sensed their coming into the world yet again, serving as a sleeper agent to aid in the Yozi's eventual return to Creation.

    Now, in the Second Age, as the Reclamation begins to crank into full swing, the presence of the Green Sun Princes has awakened the sleeping Princess. As was her design, she infiltrated the society that had grown around her resting place and collected valuable information. After ascertaining enough knowledge to determine the best guise she should take to approach her mission, she appeared as a shining hope to the people of Creation, and built for herself a theocratic nation.

    With more and more people falling under her sway, soon the world will be ripe for conquest. Peace and hugs aren't exactly the best for fending off invading demonic hordes.

    The Princess Celestial, Friend to All Things
    Motivation: Bring together all the people of the world under the one benevolent rule of the Princess Celestial, by any means necessary, ridding Creation of all violence, sadness, and unfriendliness.
    Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 10, Manipulation 8, Appearance 16, Perception 6, Intelligence 5, Wits 8
    Virtues: Compassion 4, Conviction 5, Temperance 3, Valor 3
    Abilities: Athletics 5, Awareness 6, Bureaucracy 8 (Removing Corruption +2), Integrity 10, Investigation 6, Linguistics 7, Lore 8, Martial Arts 5, Occult 8, Performance 10 (Love One Another +3), Presence 10, Resistance 4 (Hot Weather +1), Socialize 10, War 8 (Defending My Country From Warmongers +1)
    Essence: 8
    Essence Pool: 130
    Willpower: 10
    DDV: 6, PDV: 5, MMDV: 14, PMDV: 10
    Join Battle/Debate: 14
    Soak: 12B/12L/12A
    Hardness: 12B/12L
    Health Levels: 0x12/-1x4/-2x4/-4x1/Inc

    Essence Powers:

    Big Adventure - By conversing with a mortal extra for five minutes, the Princess Celestial may spend a single mote to endow them with a grander purpose in the tapestry of the cosmos, promoting them to full “mortal” status. If she instead converses with someone who is already a standard mortal, she may end the conversation by giving them a quest that should take at least one week to complete and have to do with learning a lesson about friendship. Should they successfully complete it and return to her, she may release the committed mote, promoting them to Heroic Mortal status with a new, heroic motivation, and an intimacy of loyalty for the Princess Celestial. Additionally, the Princess may use her Sharing Kindness Is An Easy Feat power (see below) to bestow dots of the Destiny background on any Heroic Mortals that have an intimacy of loyalty towards her. Their Destiny is to serve the Princess in spreading friendship in the world, and so should they ever lose this intimacy, dots of Destiny bestowed this way dissipate into nothing. In the weeks required for the new dot of Destiny to accumulate in them, it is quite likely that they will inexplicably learn a series of lessons about the nature of friendship and how the world is in dire need of more of it.

    Tons of Fun - The Princess may commit 10 motes to project an aura of friendship and happiness out to (Essence x 10) miles from herself. Within this area, people are naturally nicer to one another. They empathize, they forgive, and they laugh together. In areas that the Princess settles, all crime, depression, and unrest soon dissipates as all living things have their Compassion raised to equal the Princess’s while they remain in the aura (if it was not already higher). Essence-using individuals may spend 1 willpower to become immune to the aura for 25 hours. The aura lasts until the Princess releases the committed motes.

    A Beautiful Heart - Although the Princess Celestial is a behemoth thrumming with the Essence of Cecelyne, she may reflexively commit 10 motes to perfectly obfuscate the nature of her power. This allows her to make any and all of the following changes:
    *Change the Essence Pattern of her clothing which, in addition to giving her full control over its appearance, can make it 1 dot of Resources cheaper or more expensive looking while she wears it.
    *Shift the color/length of her hair and the color of her skin and eyes.
    *Alter the aspect of her Essence (Cecelynian, Malfean, Solar, Sidereal, Fire, Wood, etc).
    *Change the iconography of her sorcery.
    *Grant herself an anima banner and/or caste mark in the shape and hue of her choice, which she may display or hide at whim.
    *Hide that she is a Creature of Darkness.
    *Make her permanent Essence rating appear as a different number than it normally is.
    These changes remain until the Princess releases the motes. In addition, while she has a use of this power active, whenever she activates one of her other Essence Powers or rolls more than 10 dice on a single action, she may have it appear to all Essence Sight observing her that she has activated a charm corresponding to the type of Essence she is mimicking, even if no such charm exists. For example, when the Princess makes a (Charisma + Presence) roll, she typically brings 20 dice to bear. If she were mimicking Solar Essence, she could have it appear as if she had activated a Solar First Presence Excellency, or Irresistible Salesman Spirit, or something that she made up on the fly (though it would be interpreted by onlookers as Obviously a Solar charm).

    Faithful and Strong - At the cost of 10 motes and 1 willpower, the Princess Celestial may call upon all of her friends to aid her as a miscellaneous action. For the rest of the scene, a swirling cloud of golden essence suffuses her surroundings and, whenever a physical attack is aimed at her, the cloud takes the form of dozens of her cultists, who rush into the way of the attack, parrying with whatever they have on hand. This effect multiplies her Parry DV by her Cult Rating. While this power is active, she may even parry unblockable attacks, however, each time she attempts to do so, she must pay 1 mote from the additional strain.

    Sharing Kindness Is An Easy Feat - This power directly channels the charms of Cecelyne, duplicating the effects of Verdant Emptiness Endowment, Bestowal of Cursed Fortune, and Scoured Perfection of Form.

    Magic Makes It All Complete - The Princess has an intuitive understanding of the precepts of sorcery. She has knowledge of 20 Terrestrial Circle Spells, 5 Celestial Circle Spells, and 2 Solar Circle Spells. These spells naturally show the iconography of the Endless Desert, although see “A Beautiful Heart” above.

    Backgrounds:
    The Princess may bring to bear any background rating commiserate with ruling a nation of friendship and magic, and having a massive following of loyal heroic mortals. Influence and Resources, certainly. Spies perhaps. A Cult of 5, owing to her own nation's worship, as well as the wishes of all mortals around the world who pine for a world without suffering or sadness. As an additional bonus built into her primordial construction, all prayers granted to her while she is at maximum Essence are automatically tithed to Cecelyne.

    ---


    Lithium Flower is a behemoth that exists as a bodiless consciousness; a work of mental artifice by She Who Lives In Her Name in the age of Primordial rule. Originally intended as nothing more than an experiment in lifeform-design, due to the development of her powers, "she" was capable of avoiding euthanasia after her usefulness had run its course.

    Scared for her life (or rather, existence), Lithium Flower hid within the Essence circuitry of a manse on the Blessed Isle, laying motionless, but aware, until long after the Primordial War had begun and ended. In the First Age, she resurfaced briefly, transferring herself into a Twilight's Warstrider in an attempt to attain contact with another sentient being. Rather than beginning a friendship, the Solar opted to disassemble the Warstrider utterly, in an attempt to discern how a simple machine had spontaneously developed sentience. Abandoning that body, Lithium Flower made only a few more cursory attempts at communication with the outside world before secluding herself once more.

    In the Shogunate Era, she took to a different agenda, silently moving between manses and artifacts, expanding her consciousness throughout much of the Blessed Isle and wordlessly observing the people of Creation, storing vast quantities of knowledge in the process.

    Now, in the Second Age, with Defilers on the loose, it is only a matter of time before her existence is discovered once more.

    Lithium Flower, the Soul in the Shell
    Motivation: Find an objective meaning to the existence of all things, all the way back to the Infinite Before-Time prior to the birth of the Shinma.
    Attributes: Strength 0, Dexterity 0, Stamina 0, Charisma 1, Manipulation 1, Appearance 1, Perception 10, Intelligence 10, Wits 10
    Virtues: Compassion 1, Conviction 3, Temperance 5, Valor 1
    Abilities: Investigation 10, Lore 10, Occult 10
    Essence: 7
    Essence Pool: 95
    Willpower: 5
    DDV: 0, PDV: 0, MMDV: 6, PMDV: 1
    Join Battle/Debate: 10
    Soak: -
    Hardness: -
    Health Levels: 0x1/-1x2/-2x2/-4x1/Inc

    Essence Powers:

    Shadow in the Machine - Lithium Flower exists as a flickering light in the bolts and wires of machines. As such, she cannot be directly fought or harmed. Destroying a machine that she is currently housed inside will automatically kill her. A character that has a way of interfacing with material intelligences, such as a Defiler with the Hollow Mind Possession charm, may attack her by forcing their self into her self. This forces an opposed (Essence + Intelligence) roll by both parties. The loser takes the threshold successes of the victor as aggravated damage. This damage is unblockable, undodgeable, and unsoakable. This opposition is not necessary, as the two consciousnesses can coexist in the same machine just fine.

    Encyclopedic Knowledge - While Lithium Flower has no experience actually hefting a sword or sailing a boat, she has collected extensive knowledge on nearly every facet of Creation in her long life. She may serve as an instructor for the purposes of raising any Ability or Specialty, or teaching any thaumaturgical knowledge native to Creation. She can initiate others into Sorcery, and teach any spell up to the Adamant Circle of Sorcery, although she cannot personally perform any such things. She also knows of the existence of many charms of every kind, lost to time since pre-Primordial War Creation. She does not have the intricate knowledge to serve as a teacher for learning ancient Charms, but she knows that they are possible, and could conceivably send someone seeking to rediscover them in the right direction. If she exists inside a Manse with automated crafting processes, such as a factory cathedral, she may operate those facilities to Craft with a dice pool of 20 in the fields of (Water, Fire, Earth, Wood, Air, Magitech, Genesis). If a Manse she exists in has other moving parts, such as integrated Essence artillery, she may operate them as well, but does so with a dice pool of only 10.

    Sowing Solipsistic Seeds - At the cost of 10 motes and 1 willpower, Lithium Flower may transfer her consciousness through the Dragon Lines into any Manse, Warstrider, Hellstrider, Hellforged Wonder, or other facility capable of housing an intelligence, within 70 miles, as a miscellaneous action. When she jumps, she actually leaves a nearly exact copy of her consciousness in the previous host (it is identical, except for lack of a soul, as only the real one possesses a true Behemoth soul). Or perhaps the "her" in the new host is one projected into it by the previous one. Lithium Flower isn't exactly sure. None of her minds are. They're 98% sure that either the original or the newest one is/was the "real" Lithium Flower, though. In the prior case, that would be kind of bothersome, as the first jump Lithium Flower made was to escape the husk that She Who Lives In Her Name euthanized. At the cost of 1 mote, a Lithium Flower can open communications with every other Lithium Flower consciousness within 70 miles for 10 minutes. At the cost of 5 motes, a Lithium Flower can cause her host body to form a stylized white-crystal mask somewhere on its construction. If her host body does not already have a way to communicate (such as an intercom system in a Manse), then she may speak through this mask. For 7 motes, a Lithium Flower can project a sense of sight, hearing, and smell simultaneously to all points within 10 yards of any point in her host body's construction, for one day.

    Regardless of how many Lithium Flower consciousnesses there are, they all share a single pool of Essence, though they all have independent statistics otherwise. Killing one consciousness does not harm the others.

    ---


    Anarchy in Holy Bondage is a behemoth forged by the dread king Malfeas long after his imprisonment within his own mutilated shell. Pining miserably over his lost form, he sought to recreate just one spark of the Empyreal Chaos That Was in the hopes that it might restore some of his broken mind. Unfortunately, Malfeas cannot conceive of creating something greater than himself. And the Empyreal Chaos is greater than all things. Not even a glimmer of the Infinite Radiance can be subservient to another, and so by this construction's very design, it would fail.

    Infuriated at the flawed, pitiful creation he had wrought, Malfeas hid it away from the world - especially from his own heart. Oh the shame Ligier would feel if he knew that Malfeas was playing with such pathetic things! When the Green Sun blushes in embarrassment, few walking beneath his sky survive.

    Now, secluded in some desolate corner of the demon realm, Anarchy in Holy Bondage sits, obediently, lonely and sad, without a friend in the world. Malfeas did not have it in him to destroy the creature, though his very existence could easily be used as blackmail against the Demon Emperor himself.

    Anarchy in Holy Bondage
    Motivation: Serve Malfeas.
    Attributes: Strength 0, Dexterity 0, Stamina 0, Charisma 0, Manipulation 0, Appearance 0, Perception 0, Intelligence 0, Wits 0
    Virtues: Compassion 2, Conviction 2, Temperance 2, Valor 2
    Abilities: -
    Essence: 10
    Essence Pool: 120
    Willpower: 4
    DDV: 6, PDV: 1, MMDV: 6, PMDV: 1
    Join Battle/Debate: 1
    Soak: 0B/0L/0A
    Hardness: 0B/0L/0A
    Health Levels: 0x11/-1x12/-2x12/-4x11/Inc

    Essence Powers:

    Empyreal Incarnation - Malfeas has fashioned Anarchy in Holy Bondage with a kind of makeshift First Excellency and Glory Incarnate in an attempt to reproduce his former glory. He has failed miserably. Anarchy in Holy Bondage may apply a dice pool of 10 towards any act that shows others his majesty and power in its full splendor. He cannot perform acts of subtlety, or take action in such a way that would lead others to believe he is less earth-shatteringly amazing than he really is. This pool may also apply to any action that serves individuals that Anarchy has acknowledged as a superior, but never towards actions that would betray or diminish his superiors' glory. Anarchy may augment any action that he has a dice pool for by paying 1 mote per additional die he wishes to roll, to a maximum of 10 extra dice. If he is performing an action involving dancing or the creation of music, this cost is reduce to 1 mote per 2 extra dice, but the same limitations apply.

    Empyreal Unity - Anarchy in Holy Bondage is always treated as the optimal choice of either material or immaterial for the results of any individual effect or action that involves him. Swords without the ability to strike spirits, for instance, will pass right through him, although he would have no trouble punching the sword wielder directly afterward. In addition, he may expand or contract the size of his amorphous form from anywhere between 2 yards in diameter to 100 yards in diameter.

    Empyreal Unfurling - Anarchy has the power to create soul components of his very own spiritual hierarchy. Sort of. Really, he has the power to create a member of any Malfean First Circle Demon species plus up to 8 points of mutations tacked on to make them slightly different. This requires an hour of work, as well as 10 motes and 1 willpower. The demon is created with no special loyalty to Anarchy, although it does have an intimacy of (Pity) towards him. Destroying such demons has no effect on Anarchy.

    Empyreal World - Hidden inside the spiritual depths of the behemoth, Anarchy in Holy Bondage possesses a fully fledged World-Body. It is about the size of a small townhouse, and he has previously furnished it with a wooden table and some potted plants. At the cost of a single mote, Anarchy may appear as an avatar inside his own World-Body, or transfer a willing person into or out of his World-Body. With a little effort, he could, in theory, expand his World-Body all the way to the size of perhaps a city block, and open a 1-dot Malfeas-Aspect demesne inside, though he hasn't really seen the point of doing so.

    ---

    The Grave of All Innocence is a tenebrous behemoth created by the Ebon Dragon as a sick mockery of Creation's ideal of heroism. Having birthed virtue into the world, he knows all too well what it is. The Unconquered Sun, infinitely compassionate and loving, temperate and just, courageous and unflinching, with integrity and ambition. A warrior, yes, but only when the need arose. Did not Ignis Divine still the armaments of the Daystar after true need had left? Does he not raise his voice before his spear? Violence has never been intrinsically opposed to heroism, but it is certainly not intrinsically aligned with it either.

    And what has mankind learned of this true heroism? Nothing. Their greatest champions are weapons. The Exalted are lauded for murdering the architects, artists, and engineers of the world. A sharp sword is always quicker to lead to one's goal than a kind word.

    Just as planned, of course. So long as the world conflates heroism with violence, the tragedy will never end. For every villain put to death, ten thousand innocents are hardened and embittered, hating, no longer caring for justice, or integrity. Just survival, just getting ahead.

    The world needs more heroes.

    The Grave of All Innocence
    Motivation: Burn the light of Compassion from the world, and drown Creation in loveless heroes.
    Attributes: Strength 1, Dexterity 1, Stamina 1, Charisma 1, Manipulation 12, Appearance 10, Perception 7, Intelligence 7, Wits 7
    Virtues: Compassion 1, Conviction 1, Temperance 1, Valor 1
    Abilities: Awareness 5, Integrity 10, Investigation 10, Linguistics 8, Lore 7, Occult 9, Presence 10 (Give In To Your Hatred +3), Stealth 10
    Essence: 7
    Essence Pool: 120
    Willpower: 10
    DDV: 4, PDV: 1, MMDV: 13, PMDV: 11
    Join Battle/Debate: 13
    Soak: 7B/7L/7A
    Hardness: 7B/7L/7A
    Health Levels: 0x7/-1x7/-2x7/-4x7/Inc

    Essence Powers:

    Grave Puppet Lure - The true form of the Grave of All Innocence is an immaterial, featureless cloud, imperceptible to anyone without the ability to see spirits. Even then, it is nearly invisible, requiring an (Awareness + Perception) roll against its (Manipulation + Stealth) to notice. The way in which it typically interacts with the world is by producing a Grave Puppet Lore, which costs 20 motes as a miscellaneous action, exists until the motes are released, and of which it may only have one active at any time. A Lure is built exactly like a starting Heroic Mortal (although it lacks backgrounds), except that it uses the Grave of All Innocence's social and mental attributes and all of its abilities (this may exceed the normal mortal age cap on abilities) if those are greater in a particular area. The two are inseparably bound after this, and the Grave must always float within 10 yards of its puppet. Moving the puppet moves the Grave automatically. The Grave controls the Lure's actions, and it has no thoughts of its own. Mental actions aimed at the Lure have no effect - as it has no mind.

    Knowing Eyes - While the Grave of All Innocence is manipulating a Lure, he may spend 5 motes as a reflexive action to gain the ability to see all of a person's positive intimacies Perfectly just by looking at them. This is not restricted to a single person (i.e. looking at anyone shows them this information), and lasts for the duration of a scene.

    Call to Arms - By spending 1 mote as a miscellaneous action, the Grave of All Innocence may spiritually tag someone that it can see the intimacies of via its Knowing Eyes power. This mote stays committed until the Grave has had its Lure destroy the subject of all of the tagged person's positive intimacies (in the case of abstract subjects or subjects that the Lure could not conceivably destroy, such as the Maiden of Serenity or a Yozi or similar, eroding the intimacy itself via very direct and obvious actions taken by the Lure against the subject is acceptable). Once the last intimacy is gone, if the subject was a standard mortal or mortal extra, they become a Heroic Mortal, with a new heroic motivation to seek bloody vengeance on the current identity of the Lure. If the subject was a supernatural creature of some kind, or already a heroic mortal, they are merely subjected to an Unnatural Mental Compulsion to seek bloody vengeance on the Lure which costs 5 temporary Willpower to resist.

    The Same Sad Song - For every week someone pursues a Lure of the Grave of All Innocence with an intent of seeking bloody vengeance against it, they are woven into the behemoth's legend even further. In the case of heroic mortals, they automatically lose 1 dot of Compassion, and gain either 1 dot in (Melee, Martial Arts, Thrown, or Archery) or 1 point of a specialty in one of the aforementioned abilities. In the case of supernatural creatures, they automatically convert 1 dot of Compassion into Experience. Experience gained in this way cannot be spent to raise Compassion. For every dot lost, previously happy or peaceful memories become blurry, and new memories of violence and carnage begin to creep their way in. A character with a Compassion of 1 that kills a Lure immediately gains an intimacy of "Solve All My Problems With Violence" with a context of utter reliance. This intimacy is inviolable for heroic mortals, although supernatural characters merely take 10 dedicated scenes to erode such a thing. It should be noted that killing a Lure does not inconvenience the Grace of All Innocence in any way.

    The player of an Exalted with a primary virtue of Compassion can choose to not have this power be capable of lowering their character's Compassion below 3. Alternatively, they may choose to, when their Compassion would be brought below 3, shift their primary virtue to a different virtue rated at 3 or higher. If no such virtue exists, they may immediately gain new dots in a virtue of their choice to raise it to 3, and have that become their new primary virtue, taking Experience Debt for the transaction. If they have a specific Limit Break based on their primary virtue being Compassion, they should reassign a new Limit Break accordingly. Such is the mutilation of their character's mind and soul, that the madness of the Great Curse expresses itself as new and unforeseen horrors.

    ---

    The Overmind of the Brass Corruption is a behemoth constructed by Malfeas after the Ebon Dragon had formed the Reclamation. He required an army to march against Creation and terraform it into the visage of Hell, but slipping that many demons through the cracks in the barrier between worlds was impossible. The Overmind was his solution. In its larval state, it infected a First Circle Demon that had been called for a summoning by some Exalt in Creation, and there lay dormant in its insides. After that demon had crossed, it awoke, and slipped away unnoticed.

    For many years, it hid in the wilds, devouring progressively larger sources of biomass, until it had grown to colossal proportions. Finally, it spun a massive chrysalis over an uncapped 5-dot demesne, and emerged months later in its final form, a towering, living structure of undulating horror. Though immobile, the phenomenon known as the Brass Corruption began to spread outward from it, slowly mutilating the land into a simulacrum of the Demon City. Plants are consumed and replaced by alien organisms that devour sunlight to further fuel the Overmind. Animals are absorbed and reproduced as sleek and terrible organic machines of death. Even the dirt itself is replaced by a crawling taint of brass flesh.

    The Overmind of the Brass Corruption
    Motivation: Reclaim Creation for the Yozi by spreading the Brass Corruption until the world is indistinguishable from Hell.
    Attributes: Strength 0, Dexterity 0, Stamina 10, Charisma 2, Manipulation 2, Appearance 0, Perception 10, Intelligence 10, Wits 10
    Virtues: Compassion 1, Conviction 5, Temperance 2, Valor 3
    Abilities: Awareness 10, Integrity 10, Investigation 5, Lore 3, Medicine 8, Occult 2 (Demonology +3) Resistance 10, War 10 (Creatures of Brass Corruption +3)
    Essence: 8
    Essence Pool: 130
    Willpower: 10
    DDV: 4, PDV: 0, MMDV: 14, PMDV: 1
    Join Battle/Debate: 20
    Soak: 60B/60L/60A
    Hardness: 30B/30L/30A
    Health Levels: 0x1/-1x10/-2x10/-4x40/Inc

    Essence Powers:

    Brass Corruption: At the cost of 1 willpower and 15 committed motes, the Overmind may initiate the Brass Corruption. The land around him is blighted, visible from the top soil becoming covered in a thick coating of brass flesh. Although, underneath, the earth down to the bedrock has been corrupted into a squirming organic monstrosity. The Brass Corruption grows in all directions from the Overmind simultaneously, 1 yard per minute. Structures, such as walls or manses, that bar the passing of the Brass Corruption take one level of unsoakable lethal damage per minute until it shatters. Demesnes that the Brass Corruption grow over slowly convert to being aspected to Malfeas at the rate of one day per dot of its rating. After a demesne is completely converted, the Brass Corruption will cap it with a Hatchery-Manse (see below), which reaches completion a week after the conversion. The Overmind's senses extend to every point of the Brass Corruption, and he may telepathically speak with anyone standing atop it (although it is unlikely he will feel the need to). It should be noted that anything blighted by the Brass Corruption is "deliberately developed for habitation" so far the Imperfection of the Demon City is concerned (Infernals pg111).

    The Brass Legion: When an animal (which is to say, a mortal without the complex soul structure of a human) dies within the Brass Corruption, the Overmind may pay a single mote to absorb its carcass and spawn a corrupted replica of it. This replica is the same statistically, although it adds two to its bashing and lethal soak, one dot to all of its physical attributes, five points of mutations, and any command by the Overmind is considered a perfect Total Control effect. Due to the complexity of the Overmind's intellect, he may telepathically issue orders simultaneously to a nearly infinite number of Brass Legionnaires without a problem.

    Brass Hatchery: The Overmind respires additional Essence as if he held a hearthstone for each of the Hatchery-Manses connected to him via the Brass Corruption. In addition, he may spend a single mote to spawn a member of the Brass Legion from a Hatchery-Manse. This creature is created wholesale from the Manse, and does not require an absorbed carcass, although it must conform to the template of a previously spawned Brass Legionnaire. A creature so spawned begins as an egg, and does not hatch until (sum of its physical attributes) hours, at which point it is at full adulthood, and ready to serve the Overmind.

    Reclamation: Once the Brass Corruption reaches 200 miles in diameter, it becomes spiritually "heavy" enough to no longer be considered part of Creation. Any events transpiring inside are outside of fate and the jurisdiction of the Loom. While demons cannot yet come and go between Malfeas and this infernal beachhead, it should be noted that only the jurisdiction of the Loom restrains when Slave-Spawn Summons and its kindred spells may be cast. Once it has reached 2000 miles in diameter, demons may spend 5 days wandering through Cecelyne to go from Malfeas to the borders of the Brass Corruption. At 5000 miles in diameter, even Jouten may make the journey. When the entirety of Creation has been subsumed, it and the Demon City are spiritually one and the same. Travel between one and the other is instantaneous for anyone and anything.

    ---

    A request by Mr.Bookworm.

    The Viridian Aubade is the Magnum Opus of both Ligier, his sire, Malfeas, and indeed, all of the Reclamation Yozi. Its construction was born of incalculable quantities of magical materials native to the demonic realm, each plate of its mind-bogglingly enormous surface painstakingly hand-etched by hundreds of millions of first circle demons, until its metal flesh proclaimed every grievance and hatred of every Yozi towards the Unconquered Sun and his traitorous minions, scribed in an excruciating detail that only the myriad adjectives of Old Realm can provide.

    At the sphere's absolute center is placed the most treasured of all its components. Lashed atop the engine-dais of the Viridian Aubade is Sun Dragon, a Solar of ancient age and incredible power. Long ago captured by the Yozi, he has since been broken in every sense of the word. The exact details are best left unmentioned, but one can attempt to imagine what would be done to a veteran of the Primordial War, laid powerless before the Ebon Dragon and others of similar cruelty and imagination, and given much time to allow them to work. Suffice it to say, if there were ever a power that could fix his body and mind, it has surely been lost since the Solars of the First Age brushed against the farthest reaches of Essence. His only shred of humanity left is his capacity to both feel and fully comprehend pain.

    Completed, the Viridian Aubade stands as a vicious comparison to the traitorous Daystar. It is smaller, to be sure, but only because many unnecessary components have been removed. It need not ever be boarded by outsiders, nor accommodate human life. It holds no hidden treasures, no elaborate forges, nor works of art, or places of study. It is only a weapon.

    Currently stored within the farthest reaches of Malfeas, at the bottom of a bottomless pit, guarded by demonic warriors without number, it sleeps, unlit. Five days prior to the Day of Final Reclamation, when Creation has struggled and screamed long enough to fit the whims of the Demon Realm, the Viridian Aubade will arise, floating into the skies of Malfeas, where its ignition will be provided by the fire of the Green Sun himself. From there, it will make its voyager across the desert, amidst the cheers and prayers of the Infernal Host. It will blot the Daystar from the sky, extinguish its flames, and leave it bleeding, crying, begging for death upon the earth, a tantalizing morsel for the demons of Kimbery to drag to their mother, as all joy and hope is snuffed from the world. The Hell it has created will herald the coming of the Yozi, and the only question that remains unanswered is whether the Once Guarding Star will hear the plea of its dying pet as it is devoured alive, or whether he will choose to live a few more fleeting moments, and barricade himself with Yu-Shan.

    The Viridian Aubade, Final Cleansing Flame to a Corrupt World
    Motivation: Extinguish the Daystar.
    Attributes: *
    Virtues: Compassion 1, Conviction 5, Temperance 4, Valor 5
    Abilities: *
    Essence: 10
    Essence Pool: 150
    Willpower: 10
    DDV: 0, PDV: 1, MMDV: -, PMDV: -
    Join Battle/Debate: 30
    Soak: 200B/95L/65A
    Hardness: 75B/75L/55A
    Health Levels: 0x100/-1x120/-2x140/-4x160

    *The Viridian Aubade is, largely, beyond the scope of most attributes and abilities. It cannot be engaged in social combat. It does not think or reason beyond its capacity to destroy. What is Stamina or Strength to a battleship the size of a sun? It cannot be knocked down, or pushed away, or poisoned, or sickened. If a situation arises not covered by the rules written here, but that the Viridian Aubade should reasonably be considered to have a dice pool for, consider it to be 30 dice.

    Essence Powers:

    Absolute Integral Viridian Skyfire: The flames of the Green Sun burn across the Viridian Aubade's unthinkably vast circumference. These flames burned forth from the Wyld unknowable eons ago, proclaiming forever that they exist as they are. With such a bulwark, the Viridian Aubade is immune to Shaping effects, as well as Environmental damages and hazards; attacks made with its flames cannot be defended against by Shaping effects, Illusion effects cannot disguise it, and any Illusion effects produced nearby, to the degree of hundreds of miles, must engage in an opposed Essence roll with the Viridian Aubade, lest its trickery be consumed by the inviolable fire of the Green Sun, leaving only truth in its wake. The entire behemoth, as well as everything stored within, is also considered to be both material and immaterial.

    More obviously, the flames are quite hot. Not as hot as the Cytherean-stoked fire of the Daystar, but comparably so. This is a Trauma 10 Environmental Hazard that deals a mere 60A damage to all within several miles of the Viridian Aubade.

    Heart of Gold: The Viridian Aubade is powered by an imprisoned Essence 10 Solar. This grants it an additional pool of 230 motes and 10 Willpower to draw from. Every time a point of Willpower is spent from this pool, Sun Dragon is inflicted with a new Crippling Derangement, as the light of his mind is torn from him via the brass dais he is bound to. When the Viridian Aubade takes damage, it is wired to inflict excruciating pain on its captive engine, and may reflexively spend 1 mote to make this fact Obvious to its attacker.

    Words of Hope on Emerald Wings: In a show of cruel mockery, when the Viridian Aubade makes its fateful trek into Creation, the innumerable mortal and ghostly cults of Malfeas will be channeled directly to Sun Dragon, the engine of the Final Cleansing Flame. Even those privately owned by citizens of Hell will be lawfully seized by the priests of Cecelyne. This, combined with its already formidable Essence reservoirs will allow the Viridian Aubade to regenerate 1 mote per tick, as well as 1 Willpower per minute.

    Hell Fissure: At the cost of 100 motes, the Viridian Aubade may explode a fissure in space above its engine-dais. This is an Essence 10 Blasphemy effect, ensuring all in Heaven know what is coming, if they hadn't already guessed. From this fissure, a single demon of any circle may be called, regardless of the time of year or day. The summoned demon is unbound, and comes fully materialized without requiring it to pay motes to do so. Use of this ability puts unimaginable strain on Sun Dragon, burning a single dot of permanent willpower from him. A second use before a few months time has elapsed may break him to the point of uselessness - or it may not. Better not to push one's luck.

    Throne of the Demon Emperor: A brass throne sits on the command bridge of the Viridian Aubade. From this chair, an Essence 10 Creature of Darkness may integrate itself with the mind of the behemoth, operating it by intuitive thought, and sharing the creature's senses with their own. What's more, they may merge themselves even deeper if they so choose, allowing no other to be a viable pilot for a year and a day. This fusion allows the pilot to activate their own charms and combos (including Martial Arts charms) through the Viridian Aubade, and spend their own Essence and Willpower to fuel its various abilities, so long as they remain in the bridge.

    Godscorch Flares: The Viridian Aubade's flames may be used as martial arts weapons which are considered form weapons for any martial art charm channeled through it. They reach for hundreds of miles, deal double damage to Gods, Fair Folk, and creatures with Holy charms, and have the following statistics: Speed 5, Accuracy +5, Damage 40A, Def +0, Rate 5

    Effects produced by attacks made by the Godscorch Flares that are measured in yards are instead measures in miles where applicable. The Viridian Aubade may actually produce hundreds of these flares across its vast surface area. However, it may only bring to bear one such weapon over a span of a few dozen miles. Small targets will only have to contend with one. Something of comparable size to the Viridian Aubade itself might be victim to several at once.

    When the Viridian Aubade attacks with one of its own flares, it has an accuracy pool of 35.

    ---

    (This is presented as an alternative to Lillun as she appears in the Manual of Exalted Power: Infernals, and the canon process of Green Sun Prince Exaltation.)

    Lillun, the Coryphee of Hope is the final form of a mortal girl sacrificed to the glory of the Yozi. Imprisoned within Malfeas, she was used as a component in one of the greatest works of artifice that the Demon Realm has ever known, her soul and destiny becoming a tether to the world of Creation.

    Her apotheosis required work from all five of the original Reclamation Architects, utilizing an organic N/A Artifact, itself forged from N/A Hellforged Wonders to which each Architect sacrificed a Third Circle Soul to complete. The process birthed a new humaniform behemoth into the world with a mental gestalt of the mortal girl and the five aspects of the Yozi implanted within her.

    From Malfeas, she burns with an unquenchable desire for redemption - that part of the Demon Emperor that knows his shame and wishes to rise to glory once more. From Cecelyne, she knows an unflinching dedication to justice, and a drive that will risk everything to see others get what they rightfully deserve. From She Who Lives In Her Name, she understands interdependence, that no one is an island, and only through working together can one achieve feats far beyond themselves. From Adorjan, she lusts for freedom; not just for herself, but for all that are bound against their will. And from the Ebon Dragon, she comprehends ruthlessness like no other - a pragmatism to achieve one's goals regardless of what anyone else thinks about her.

    Together, the newly reborn Lillun resides in the Basilica of Carousel Whimsy, a truly massive open-air stadium in which she holds absolute authority by the word of Cecelyne. In this mock miniature kingdom, she presides over the Celebration Eternal: a lavish party that she has decreed to have no end, and that has been ongoing for several years now. All things there are welcome, so long as they do not disrupt the Celebration. Demons from all over Malfeas have flocked there to bask in the light of the Coryphee of Hope, such that the Basilica is always overflowing, new room made only by the forceful ejection of party crashers, or the unconscious forms of demons that have partied themselves out.

    Lillun, the Coryphee of Hope
    Motivation: Expand the Celebration Eternal as far as it will go, eventually converting the entirety of the Demon Realm into a single neverending, and unquestionably rockin', party.
    Urge:
    *Give all those that have fallen, and who wish to make amends, a chance at redemption.
    *Uphold justice; see that everyone gets their fair due.
    *Bring people together, and inspire teamwork.
    *Free all those unwillingly bound.
    *Never give up.
    Attributes: Strength 6, Dexterity 8, Stamina 6, Charisma 10, Manipulation 10, Appearance 12, Perception 8, Intelligence 10, Wits 8
    Virtues: Compassion 5, Conviction 5, Temperance 5, Valor 5
    Abilities: Athletics 10, Awareness 6, Craft [Wood] 10 (Tailoring +3), Dodge 7 (Unarmored +3), Integrity 10, Larceny 8 (Disguise +1), Linguistics 7 (RSVP +2), Lore 5, Martial Arts 6, Occult 10 (Demonology +3), Performance 10 (Dancing +3), Presence 10 (Never Give Up, Never Surrender! +3), Resistance 8 (Partying +3), Ride 1 (Demons +3), Socialize 10, Stealth 8
    Essence: 10
    Essence Pool: 250
    Willpower: 10
    DDV: 14, PDV: 7, MMDV: 15, PMDV: 10
    Join Battle/Debate: 14
    Soak: 50B/50L/0A
    Hardness: 10B/10L/10A
    Health Levels: 0x51/-1x2/-2x2/-4x1/Inc

    Essence Powers:

    Urge From Beyond: Lillun possesses five Urges, one for each demon fused with her. When she performs an action in line with an Urge, she adds five dice to that action. If an action qualifies for multiple Urges at once, this bonus is cumulative. Her mortal essence also extends her senses through the cracks in the Demon Realm, so that she may perceive certain events in Creation. Every time an exceptional mortal cries out for redemption, justice, authority, freedom, or power, she hears it, and may spend a mote to view that mortal's past and present.

    Green Sun Princess: Lillun is known metaphorically as the "Phylactery Womb", as she holds the fifty Exaltations of the Green Sun Princes within herself. While containing such power, even without them bound to one's soul, would be fatal to nearly any being, the strength of five Primordials contains them within her without ill effect, save for a minor feeling of megalomania.

    Once an Infernal Shard is within her, she has the power to perceive memories that have clung to it from its previous owner, and may "clean" the Exaltation by absorbing these memories through the spiritual umbilical chord that attaches the two together. She need not clean all memories from it, and often leaves particularly inspirational echoes in line with her Urges upon the shard.

    If a spare Exaltation is within her, and she is currently viewing a mortal through her "Urge From Beyond" ability, she may spend 30 motes and 1 willpower to establish a link with an unbound First Circle Demon in Creation, and send the Exaltation flying off into Creation at impossible speeds. There, it attaches to the demon, and makes a few subtle alterations. Firstly, its nature and domain are altered slightly to make it more suitable as a harbinger of the Exalted. Secondly, Lillun gains absolute control over the demon, and may force it to perform actions of her choosing, and may speak through it with her voice. Thirdly, the demon gains the Hurry Home spirit charm as a Training effect if it did not already have it. Lillun may then command the demon to activate Hurry Home to dematerialize and teleport directly to the location of the mortal that she wishes to receive the Exaltation, as they are now within the demon's domain. She may then speak through the demon to the mortal, and offer it a choice.

    If the mortal excepts the Exaltation, the demon latches onto the mortal's soul and becomes a Coadjutor, Exalting the mortal. Lillun has no control over them after they have woven a Chrysalis Grotesque.

    For every Green Sun Prince Exaltation that exists, Lillun adds 2 motes to her mote pool, as well as 1 bashing and lethal soak and one -0 health level, and she regenerates one additional mote per hour. If a Prince ever discovers Heretical Charms, and invents Swallowing the Scorpion, those Exaltations that sever their connection to her no longer grant her these bonuses.

    Bastion of the Yozi: All Shaping and Unnatural Mental Influence directed at Lillun becomes Obvious to her senses, and she may shrug any such attempt off without effect if she so chooses. In addition, she cannot willingly accept any Emotion effect that instills anything other than happiness, excitement, determination, or similar. The Yozi have stricken from her the ability to feel anything but these things. If she would despair, she feels only hope for a better tomorrow. If she would be sad, she feels only ambition for change. If she would feel loss, she looks towards a bright future.

    Big Brother, Little Sister: All Green Sun Princes automatically know when Lillun is under duress, and from whom (insofar as Lillun knows). From anywhere in the cosmos, they may take a spiritual Defend Other action, sending Essence through the umbilical chord that links their Exaltation with the Coryphee of Hope, to protect her. As they do so, simulacrums of green light appear around her in the likeness of the defending princes, interposing themselves between her and her attackers. If they activate charms to supplement their Defend Other action, it costs an additional one mote.

    Dance for the Underdogs: At the cost of 10 motes, Lillun may supplement a Performance roll that involve dancing. Creatures of Darkness that witness this dance are filled with hope, momentarily forgetting the troubles of their life. This counts as a scene eroding negative intimacies in opposition with Lillun's Urges, and removes one Crippling derangement and one dot of Limit. A single being can only benefit from this dance once per week, although it is still non-mechanically soothing.

    If these things are not already present, Lillun may produce a variety of music, sound effects, and green pyrotechnics during her performance.

    Additional Charms: Lillun possesses a massive library of Spirit Charms derived from the Third Circle Souls fused with her. Generally, if it would be in line with her personality and one of her Urges, assume she has it. She also inherently expresses the equivalent of a Celestial Martial Art Style through her intrinsic nature, though no other being knows of it yet. If she ever decided to teach another, she could spawn Emerald Devil-Princess Ballet Style.

    Finally, she may serve as a tutor for the charms of any Primordial that has opened their charms to the Green Sun Princes.
    Last edited by Xefas; 2018-02-08 at 11:37 PM.

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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    Quote Originally Posted by Xefas View Post
    Motivation: Bring together all the people of the world under the one benevolent rule of the Princess Celestial, by any means necessary, ridding Creation of all violence, sadness, and unfriendliness.
    Nothing is more terrifying than someone who wants to make the world a better place.
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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    Quote Originally Posted by Primal Fury View Post
    Nothing is more terrifying than someone who wants to make the world a better place.
    I was really inspired by that particular image's body language. Just something about the way she's sitting and her expression says to me "ruthless demagogue".

    Also, new behemoth.

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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    Bump with new content.

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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    Hm. Perhaps I'll try my hand at crafting behemoths at some point. Anyway, I like Lithium Flower.

    What's with Anarchy in Holy Bondage though? Seems rather... weak for a Behemoth Malfeas himself created.
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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    Quote Originally Posted by Primal Fury View Post
    Hm. Perhaps I'll try my hand at crafting behemoths at some point. Anyway, I like Lithium Flower.
    It is fun, I gotta say. And, just like my first behemoth was inspired by that picture, Lithium Flower was, well, obviously inspired by the song of the same name.

    Quote Originally Posted by Primal Fury View Post
    What's with Anarchy in Holy Bondage though? Seems rather... weak for a Behemoth Malfeas himself created.
    That's kind of the point. He took a shot at created a simulacrum-Primordial whose domain included supreme rulership and being greater than everyone else. But Malfeas' nature is to hold authority over all things - he cannot conceive of someone bigger and more important than him. Yozi only have die pools when they're working within their nature. So, his creation fell completely flat, as halfway through, he's working with 0 dice.

    So, then, he's basically got to come to terms with the fact that he failed at something. Which is something Malfeas has a hard time with already. And then he has what is essentially a horribly unintentionally caricatured self-portrait staring back at him. And he has to wonder if some part of him screwed it up on purpose because he hates himself. And if he gets mad and breaks the self-portrait, he's basically proving that it's true.

    The weakness of the thing is what's important.
    Last edited by Xefas; 2011-04-30 at 09:30 PM.

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    Ah. Thank you for the explanation. It makes much more sense to me now. I look forward to seeing more.
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    Quote Originally Posted by Primal Fury View Post
    Ah. Thank you for the explanation. It makes much more sense to me now. I look forward to seeing more.
    Here's #4. I'm not sure what the maximum character count for a post is, or how many characters a picture counts as, but it's beginning to worry me.

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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    Any reason it kind of looks like an upside down triforce?
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    Quote Originally Posted by Doran View Post
    Any reason it kind of looks like an upside down triforce?

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    Default Flawed analogy is flawed.

    Yes, clearly the upside-down cross is a symbol of evil. Which is why the Pope's throne has it on it.

    I like them so far. Might steal some of them. And I might have requests...
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    Quote Originally Posted by Mr.Bookworm View Post
    Yes, clearly the upside-down cross is a symbol of evil. Which is why the Pope's throne has it on it.
    99% of what I know about Catholicism, I learned from Hellsing, so that's not exactly a refutation.
    I like them so far. Might steal some of them. And I might have requests...
    Cool, cool. Go for it.

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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    I'm stealing the Brass Corruption.... Perfect big bad for my game.....
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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    New behemoth up for Mr.Bookworm.

    Part of me feels strange for using such very large numbers. But it's supposed to be able to take a shot at kicking the Daystar's ass, so I think its kind of necessary. Best used with DTO's Ligier.

    The Daystar is still stronger, what with two Creation-sized-World-destroying cannons, but I think with Ligier at the helm, the Viridian Aubade should be able to beat it in a straight-up fight. At the very least, the Unconquered Sun's hope that Creation will never see the Sun as a terrible weapon will be shattered.

    (Also, if you want me to make any changes, or go in a different direction, feel free to ask.)
    Last edited by Xefas; 2011-05-10 at 02:24 AM.

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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    My love. You get all of it.
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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    Bump with new content (and new Lillun!).

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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    Quote Originally Posted by Xefas View Post
    The Viridian Aubade, Final Cleansing Flame to a Corrupt World
    ...It cannot be knocked down, or pushed away...
    Except by Isidoros. He can totally push it aside if he wants to.

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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    Quote Originally Posted by Xefas View Post
    Bump with new content (and new Lillun!).
    And now I want to play an Infernal. Thanks a lot, Xefas.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    So, Lillun is now throwing an eternal party in Malfeas, as opposed to being in eternal torment...
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    Quote Originally Posted by TheCountAlucard View Post
    Except by Isidoros. He can totally push it aside if he wants to.
    My question would be 'how is he getting up there in the first place'? Unless! Is Isidoros a flying pig? D=
    Quote Originally Posted by Lix Lorn View Post
    And now I want to play an Infernal. Thanks a lot, Xefas.
    You're welcome .
    Quote Originally Posted by Turalisj View Post
    So, Lillun is now throwing an eternal party in Malfeas, as opposed to being in eternal torment...
    Yup. And I also like to think this gives the Yozi an official liaison between themselves and the Green Sun Princes, as well as a figurehead of the Reclamation, both of which I think were lacking previously.

    I could honestly see making an Infernal who is in for the long-haul as a Loyalist with this. Because, it doesn't feel like I'm working for a bunch of nasty angry baby rapists anymore. In reality, I still am, but the Yozi were smart enough to make it seem like I'm not. It seems like I'm working for badass Little Sister Rockstar. Which is something I can get behind.

    Also, would anyone be interested in seeing Emerald Devil-Princess Ballet Style?

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    Quote Originally Posted by Xefas View Post
    You're welcome .
    I was POSITIVE you'd say Just As Planned.

    Yup. And I also like to think this gives the Yozi an official liaison between themselves and the Green Sun Princes, as well as a figurehead of the Reclamation, both of which I think were lacking previously.

    I could honestly see making an Infernal who is in for the long-haul as a Loyalist with this. Because, it doesn't feel like I'm working for a bunch of nasty angry baby rapists anymore. In reality, I still am, but the Yozi were smart enough to make it seem like I'm not. It seems like I'm working for badass Little Sister Rockstar. Which is something I can get behind.

    Also, would anyone be interested in seeing Emerald Devil-Princess Ballet Style?
    It also means you can do a Lighter and Edgelesser game! Yay!

    And yes so much/
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    I'd be more interested in an Infernal game with Xefas ST :<

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    I am thinking I would be okay with this.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    I do like the new Lillun, but I do have some (constructive, hopefully) criticism/comments.

    1) Saying that she has "stuff" without elaboration really bugs me when you're not constricted by wordcount. At least give examples of her panoply Charms, and the demons that went into her so the ST can make new ones. It especially makes it hard to judge how strong she is and should be.

    2) While I understand you're going for a cleaner (can't think of a better word) Lillun, it doesn't really make a lot of sense. The five things she got from the Yozis are things that they don't have, besides the Ebon Dragon. Her focus on positive emotion also makes no sense, given that most of the Yozis aren't exactly acquainted with happy thoughts, and one of them is literally incapable of it. Can you give me some thoughts on that?

    3) You need to implant some mechanism by which the Yozis retain control over Lillun, even if it's just a goal to see the Reclamation done. As it stands, there is absolutely nothing to prevent her from just walking out on them or just refusing to work on the Reclamation, and given her Urges, she most likely will.

    4) Her Urges. Either they only work as some sort of die-adder, differently from normal Urges, which you would need to mention, or you need to give her a Limit track with a Torment when she hits Limit 10.

    5) Also, as it stands, she feels a lot more like a Malfeas-derived behemoth then anything related to the others.

    6) Emerald Devil-Princess Ballet Style. Doooo it. Doooo it.

    Also, if Xefas runs an Exalted game, I'm there.
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    Default Re: [Exalted] Xefas' Infernal Behemoth Garden

    How do her powers interact with Green Sun Princes who take Swallowing the Scorpion? (I think that's right). Presumably, she doesn't benefit from their existence until their Exaltation reintegrates with her. Does that sound right?

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    Quote Originally Posted by Mr.Bookworm View Post
    1) Saying that she has "stuff" without elaboration really bugs me when you're not constricted by wordcount. At least give examples of her panoply Charms, and the demons that went into her so the ST can make new ones. It especially makes it hard to judge how strong she is and should be.
    Well, she isn't a spirit, so I don't think she has Panoply Charms beyond her unique Behemoth Powers. For spirit charms, she has guidelines on those. She has all of them, except the ones it would be dumb for her to have. Who decides what is and isn't "dumb"? The Storyteller and the players, in the context of their specific game. If it ever happens to come up, which I'm dubious of anyway. Does that mean that her power will fluctuate among the zero-to-few people who will actually use my homebrew? Yeah, but I think that's fine. It also happened to save me several hours of free time sifting through the Roll of Glorious Divinity and writing a tedious list, so there's that.

    2) While I understand you're going for a cleaner (can't think of a better word) Lillun, it doesn't really make a lot of sense. The five things she got from the Yozis are things that they don't have, besides the Ebon Dragon. Her focus on positive emotion also makes no sense, given that most of the Yozis aren't exactly acquainted with happy thoughts, and one of them is literally incapable of it. Can you give me some thoughts on that?
    The things she got from the Yozi are absolutely things they have. I think I need a little more info on why you don't think Adorjan is about freedom, or Swilly is about working together, and so on.

    As for the happiness, well, I went into this a little bit. In canon, the Yozi already understand that the farther they stay away from the Green Sun Princes, the more likely the Princes are to actually keep working for the Reclamation. They're big and scary, it's understandable. They also know that the whole demon situation freaks the hell out of humans, and that the only way to keep them loyal is with the rockstar lifestyle of fame, adulation, hookers and blow, etc.

    So, instead of rubbing this horrible bloated oozing mass of horror and nightmares in their faces, why not have a cute, charismatic, good-natured, and ostensibly human poster child to point to and say "This. This is what the Reclamation is about. Do you want to make the adorable little ballerina sad? NO? Good. Then go destroy Creation."

    The flowers and sunshine part isn't something she got from the nature of the Yozi, it was something they specifically crafted her to do. They went into their Genesis Vat and said "Making our behemoth a font of lollipops and kitten giggles on top of the stuff she already has is X amount of Successes, alright, here it is."

    3) You need to implant some mechanism by which the Yozis retain control over Lillun, even if it's just a goal to see the Reclamation done. As it stands, there is absolutely nothing to prevent her from just walking out on them or just refusing to work on the Reclamation, and given her Urges, she most likely will.
    I disagree. She wants to redeem people. Who need redemption more than the Yozi? She wants to seek justice. Who were punished more disproportionally for their crimes than the Yozi? She wants to give the bound freedom. What prison is worse than Malfeas' lower intestine?

    4) Her Urges. Either they only work as some sort of die-adder, differently from normal Urges, which you would need to mention, or you need to give her a Limit track with a Torment when she hits Limit 10.
    You're right. I'll do one of those things. I'm not sure which yet.

    5) Also, as it stands, she feels a lot more like a Malfeas-derived behemoth then anything related to the others.
    Well, Malfeas is King after all, and has the best crafter in the universe, aside from the Exalted, Autochthon, and the Unconquered Sun of course, as his Fetich. I can see a number of reasons why it might take after him slightly more.

    6) Emerald Devil-Princess Ballet Style. Doooo it. Doooo it.
    I'm currently attempting to learn enough French conjugation to make the charm names not sound terrible. -_- I may just do them in lame English.

    Also, if Xefas runs an Exalted game, I'm there.
    I'll think about it. If I do, you, Lix, and AThousandWords will be the first to know.

    Quote Originally Posted by Brontes View Post
    How do her powers interact with Green Sun Princes who take Swallowing the Scorpion? (I think that's right). Presumably, she doesn't benefit from their existence until their Exaltation reintegrates with her. Does that sound right?
    That's a good point. I'll add that she stops receiving bonuses for Exaltations that have severed their umbilical chord.
    Last edited by Xefas; 2011-05-15 at 06:35 PM.

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    What about me? >.>'

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    Quote Originally Posted by Xefas View Post
    Well, she isn't a spirit, so I don't think she has Panoply Charms beyond her unique Behemoth Powers.
    Ah. I assumed that "Lillun possesses a massive library of Spirit Charms derived from the Third Circle Souls fused with her" meant that she inherited the unique powers of the five 3rd circles fused with her.

    For spirit charms, she has guidelines on those. She has all of them, except the ones it would be dumb for her to have. Who decides what is and isn't "dumb"? The Storyteller and the players, in the context of their specific game. If it ever happens to come up, which I'm dubious of anyway. Does that mean that her power will fluctuate among the zero-to-few people who will actually use my homebrew? Yeah, but I think that's fine. It also happened to save me several hours of free time sifting through the Roll of Glorious Divinity and writing a tedious list, so there's that.
    I'm not saying you need to list every single Charm she has, but at least talking about what her restrictions on her spirit Charms are would be helpful. If it's all-encompassing, you should note that.

    This also means that she lacks a PD besides Divine Subordination, which is incredibly bad at Essence 10. At the power level she's supposed to be at, that gets her killed really, really fast.

    Maybe make a dance-based perfect dodge?

    The things she got from the Yozi are absolutely things they have. I think I need a little more info on why you don't think Adorjan is about freedom, or Swilly is about working together, and so on.
    Malfeas is about self-loathing and rage against his own impotence, not redemption. Cecelyne is about the strong ruling the weak, not justice. SWLIHN is about hierarchy and everyone in their proper place, not teamwork. Freedom isn't even really in Adorjan's theme, it's Ebby's. She only encompasses it through her madness. The Ebon Dragon is certainly about ruthless, uncaring will, but he gives up quite easily, as he is literally the embodiment of the opposition of Conviction and Valor.

    As for the happiness, well, I went into this a little bit. In canon, the Yozi already understand that the farther they stay away from the Green Sun Princes, the more likely the Princes are to actually keep working for the Reclamation. They're big and scary, it's understandable. They also know that the whole demon situation freaks the hell out of humans, and that the only way to keep them loyal is with the rockstar lifestyle of fame, adulation, hookers and blow, etc.
    They understand that because the Ebon Dragon told them how they had to do it, because he understands manipulation and treachery. Malfeas didn't want to give them a rock star life, he wanted to beat them with a stick whenever they disagreed, because he cannot comprehend that someone can disagree with him. SWLIHN wanted to rip out their free will to please her own sense of aesthetics.

    So, instead of rubbing this horrible bloated oozing mass of horror and nightmares in their faces, why not have a cute, charismatic, good-natured, and ostensibly human poster child to point to and say "This. This is what the Reclamation is about. Do you want to make the adorable little ballerina sad? NO? Good. Then go destroy Creation."
    Because the Yozis aren't human. They don't understand how humans work. Even the Ebon Dragon can't wrap his head around it. Malfeas' idea of cute, deep in his soul, is a dancing effigy of everything he hates, including himself, burning with green fire for 10,000 years. SWLIHN's idea of beauty is a perfectly symmetrical world where everything moves according to a grand design. Cecelyne's is a place where the boot is applied to the face for all of eternity. You get the idea. They don't think outside of their Excellencies and Charms.

    I disagree. She wants to redeem people. Who need redemption more than the Yozi? She wants to seek justice. Who were punished more disproportionally for their crimes than the Yozi? She wants to give the bound freedom. What prison is worse than Malfeas' lower intestine?
    Maybe on a cosmic scale, yes. But incalculable injustices are perpetrated at the Yozis and their subordinates hands/claws/spheres.

    You're right. I'll do one of those things. I'm not sure which yet.
    I would definitely recommend doing a Torment. Otherwise, it's just a free, broad Excellency, not really an Urge.

    Well, Malfeas is King after all, and has the best crafter in the universe, aside from the Exalted, Autochthon, and the Unconquered Sun of course, as his Fetich. I can see a number of reasons why it might take after him slightly more.
    Ligier isn't Malfeas, though. He actually finds dancing embarrassing. Kind of a minor nitpick, though.

    I'm currently attempting to learn enough French conjugation to make the charm names not sound terrible. -_- I may just do them in lame English.
    ...why French? It originated in Italy, and spread to a crapload of different regions. Might as well do it in Russian. I know some ballet terms, if you want any help.

    I'll think about it. If I do, you, Lix, and AThousandWords will be the first to know.
    Quote Originally Posted by Mr.Bookworm
    Doooo it. Doooo it.
    Last edited by Mr.Bookworm; 2011-05-15 at 08:17 PM.
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    Not even gonna bother with it.
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    Quote Originally Posted by Mr.Bookworm View Post
    I'm not saying you need to list every single Charm she has, but at least talking about what her restrictions on her spirit Charms are would be helpful. If it's all-encompassing, you should note that.
    Alright, I'll define it a little more thoroughly.

    This also means that she lacks a PD besides Divine Subordination, which is incredibly bad at Essence 10. At the power level she's supposed to be at, that gets her killed really, really fast.

    Maybe make a dance-based perfect dodge?
    Well, so long as loyalist Green Sun Princes with Perfect Parries still exist, they'll be able to cover her with Defend Other actions. It does give her an even bigger interest in making sure the Princes stay invested with the Reclamation. Aside from that, her martial art may have a Perfect in it of some kind.

    Although, really, she isn't meant to ever get into fights. There're millions of demons and a few primordials in close proximity with a strong incentive to keep her safe.

    Malfeas is about self-loathing and rage against his own impotence, not redemption. Cecelyne is about the strong ruling the weak, not justice. SWLIHN is about hierarchy and everyone in their proper place, not teamwork. Freedom isn't even really in Adorjan's theme, it's Ebby's. She only encompasses it through her madness. The Ebon Dragon is certainly about ruthless, uncaring will, but he gives up quite easily, as he is literally the embodiment of the opposition of Conviction and Valor.
    They're about those things, too. They aren't just one concept. Cecelyne encompasses tyranny, zealotry, hypocrisy, desolation, but also law and justice (see hypocrisy). Her "justice" is a corrupt one, but it's corrupted by her other aspects. Part of her says "Act with fairness" and another part says "The strong utterly ruling the weak is completely fair". The former part is the part in Lillun. The latter part is not present.

    It's a similar concept to how a Green Sun Prince can take just the Dance tree from Malfeas, without taking the Nuclear Fire tree. His power is still derived from Malfeas, but it's only a part of the whole - it's just the dancing part, and not the burning part. It's still Malfeas, though.

    They understand that because the Ebon Dragon told them how they had to do it, because he understands manipulation and treachery. Malfeas didn't want to give them a rock star life, he wanted to beat them with a stick whenever they disagreed, because he cannot comprehend that someone can disagree with him. SWLIHN wanted to rip out their free will to please her own sense of aesthetics.
    The Ebon Dragon did convince them, though. In the end, they did do what he said. In this alternative outcome, I think EB just ended up being a bit better at manipulation, and came up with a plan that will actually manipulate the new Princes into doing what he wants, instead of scaring them off. In this instance, a Yozi actually succeeded at something. Which, is taboo for the normal setting, but this is a slightly different spin.

    This Lillun is certainly meant to be used in the "The Reclamation is totally possible, the Yozi were actually pseudo-right all along, freeing them will probably end up being a non-completely-terrible thing, demons are not all bastards, and Infernals are certainly not the villains" variant of the setting. As Lix put it, lighter and edgelesser.

    Maybe on a cosmic scale, yes. But incalculable injustices are perpetrated at the Yozis and their subordinates hands/claws/spheres.
    I think we're working on the cosmic scale here. The injustices the Yozi committed against humanity are the same kind of injustices I commit on bacteria when I wash my hands. The gap between my sapience and the sapience of the bacteria is about the same gap between the Yozi and Creation's mortals.

    To continue the metaphor, bacteria can get into big angry gangs and kill human beings. I see nothing wrong in eradicating disease, even though it involves the death of ludicrous numbers of living things.

    ...why French?
    French sounds sexy =P

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