Forgotten Suns: House Rules and Forgotten Suns Notes: Difference between pages

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==Abilities==
Timeline


===Craft===
* Ascending Wood, RY 768 (1 year, 9 months ago)
** 1st - Ot breaks into Creation
* Resplendent Wood, RY 768 (1 year, 8 months ago)
* Descending Wood, RY 768 (1 year, 7 months ago)
* Ascending Fire, RY 768 (1 year, 6 months ago)
** 1st - Stage 2 begins
* Resplendent Fire, RY 768 (1 year, 5 months ago)
* Descending Fire, RY 768 (1 year, 4 months ago)
* Ascending Air, RY 769 (1 year, 3 months ago)
* Resplendent Air, RY 769 (1 year, 2 months ago)
** 28th day of Resplendent Air - ''Excessively Righteous Blossom'' kills [[Ten Stripes]].
* Descending Air, RY 769 (1 year, 1 month ago)
** Kerok issues three decrees: First, that Yugash shall remain in Creation for all time, taking the Southwest as its own. Second, that no new conquest of Creation’s lands shall be made unless provoked. And third, that non-Autochthonians wishing to enter Yugash as citizens will be granted a modicum of rights and henceforth be known as "outsiders."
* Ascending Water, RY 769 (1 year ago)
* Resplendent Water, RY 769 (14 months ago)
* Descending Water, RY 769 (13 months ago)
** 5th - Regret leaves manse
* Ascending Earth, RY 769 (12 months ago)
** 15th - Excessively Righteous Blossom and his 4,000 troops defeated at Gem. Yearlong prep for new invasion begins.
* 28th - Regret arrives in Gem.
* Resplendent Earth, RY 769 (11 months ago)
** 10th - Regret tracks down some Autochtonian survivors and tortures them for information about Autochthon and Autochtonia.
** 25th - Regret reaches the Lap, killing librarian and taking his place. Discovers more info about Autochthon, as well as legends of an orichalcum mine.
* Descending Earth, RY 769 (10 months ago)
** 7th - Regret meets cirle in the Lap
* Ascending Wood, RY 769 (9 months ago)
* Resplendent Wood, RY 769 (8 months ago)
** 17th - Regret and Cruxis leave [[Dense Effulgence Root]]. Loose water?
* Descending Wood, RY 769 (7 months ago)
* ~25th - mine visited by Imperials and buildings destroyed.
* Ascending Fire, RY 769 (6 months ago)
** 2nd - Regret and Cruxis enter Autochtonia. They almost immediately kill Meticulous Owl. Soul, unable to get back to Underworld, finds Golden Venna Boar-Rider, makes a monster. Use information of mine to strike deal. Regret takes control of an artifact Meticulous Owl had to communicate with First and Forsaken Lion, sending false intelligence. Finds that resonance still a problem, and sleeps in coffin to shed it. Generally assists with invasion plans.
* 22nd - Circle visits [[Kardak]]
* 25th - manse repaired; hearthstones explode
* 28th - Autochtonians reach mine. In spite of warnings not to, they antagonize Kardak, who slaughters them.
* Resplendent Fire, RY 769 (5 months ago)
** Cruxis limit breaks, treating people cruelly, runs off into the Reaches. Stays there for a while contemplating, also training for Essence. Discovers elemental pole of smoke.
* Descending Fire, RY 769 (4 months ago)
** 1st - Pre essence training
* Second, larger expedition to mine, with several alchemicals, succeeds. Kardak and his tribe killed, their manse claimed as well. People enslaved. One shipment goes back.
* Ascending Air, RY 769 (3 months ago)
** 14th - A brief failure in the filtering system allows mosquitoes to enter Ot.
* Resplendent Air, RY 769 (2 months ago)
** 22nd - Great Contagion surfaces.
* Descending Air, RY 769 (1 month ago)
** 5th - Something akin to martial law declared. Various sections of Yugash quarentines Ot, and various sections of both isolate themselves. ''Unhesitatingly Loyal Weapon'' is infect and goes gremlin. All exalts dispatched to stop her.
** 9th - ''Unhesitatingly Loyal Weapon'' destroyed, but over a third of the exalts sent to stop her are killed as well. In addition, isolation seals in much of Ot are compromised in the fighting, with ''Weapon'' attempting at times to intentionally spread the disease.
** 10th - Rumors spread: Yugash being warred on by other nations with disease; isolationism vindicated; punishment from the Machine God. Void cults become more active.
** 11th - With ''Weapon'' dead, ''Blossom'' attempts to regain position as invading general, still intent on conquering. This calls the whole concept into question and in the ensuing debate, it is suggested in a moment of heated argument that ''Blossom'' might have sabotaged ''Weapon''. This derails the proceedings, with ''Blossom'' storming out making threats about taking control away from the "ignorant" mortals.
** 13th - Trams to the rest of Autochthonia sealed.
** 15th - 10% of Ot dead. Cruxis eventually notices this and returns. He sneaks into Ot, but winds up in a quarantined section with no other Exalts. He takes control, but is fighting a loosing battle.
** 26th - Essence training over. Story begins
* ''Ascending Water, RY 769''
** ''4th - 25% of Ot dead. 7% of the rest of Yugash dead. Regret sees shadowland.''
* 1st day of Descending Water - Gem hears about approaching invasion force.


By official rule, “characters who wish to master multiple crafts must take this ability multiple times.” In our campaign, this rule is replaced with the following: Craft uses specializations to represent the various crafts a character knows. Any craft roll within a specialty that a character has is rolled normally including the bonus from the specialty; however, craft rolls in an area in which the character does ''not'' specialize have three dice subtracted and their difficulty increased by one. Characters who learn Craft gain one specialty for free. In addition, Craft ignores the usual limitation on three specialities per ability, allowing as many specialities as desired, though no one speciality may be chosen more than three times. This is spelled out in a bit more detail [http://exalted.xi.co.nz/wiki/wiki.pl?Wordman/Craft here].
== Cast ==


===Lunar Shapeshifting===
=== Kerok, Grand Autocrat ===


When in animal form, a lunar's own Brawl and Martial Arts abilities are supplanted by the Brawl skill of the animal form when making natural attacks. This reflects the fact that much of the training represented by human Brawl and Martial Arts skill assumes human limbs and hands. Lunars may buy specializations to Brawl skill that will add to fighting when in a specific animal form.
Mortal. Grand Autocrat of Yugash. Behind the plan to break the Seal of Divinities. Machiavellian, but understated. Will listen to PCs if they make any sense. Particularly interested in curing disease. Fears ''Blossoms'' current movements. Secretly doubts decision to open seal, but won't change it.


==Backgrounds==
Will probably die offscreen so that the new autocrat can order the seal remade while the PCs are off doing something.


===Heart's Blood===
=== ''[[Excessively Righteous Blossom]]'' ===


This lunar background has been substantially [[Heart's Blood|reworked]].
Moonsilver caste. Essence 3, 7 foot tall male. Overly idealistic. Actively plotting to take over Ot. Has assembled a good number of followers, mostly exalts sick of mortal control. Has taken over sections with ruthless purges of the infected, which seem to have worked. Mostly exists to wait around until/if the PCs decide to kick his ass. This will send his sections into chaos, though.


===Manse===
=== ''Fair-Spoken Rishi'' ===


If a hearthstone is mounted into an artifact to which you are attuned, you gain the benefits of the hearthstone (both essence respiration and other abilities) through the attunment, regardless of where the artifact is. Skin contact is not required. This functions even if the artifact is Elsewhere, but not across other dimensional boundaries. So, if you were in Creation, but an artifact with your hearthstone was in Yu Shan, no benefit would be derived from the stone. Effects of specific realms on hearthstones continue to apply in the way most detrimental. For example, if you are in the Underworld, but an artifact with your hearthstone is Elsewhere (or vice versa), the penalty preventing essence respiration in the Underworld still holds.
Orichalcum caste. Essence 4, 15 foot tall male. Four large green eyes. Advocate for extra-Autochthonian peoples. Deeply hurt over the "betrayal" of life from Creation for bringing the disease, and somewhat broken. Speaks out against reprisals against "outsiders", sometimes to the determent of Yugash. Largely ignored and fallen from grace, but could provide an ally if the PCs need a political hand.


==Combat==
=== [[Silkily Descending Mountain]] ===


Since the characters were built with standard rules, we continue to use standard combat rules, with a few exceptions.
Starmetal caste, Essence 2, 6 foot female. Most human looking of the alchemicals the PCs will see. At one point romantically linked to Cruxis, but scarred by him when he broke. Essentially assigned to Regret now, which will extend to the PCs when they arrive. Not particularly prepared for the contagion emotionally, with heavy doses of denial and "it will be fine". Otherwise, smart, capable, charming and helpful. Kathleen Turner voice.  


===Clinches & Holds===
=== ''Heavenly Bitter Metal'' ===


Clinches and holds are resolved using the new Power Combat mechanics. These just make more sense and are easier to apply.
Soulsteel enforcer, Essence 3, 7 foot male. Never speaks. Acts as bodyguard for Kerok now, but actually spy for different nation (Jarish). Quite devout. Internally very concerned for disease and suffering of mortals who have it.


===Delaying Action===
=== ''Gloriously Still Alloy'' ===


We tend not to have "race towards zero" problems, but the following rules are used to delay action. If you do not want to act on your standard initiative tick, you may do one of two things. You may ''conditionally delay'' your action, specifying a condition that will trigger your action. For example, you might delay and say "if someone tries to attack my friend, I will attack them." If the condition is triggered, you may act ''before'' the condition takes effect. The delay generates no penalty for your action. To continue the example, when an enemy declares an attack on the friend you are protecting, you may act first, effectively interrupting the attack. Once your action is completed, if declared actions of others were interrupted, they may change their minds and redclare their action.
Orichalcum leader type, Essence 2, 6 foot male. One of the only oricalcum castes in the section of Ot still acting as the "head" of the invasion and coordinating the disease response. Not prepared for the massive number of tasks that now fall to him. Arrogant. Will treat the PCs mostly as a distraction unless they get in his way.


You may also ''unconditionally delay'' your action. This allows you to act at a later time in the round without penality; however, it does ''not'' allow you to interrupt the actions of others. You can act before someone declares an action, but once they have done so, you cannot use your action until they are done.
=== ''Unrepentantly Battleworn Servant'' ===


If you chose to conditionally delay and wish to react to something that doesn't involve the condition, you can abandon the conditional delay and follow the rules for an unconditional delay.
Jade caste, Essence 2, 5.5 foot female. Very haggard, but determined. Working hard to help the people, doing anything she can. Will enthusiastically help cure plans.


In either of these cases, you may split your pool when you announce that you are delaying. Usually you would do this to declare defenses that can be used while you wait. Such defenses may be used without defaulting your action.
=== Golden Venna Boar-Rider ===


==Charms Changes==
Outcaste terrestrial, captured and now abandoned to the Reaches. Fire aspect. Lusty, rebellious and insane. Inherits Meticulous Owl's soul, and the odd combination of location, aspect and caste makes a strange breed of exalt. Can use db and abyssal charms. Reflexives at will.


===Power Combat Changes===
Drawn by death of disease, eventually hooks up with ''Blossom''.


Our campaign, having gone on fairly long using the original combat rules, elects not to use the new power combat rules from the [[Exalted Player's Guide|Player’s Guide]]; however, these rules contain a some changes/clarifications to charms that make sense for either rules system. Note that some of them are significant changes. The following are considered official in our campaign:
=== Others ===


====Archery====
* ''Unhesitatingly Loyal Weapon'' - Oricalcum caste. Essence 4, 20 foot tall female. More machine than person. Caught disease and went gremlin. Had to be destroyed.
* ''Exsirar'' - Mortal general planning assault on Gem until his death from the disease.
* [[Synergistically Industrious Combine]] - linked group, sent to mine.
** [[Stunningly Old Soul]]
** [[Blessedly Stalwart Hammer]]
** [[Asymmetrically Growing Crystal]]
** [[Silently Flowing Ore]]
** [[Unapproachably Bright Glow]]
* Flawlessly Wrathful Sunrise - Leader of scouting party found by Juuken
* Darkly Fluttering Eyes - Other scouting party leader. Sunrises mistakes Juuken for her.


''Immaculate Golden Bow:'' Accuracy and rate equal to Essence. Range 300 yards.
== Scenes ==


''Trance of Unhesitating Speed:'' Costs a flat 3 motes per attack. No more extra attacks than Essence.  
Last character sheet update on 18 Dec 2007. Only six or seven sessions since. +20 xp.


====Athletics====


''Feather Foot Style:'' Cost now 5 motes. Duration one scene. In addition to effects listed in book, also doubles running and sprinting rate (though this does not stack with other speed enhancemnets).
* Autochthonia
** [[Righteous Judgement]]
** [[Rave Against the Machine]]
** [[The Outside Calls]]
* The Eye Opens
** Tamuz?
** Approaching the Crystal City
** Something that leaves behind panes of adamant (for the First Gate)
** Alchemical doubts get them killed
** Looking Into the Eye
* Character-based
** White Queen
** Husk
** Sundial
** Mnemon's crew
** Vision Consorting with the Dead
** Cult of Illuminated
* Backdrop
** Civil war
** Bull of the North
** Thorns
** Mask of Winters
** White Queen
* Orichalcum Manse - Rathess
** Need for cunaria, solar hearthstone, celestial lion talon, quintessence flask
** [[Ophidian Kata Rings]]
** The Goblin King
** Finding Soul Mirror
** Waking the Dragon Kings
** Redemption of Regret, [[Three Gated Cage]]
* Moonsilver Manse - Reefs
* Starmetal Manse - Yane
* Soulsteel Manse - Gethemane
* Jade Manse - Imperial Mountain
* Finale
** Ebon Dragon & Empress
** Autochthon wakes


''Monkey Leap Technique:'' Distance measured in yards, not feet.
=== Righteous Judgement ===


''Spider-Foot Style:'' Cost now 3 motes, duration one scene.
'''Abstract''': ''Blossom'' gets what's coming to him.


====Brawl====
'''Dramatic Purpose''': Action. Discover lost abyssal. Start to involve circle in politics.


''Sledgehammer Fist Punch:'' Type now supplemental, duration instant.
'''Setting''': A large storage area, secured by an airlock. Main room converted to makeshift field barracks/HQ.


====Endurance====
'''Order''': After shadowland discovered


''Armored Scout’s Invigoration:'' Cost now 3 motes per point of mobility and fatigue negated, a max number of times equal to Endurance. Each 3 motes negates a point of each.
'''Principals''': [[Excessively Righteous Blossom]], [[Golden Venna Boar-Rider]], 12 infantryman


''Essence-Gathering Temper:'' Each success on the roll gains a number of motes equal to Essence, though no more successes provide benefit that the character has points of Stamina.
'''Specifics''': A close quarters fight, with lots of cover, shelving, and opportunity for a mess.


''Front-Line Warrior’s Stamina:'' Cost now 5 motes + 1 Willpower. Cancels all fatigue and mobility until the armor is removed.
[[Excessively Righteous Blossom]] will not care at all for his men, but will take Venna into account. He will still be in full combat mode, so his stealth modules will not be activated. In combat, Blossom will:


''Tiger Warrior’s Endurance:'' Cost now 6 motes + 1 Willpower + 1 lethal health level. While in effect, character regains Essence as if meditating (8 motes/hour) and cannot suffer fatigue checks or penalties. Character does not and cannot sleep. Duration is Essence + Endurance in hours. Health level remains “comitted” while the charm is active.
* Have spent 15 motes to activate Joy in Adversity Stance, Flight of Mercury and Violet Bier of Sorrows form.
* Adds +5 to initiative each round (and additional 11 to first round).
* Roll three dice for every successful parry, regaining 2 motes per success.
* Ping damage is 5 min.
* On damaging attack, drain point of a virtue in target. Will target Valor, for use with soul gas.
* 12m every three rounds, to add six Dex dice for the duration.
* 1 Willpower per turn for Combo:
** If attacked:
*** 2 motes: Buy a fully-pool defense, preferably a parry. Roll for motes if successful.
*** 1 mote: Empower the Electrification Onslaught Dynamo to do 1L damage to attacker. Use more if they are lightly armored, none if they have hardness.
** On attacks:
*** 1 mote: Empower the Electrification Onslaught Dynamo to do 1L damage to attacker. Use more if they are lightly armored, none if they have hardness.
*** 2 motes, if the target has really good defenses: add 2 accuracy dice (un-capped). This should make the pool at least 19 (Dex 6 + MA 5 + anima dice 6 + accuracy dice 2)
*** 2 motes, if it might matter: reduce the armor soak of a target by 4.
*** 3 motes, if it might matter: increase strength by 6 (Alloyed Reinforcement of Flesh cuts the normal cost of 6m in half). These latter two combined can essentially get past 10 points of soak. But since ping is likely to be 5 anyway, on average this will only help if attack_pool/2 + base_damage - soak > 5.
** ''x'' motes: spew smoke at any time 3''x'' yards:
*** Vision penalty
*** Knockout gas: Stamina + Resistance (1, 2 for mortals). Failure = unconscious for 30 - (Stamina + Resistance) minutes.
*** Tear gas and nerve gas: don't bother
*** Soul gas: Stamina + Resistance (1, 4 for mortals). Failure = -1 to Virtues other than Compassion and must make Valor (2) check or flee in fear. Once out of the gas, can spend Willpower to make another check.


====Martial Arts====
[[Golden Venna Boar-Rider]] cares even less for the men (several of whom she has been feeding on). She will stay far enough away from Blossom to avoid his smoke, but near enough to be of assistance. At first she will seem to be a terrestrial. She will:


A clarification: martial arts styles can be divided into four groups:
* Have spent 5m, 1wp to activate Eye of the Tempest.
* Parries with full pool.
* Can activate reflexive charms without a combo. Will almost always use:
** 1m: Roll die for die of pre-soak damage inflicted restore to restore motes (max Essence).
** 1m: On successful parry, additional successes counterattack and cannot be avoided without magic.
** 6m: Perfect dodge.
** 2m: Reduce pool for attack against herself by Dodge + Essence (8) dice.
** 2m: On successful dodge, move normal walking rate.
** 4m: Redirect incoming attack on Dexterity + Dodge (4).
* Will usually just smash something with weapon (using Dragon Graced Weapon), but has an assortment of Simple charms, including area effects.


#Styles that allow use of armor at all times
Infantry will try to use crossbows from cover, once it becomes clear that they're not going to stand toe-to-toe with the exalted.
#Styles that allow specific (usually light) armor at all times
#Styles that prohibit use of armor with their form charms, but allow it with other charms of the style
#Styles that prohibit use of armor with all charms in the style


Most styles are of the last type; however, most of the published solar styles are the third type, including Snake, Tiger and Ebon-Shadow.
During combat:


''Armor-Penetrating Fang Strike:'' Cost now 4 motes + 1 Willpower.
* Circle may notice silver coating on Blossom's arms that helps absorb blows.
* Stag may recognize Blossom's style.
* Guen may notice that Blossom's amulet says "Ten Stripes" in lunar scratch.
* Juuken may recognize abyssal magic being used through essence sight.
* Venna will blow her cover as a terrestrial be showing an abyssal anima, a black/purple owl with flawless plumage and green fiery eyes. Cruxis or Regret will recognize this as the same anima as Meticulous Owl.


''Essence Venom Strike:'' Cost now 7 motes + 1 Willpower.
'''Outcome''':


''Striking Serpent Speed:'' Cost now 6 motes only.
Those with essence sight might see the abyssal soul shard fly out of the room (back to shadowland). Might notice fang scars on several of the mortal soldiers.


====Melee====
Trophy from [[Ten Stripes]]: Moonsilver amulet, with two hearthstones for eyes. As hearthstone amulet, but attuned hearthstones if two stones are present, respiration increases by two. Also, can "see" as if a tiger prowling attuned manses. 2m attunement.


'' One Weapon, Two Blows:'' Cost now 2 motes.
In side room, a semi-portable vat for ''Blossom'', with additional alchemical charms.


''Peony Blossom Attack:'' Costs a flat 3 motes per attack. No more extra attacks than Essence.
=== Rave Against the Machine ===


====Presence====
'''Abstract''': A dance party to banish a shadowland.


''Majestic Radience Presence:'' The Willpower roll to oppose or attack character made every time attempting to disobey or harm character, but no more than once per turn.
'''Dramatic Purpose''': Close the shadowland, interact with Autochthonians.


''Terrifying Apparition of Glory:'' The Valor and Confiction rolls to oppose or harm character made every time attempting to disobey or harm character, but no more than once per turn.
'''Setting''': The room containing a shadowland, heavily altered by Varden


====Resistance====
'''Order''': After Righteous Judgement


''Durability of Oak Meditation:'' Cost now 1 mote per 2B added to bashing soak. A roll is no longer needed. May be used with existing armor.
'''Principals''': ''[[Silkily Descending Mountain]]'', ''[[Unrepentantly Battleworn Servant]]'', ''[[Graciously Proletarian Honor]]'', ''[[Vehemently Thunderous Denial]]'', a huge crowd of exclusively Populat workers (equal parts male and female, and all young, athletic and fairly attractive), the bands Fistful of Contraband and Gremlins Taste Better.


''Iron Skin Concentration:'' Big change: now reflexive and of instant duration, costing 3 motes only. It reduces the damage dice of any attack you are aware of to the attackers Essence.
'''Specifics''': Cruxis gathers a big crowd (and changes to normal appearance as well) and lots of booze. Some events:


''Spirit Strengthens the Skin:'' Big change: now reflexive and lasts one scene. For 2 motes and 1 willpower, you may soak lethal damage with your bashing soak until the end of the scene. Incompatible with armor. (Note that this is somewhat similar to what Iron Skin Concentration used to do, but is slightly cheaper with a higher resistance requirement).
* ''[[Vehemently Thunderous Denial]]'' (Essence 6 orichalcum caste) Shows up prior to start to act as a sound system. Also has gas dispersal with some type of pleasure drug.
* Cruxis will suggest
* ''[[Graciously Proletarian Honor]]'' (jade caste) drinks a bit too much, and her Thousandfold Courtesan Calculations and Emotive Aesthetics of the Body Electric run in overdrive.
* ''[[Silkily Descending Mountain]]'' smacks Cruxis on seeing him for the first time.
* ''[[Silkily Descending Mountain]]'' trails a number of mortals who fawn after her, to her irritation. Will try to counter seduce people in subtle ways (Perception + Socialize (2) to notice).
* ''[[Unrepentantly Battleworn Servant]]'' wants to dance ''a lot''.
* Some ghosts come in to dance. They are trapped in the Labyrinth and want help to escape.
* Women hit on the exalts.
* Some very sick people arrive, assuming that the place is still being used as a hospital.
* A woman starts spasming at some point, screaming out "the eye is open! the eye is open!" over and over until passing out. She is mortal, but if essence sight is used, she will show a strange sort of shimmer, like gears are turning under her skin.
* Cruxis uses charms to talk a subset of the crowd into an orgy.
* A fight breaks out among members of Fistful of Contraband, which may spread if the circle doesn't stop it.
* Many wonder what the loud noise was.
* Lots of talk about the cure. Many snuck out of sealed areas to be at the party.
* Some people will wander into the shadowland if no one is watching.


''Unfailing Toroise Technique:'' Cost now 2 motes. Character's natural lethal soak becomes Stamina + Resistance to defend against a single, even unanticipated, attack. Charm is compatible with armor.
'''Outcome''': If it gets fun enough, the shadowland will close.


''Iron Kettle Body:'' Cost is now 3 motes. Character gains +8B/+9L soak to a single attack. In addition, if the number of damage dice rolled for the attack starts at eight or less, the attack does no damage at all.
=== The Outside Calls ===


====Thrown====
'''Abstract''': A force is felt pulling exalts towards the South


''Fiery Solar Chakram:'' Cost now 4 motes. Accuracy bonus equal to Essence.
'''Dramatic Purpose''': Exposition. Move the story to the next phase, the pull to the Eye.


===Additional Charms===
'''Setting''': Back in the inner religious chambers


The following charms are legal in this campaign and may be learned like any others:
'''Order''': After the Rave.


*[http://exalted.xi.co.nz/wiki/wiki.pl?MartialArts/LeopardStyle Leopard Style Martial Arts]. The page describing this does not say so, but this style does not allow the use of armor at all. When using charms of this style, attacks made with tiger claws (a martial arts weapon) are considered unarmed attacks.
'''Principals''': Kerok, ''[[Gloriously Still Alloy]]'', ''[[Heavenly Bitter Metal]]'', ''[[Silkily Descending Mountain]]'', ''[[Unrepentantly Battleworn Servant]]''
*Any of these additional [[Exalted Charms|charms]]
*Any of these combos [[Exalted Combos|combos]]


==Sorcery==
'''Specifics''': Circle called in and told that the loud noise was Ot screaming (due to shadowland formation, but they don't know that). Told of a pull felt by jade castes to a source in Creation. Ot claims to see a faint column of light in the same direction. Circle might remember reference to scream in the [[Tome of the Great Maker]]. Kerok wants to mount an expedition to the place, sending the three alchemicals in the room. Asks for assistance. They know the direction, but not the final destination.


===Rushing Sorcery===
What to do with Jorias is an interesting issue. ''Fair-Spoken Rishi'' may have figured out a way to keep Jorias' charm operating, once he has started it. Jorias needed to travel quickly, but that may not matter. If using Jorias' spells, need to know destination.


You may invoke a sorcery ''charm'' of a given circle to cast a ''spell'' of a lower circle to speed up casting. Spells so cast release one round earlier than they would if cast with the "proper" charm. For example, a terrestrial circle spell cast using Celestial Circle Sorcery would activate as soon as it was cast, rather than requiring a round of essence-gathering.
Might make sense for some to stay behind. Might not. Will Regret still be trackable?


There are some caveats and drawbacks to speeding magic in this way, however. The first is that if the spell description indicates it takes longer or shorter to cast than normal, casting from a higher circle has no effect. More importantly, failures of rushed spells are treated as if they were botches (see pg.217 of core rulebook). Botches of rushed spells are twice as bad, doing double the damage over double the distance.
Tamuz?
Cult of the Illuminated?
Mnemon?
White Queen?


For purposes of dispelling, the circle of the ''spell'' is used, not the charm used to cast it. Rushed spells may not be "strengthened" (see below).
[[Mark of Autochthon]]


Casting can never be quicker than instant, so casting terrestial magic with Solar Circle Sorcery provides no speed benefit over using Celestial Circle Sorcery; however, casting from two circles above will avoid the increased failure penalities.
=== Scene ===


These rules also apply to necromancy.
'''Abstract''':


===Strengthening Sorcery===
'''Dramatic Purpose''':


You may invoke a sorcery ''charm'' of a given circle to cast a ''spell'' of a lower circle to make the spell harder to dispell. Spells so cast use the level of the charm to determine how difficult they are to dispell and cost 10 additional motes per extra level. Casting time is standard for the charm.
'''Metagaming Purpose''':


For example, a terrestrial circle spell cast using the Solar Circle Sorcery costs 20 additional motes and takes four turns to cast, but may only be dispelled by Adamant Countermagic.
'''Setting''':


These rules also apply to necromancy.
'''Order''':


===Lunar Sorcery===
'''Principals''':


Lunars have an innate connection to the Wyld and a lot of practice shaping themselves with their will, both of which make them natural sorcerers, particularly no-moons. To reflect this, experience costs for lunars to learn new spells are reduced to 7xp for no-moons and 9xp for other castes.
'''Specifics''':


Costs for learning necromancy remain unchanged.
'''Variations''':


==Training==
'''Outcome''':


===Combo Training Time===
'''Debugging''':


As written, the rules do not set a fixed training time for combos. In this campaign, the base time for learning a combo when all of the charms in the combo are in a favored ability is equal to the sum of the minimum abilities of all the charms in the combo, plus the highest minimum essence of the charms, in days. If ''any'' of the charms in the combo are unfavored, add the minimum essence of ''all'' charms in the combo.
'''Field Testing''':


The training time assumes a teacher is available. If the exalt is self-training, ''triple'' the base time. The idea behind this rule is to provide role-playing incentive for tracking down combo trainers.


===Modifying Existing Combos===
=== The Orichalcum Manse ===


Using cannon rules, combos cannot be modified. If you want to add a charm into a combo, you must learn a whole new combo. Unfortunately, this has the effect of preventing people from developing combos. In our game, we allow this rule to stand, but provide steep discounts in xp cost and training time for learning the new combo.
'''Abstract''':


Suppose you have a combo with two charms in it and you want to add a two more charms into it. Determine the training time (T<sub>2</sub>) and xp cost (X<sub>2</sub>) spent learning the two charm combo. Then determine the xp cost (X<sub>4</sub>) and training time (T<sub>4</sub>) that would be required to learn the four charm combo from scratch. To learn the four charm combo, you pay X<sub>4</sub>-X<sub>2</sub> xp and you must train for T<sub>4</sub>-T<sub>2</sub>. At the end of this, you know both the original two charm combo and the new four charm combo.
'''Dramatic Purpose''':


If you want to learn a subset of a combo you already know, you must learn a brand new combo; however, as with adding charms, you do so at a much reduced cost. Removing charms is much easier, so to learn such a combo, you pay a number of xp equal to the minimum Essence of each charm removed. You must train for a number of hours equal to the minimum attribute/ability of each charm removed. Note that, since reflexive charms in combos do not require activation when the combo is use, learning a subset combo should really only be needed to remove non-reflexive charms.
'''Metagaming Purpose''':


===Attribute Training Time===
'''Setting''': Rathess


Being masters of their own form, Lunars cut the training time to raise an attribute in half.
'''Order''':


===Trainers Required===
'''Principals''':


In addition to things in the rules that ''require'' trainers to learn, characters must have tutors to learn the following:
'''Specifics''':  


*Your very first martial arts charm of any kind
'''Variations''':
*Any martial arts form charm
*The pinnacle charm for a martial arts tree


===Training Others===
'''Outcome''':


Exalted can both learn and teach at the same time. Thus, two exalted could be teaching each other different charms simultaneously. This is slightly non-sensical, but makes the game flow a little more smoothly (particularly since training times are long enough already).
'''Debugging''':


===Lunar Martial Arts===
'''Field Testing''':


Lunar characters may learn martial arts charms from a style based on their totem animal for eight experience points each. The lunar may do this with one and only one style, selected by the lunar.
=== The Moonsilver Manse ===


===Sidereal Martial Arts===
'''Abstract''':


The ''Sidereals'' book implies that any celestial, including lunars, can learn sidereal level martial arts (in addition to sidereals, of course). The ''Players Guide'' restricts this to only solars and abyssals. In this game, Lunars can learn sidereal martial arts at a cost of 18 xp per charm (16 if MA is favored).
'''Dramatic Purpose''': This should be related in some manner to the Scarlet Empress plotline, including information about the coming of the [[Ebon Dragon]].


Note that all sidereal MA charms ''require'' a tutor, and finding one is the most difficult part of learning these styles. Sidereal ''sifu'' tend not to give up these secrets lightly, if at all. In this game, to qualify as a tutor to non-sidereal exalted, the teacher must be a master (i.e. know ''all'' of the charms) of the tree he or she is teaching.
'''Metagaming Purpose''':


===Fair Folk Charms===
'''Setting''': Somewhat near the City of the Shining Reefs


As mentioned in the Fair Folk book, Lunars (along with Eclipse and Moonshadow caste) can learn Fair Folk charms, provided a Fair Folk has forged an appropriate grace for them. In a departure from the standard rules, however, Lunars pay only 17xp to learn these charms (not double cost).
'''Order''':


===Graces===
'''Principals''':


Non-Fair Folk may improve the rating of any grace forged for them, even if they do not own it. All graces held by non-Fair Folk are considered to be minor graces.
'''Specifics''': An underwater quicksilver lake. Need to untangle the manse from some sort of machinations of those who follow [[Whose Whispers Chain]] in some way.  


==Armor==
'''Variations''':


Clothing of any kind may be used with charms that do not allow armor, even if the clothing provides soak bonuses. Charms that don't allow armor (such as martial arts forms) conceptualize this restriction with the idea that the bulk of armor restrains movement needed for the charm, which is not a factor in clothing (else the charm could only be used naked). Examples of clothing with soak bonuses would be Demon Embracing Robes or the gossamer garments of Fair Folk. Note that such clothing ''is'' bypassed by charms that explicitly penetrate or avoid armor (e.g. Armor Penetrating Fang Strike). To balance out this change, such clothing provides no soak against aggravated damage.
'''Outcome''':


==Astrology==
'''Debugging''':


Officially, a character may not have "two of the same destiny on herself" (side.218). In this campaign, this is purposely misinterpreted to mean that the sidereal cannot have two of the exact same identities at the same time; however, a sidereal ''may'' have multiple destinies from the same college on themselves, provides they are distinct identities. The practical result of this is that sidereals use effect dice from one destiny for special effects while reserving those of a maintained identity in the same college. Since the number of astrological effects on a single person is already limited by their Essence, this does not seem particularly unbalancing.
'''Field Testing''':


[[Category:Forgotten Suns]]
=== The Starmetal Manse ===
[[Category:House Rules]]
 
[[Category:Exalted]]
'''Abstract''':
 
'''Dramatic Purpose''':
 
'''Metagaming Purpose''':
 
'''Setting''': A mountain top outside Yane.
 
'''Order''':
 
'''Principals''':
 
'''Specifics''': The top of the mountain holds a portal to the Starmetal Manse, not the manse itself. A ritual space exists on top of the mountain, and if the Calibration Gate is summoned there, the gate will open into the manse instead of into [[Yu-Shan]]. The manse itself is an asteroid observation base floating far above Creation.
 
'''Variations''':
 
'''Outcome''':
 
'''Debugging''':
 
'''Field Testing''':
 
=== The Soulsteel Manse ===
 
'''Abstract''':
 
'''Dramatic Purpose''':
 
'''Metagaming Purpose''': Connect the circle with the Mountain Folk, in order to make the Jade Manse a bit more approachable.
 
'''Setting''': Gethamane
 
'''Order''':
 
'''Principals''': Minions of Vodak, possibly Vodak himself, abyssals (either on the same quest, or looking for ways to exploit Vodak).
 
'''Specifics''': Long before the solars originally hollowed the mountain, the place that would be Gethamane held the greatest city of the Nameless Ones. When Autochthon unmade them, some of the fallout spilled into the pit vacated by the city. After constructing the Soulsteel Manse in the pit, Autochthon made mountains to fill in the hole. These mountains never quite matched the surrounding stone, so numerous faults evolved, and these unwittingly made an ideal starting point for the solars who founded Gethamane.
 
'''Variations''':
 
'''Outcome''':
 
'''Debugging''':
 
'''Field Testing''':
 
=== The Jade Manse ===
 
'''Abstract''':
 
'''Dramatic Purpose''':
 
'''Metagaming Purpose''':
 
'''Setting''': Deep under the Imperial Mountain
 
'''Order''':
 
'''Principals''':
 
'''Specifics''': Just getting there will be the main threat, but potentially some "corrupted" essence flows. Possibly related to Ebon Dragon.
 
'''Variations''':
 
'''Outcome''':
 
'''Debugging''':  
 
'''Field Testing''':

Revision as of 00:13, 11 February 2009

Timeline

  • Ascending Wood, RY 768 (1 year, 9 months ago)
    • 1st - Ot breaks into Creation
  • Resplendent Wood, RY 768 (1 year, 8 months ago)
  • Descending Wood, RY 768 (1 year, 7 months ago)
  • Ascending Fire, RY 768 (1 year, 6 months ago)
    • 1st - Stage 2 begins
  • Resplendent Fire, RY 768 (1 year, 5 months ago)
  • Descending Fire, RY 768 (1 year, 4 months ago)
  • Ascending Air, RY 769 (1 year, 3 months ago)
  • Resplendent Air, RY 769 (1 year, 2 months ago)
    • 28th day of Resplendent Air - Excessively Righteous Blossom kills Ten Stripes.
  • Descending Air, RY 769 (1 year, 1 month ago)
    • Kerok issues three decrees: First, that Yugash shall remain in Creation for all time, taking the Southwest as its own. Second, that no new conquest of Creation’s lands shall be made unless provoked. And third, that non-Autochthonians wishing to enter Yugash as citizens will be granted a modicum of rights and henceforth be known as "outsiders."
  • Ascending Water, RY 769 (1 year ago)
  • Resplendent Water, RY 769 (14 months ago)
  • Descending Water, RY 769 (13 months ago)
    • 5th - Regret leaves manse
  • Ascending Earth, RY 769 (12 months ago)
    • 15th - Excessively Righteous Blossom and his 4,000 troops defeated at Gem. Yearlong prep for new invasion begins.
  • 28th - Regret arrives in Gem.
  • Resplendent Earth, RY 769 (11 months ago)
    • 10th - Regret tracks down some Autochtonian survivors and tortures them for information about Autochthon and Autochtonia.
    • 25th - Regret reaches the Lap, killing librarian and taking his place. Discovers more info about Autochthon, as well as legends of an orichalcum mine.
  • Descending Earth, RY 769 (10 months ago)
    • 7th - Regret meets cirle in the Lap
  • Ascending Wood, RY 769 (9 months ago)
  • Resplendent Wood, RY 769 (8 months ago)
  • Descending Wood, RY 769 (7 months ago)
  • ~25th - mine visited by Imperials and buildings destroyed.
  • Ascending Fire, RY 769 (6 months ago)
    • 2nd - Regret and Cruxis enter Autochtonia. They almost immediately kill Meticulous Owl. Soul, unable to get back to Underworld, finds Golden Venna Boar-Rider, makes a monster. Use information of mine to strike deal. Regret takes control of an artifact Meticulous Owl had to communicate with First and Forsaken Lion, sending false intelligence. Finds that resonance still a problem, and sleeps in coffin to shed it. Generally assists with invasion plans.
  • 22nd - Circle visits Kardak
  • 25th - manse repaired; hearthstones explode
  • 28th - Autochtonians reach mine. In spite of warnings not to, they antagonize Kardak, who slaughters them.
  • Resplendent Fire, RY 769 (5 months ago)
    • Cruxis limit breaks, treating people cruelly, runs off into the Reaches. Stays there for a while contemplating, also training for Essence. Discovers elemental pole of smoke.
  • Descending Fire, RY 769 (4 months ago)
    • 1st - Pre essence training
  • Second, larger expedition to mine, with several alchemicals, succeeds. Kardak and his tribe killed, their manse claimed as well. People enslaved. One shipment goes back.
  • Ascending Air, RY 769 (3 months ago)
    • 14th - A brief failure in the filtering system allows mosquitoes to enter Ot.
  • Resplendent Air, RY 769 (2 months ago)
    • 22nd - Great Contagion surfaces.
  • Descending Air, RY 769 (1 month ago)
    • 5th - Something akin to martial law declared. Various sections of Yugash quarentines Ot, and various sections of both isolate themselves. Unhesitatingly Loyal Weapon is infect and goes gremlin. All exalts dispatched to stop her.
    • 9th - Unhesitatingly Loyal Weapon destroyed, but over a third of the exalts sent to stop her are killed as well. In addition, isolation seals in much of Ot are compromised in the fighting, with Weapon attempting at times to intentionally spread the disease.
    • 10th - Rumors spread: Yugash being warred on by other nations with disease; isolationism vindicated; punishment from the Machine God. Void cults become more active.
    • 11th - With Weapon dead, Blossom attempts to regain position as invading general, still intent on conquering. This calls the whole concept into question and in the ensuing debate, it is suggested in a moment of heated argument that Blossom might have sabotaged Weapon. This derails the proceedings, with Blossom storming out making threats about taking control away from the "ignorant" mortals.
    • 13th - Trams to the rest of Autochthonia sealed.
    • 15th - 10% of Ot dead. Cruxis eventually notices this and returns. He sneaks into Ot, but winds up in a quarantined section with no other Exalts. He takes control, but is fighting a loosing battle.
    • 26th - Essence training over. Story begins
  • Ascending Water, RY 769
    • 4th - 25% of Ot dead. 7% of the rest of Yugash dead. Regret sees shadowland.
  • 1st day of Descending Water - Gem hears about approaching invasion force.

Cast

Kerok, Grand Autocrat

Mortal. Grand Autocrat of Yugash. Behind the plan to break the Seal of Divinities. Machiavellian, but understated. Will listen to PCs if they make any sense. Particularly interested in curing disease. Fears Blossoms current movements. Secretly doubts decision to open seal, but won't change it.

Will probably die offscreen so that the new autocrat can order the seal remade while the PCs are off doing something.

Excessively Righteous Blossom

Moonsilver caste. Essence 3, 7 foot tall male. Overly idealistic. Actively plotting to take over Ot. Has assembled a good number of followers, mostly exalts sick of mortal control. Has taken over sections with ruthless purges of the infected, which seem to have worked. Mostly exists to wait around until/if the PCs decide to kick his ass. This will send his sections into chaos, though.

Fair-Spoken Rishi

Orichalcum caste. Essence 4, 15 foot tall male. Four large green eyes. Advocate for extra-Autochthonian peoples. Deeply hurt over the "betrayal" of life from Creation for bringing the disease, and somewhat broken. Speaks out against reprisals against "outsiders", sometimes to the determent of Yugash. Largely ignored and fallen from grace, but could provide an ally if the PCs need a political hand.

Silkily Descending Mountain

Starmetal caste, Essence 2, 6 foot female. Most human looking of the alchemicals the PCs will see. At one point romantically linked to Cruxis, but scarred by him when he broke. Essentially assigned to Regret now, which will extend to the PCs when they arrive. Not particularly prepared for the contagion emotionally, with heavy doses of denial and "it will be fine". Otherwise, smart, capable, charming and helpful. Kathleen Turner voice.

Heavenly Bitter Metal

Soulsteel enforcer, Essence 3, 7 foot male. Never speaks. Acts as bodyguard for Kerok now, but actually spy for different nation (Jarish). Quite devout. Internally very concerned for disease and suffering of mortals who have it.

Gloriously Still Alloy

Orichalcum leader type, Essence 2, 6 foot male. One of the only oricalcum castes in the section of Ot still acting as the "head" of the invasion and coordinating the disease response. Not prepared for the massive number of tasks that now fall to him. Arrogant. Will treat the PCs mostly as a distraction unless they get in his way.

Unrepentantly Battleworn Servant

Jade caste, Essence 2, 5.5 foot female. Very haggard, but determined. Working hard to help the people, doing anything she can. Will enthusiastically help cure plans.

Golden Venna Boar-Rider

Outcaste terrestrial, captured and now abandoned to the Reaches. Fire aspect. Lusty, rebellious and insane. Inherits Meticulous Owl's soul, and the odd combination of location, aspect and caste makes a strange breed of exalt. Can use db and abyssal charms. Reflexives at will.

Drawn by death of disease, eventually hooks up with Blossom.

Others

Scenes

Last character sheet update on 18 Dec 2007. Only six or seven sessions since. +20 xp.


  • Autochthonia
  • The Eye Opens
    • Tamuz?
    • Approaching the Crystal City
    • Something that leaves behind panes of adamant (for the First Gate)
    • Alchemical doubts get them killed
    • Looking Into the Eye
  • Character-based
    • White Queen
    • Husk
    • Sundial
    • Mnemon's crew
    • Vision Consorting with the Dead
    • Cult of Illuminated
  • Backdrop
    • Civil war
    • Bull of the North
    • Thorns
    • Mask of Winters
    • White Queen
  • Orichalcum Manse - Rathess
    • Need for cunaria, solar hearthstone, celestial lion talon, quintessence flask
    • Ophidian Kata Rings
    • The Goblin King
    • Finding Soul Mirror
    • Waking the Dragon Kings
    • Redemption of Regret, Three Gated Cage
  • Moonsilver Manse - Reefs
  • Starmetal Manse - Yane
  • Soulsteel Manse - Gethemane
  • Jade Manse - Imperial Mountain
  • Finale
    • Ebon Dragon & Empress
    • Autochthon wakes

Righteous Judgement

Abstract: Blossom gets what's coming to him.

Dramatic Purpose: Action. Discover lost abyssal. Start to involve circle in politics.

Setting: A large storage area, secured by an airlock. Main room converted to makeshift field barracks/HQ.

Order: After shadowland discovered

Principals: Excessively Righteous Blossom, Golden Venna Boar-Rider, 12 infantryman

Specifics: A close quarters fight, with lots of cover, shelving, and opportunity for a mess.

Excessively Righteous Blossom will not care at all for his men, but will take Venna into account. He will still be in full combat mode, so his stealth modules will not be activated. In combat, Blossom will:

  • Have spent 15 motes to activate Joy in Adversity Stance, Flight of Mercury and Violet Bier of Sorrows form.
  • Adds +5 to initiative each round (and additional 11 to first round).
  • Roll three dice for every successful parry, regaining 2 motes per success.
  • Ping damage is 5 min.
  • On damaging attack, drain point of a virtue in target. Will target Valor, for use with soul gas.
  • 12m every three rounds, to add six Dex dice for the duration.
  • 1 Willpower per turn for Combo:
    • If attacked:
      • 2 motes: Buy a fully-pool defense, preferably a parry. Roll for motes if successful.
      • 1 mote: Empower the Electrification Onslaught Dynamo to do 1L damage to attacker. Use more if they are lightly armored, none if they have hardness.
    • On attacks:
      • 1 mote: Empower the Electrification Onslaught Dynamo to do 1L damage to attacker. Use more if they are lightly armored, none if they have hardness.
      • 2 motes, if the target has really good defenses: add 2 accuracy dice (un-capped). This should make the pool at least 19 (Dex 6 + MA 5 + anima dice 6 + accuracy dice 2)
      • 2 motes, if it might matter: reduce the armor soak of a target by 4.
      • 3 motes, if it might matter: increase strength by 6 (Alloyed Reinforcement of Flesh cuts the normal cost of 6m in half). These latter two combined can essentially get past 10 points of soak. But since ping is likely to be 5 anyway, on average this will only help if attack_pool/2 + base_damage - soak > 5.
    • x motes: spew smoke at any time 3x yards:
      • Vision penalty
      • Knockout gas: Stamina + Resistance (1, 2 for mortals). Failure = unconscious for 30 - (Stamina + Resistance) minutes.
      • Tear gas and nerve gas: don't bother
      • Soul gas: Stamina + Resistance (1, 4 for mortals). Failure = -1 to Virtues other than Compassion and must make Valor (2) check or flee in fear. Once out of the gas, can spend Willpower to make another check.

Golden Venna Boar-Rider cares even less for the men (several of whom she has been feeding on). She will stay far enough away from Blossom to avoid his smoke, but near enough to be of assistance. At first she will seem to be a terrestrial. She will:

  • Have spent 5m, 1wp to activate Eye of the Tempest.
  • Parries with full pool.
  • Can activate reflexive charms without a combo. Will almost always use:
    • 1m: Roll die for die of pre-soak damage inflicted restore to restore motes (max Essence).
    • 1m: On successful parry, additional successes counterattack and cannot be avoided without magic.
    • 6m: Perfect dodge.
    • 2m: Reduce pool for attack against herself by Dodge + Essence (8) dice.
    • 2m: On successful dodge, move normal walking rate.
    • 4m: Redirect incoming attack on Dexterity + Dodge (4).
  • Will usually just smash something with weapon (using Dragon Graced Weapon), but has an assortment of Simple charms, including area effects.

Infantry will try to use crossbows from cover, once it becomes clear that they're not going to stand toe-to-toe with the exalted.

During combat:

  • Circle may notice silver coating on Blossom's arms that helps absorb blows.
  • Stag may recognize Blossom's style.
  • Guen may notice that Blossom's amulet says "Ten Stripes" in lunar scratch.
  • Juuken may recognize abyssal magic being used through essence sight.
  • Venna will blow her cover as a terrestrial be showing an abyssal anima, a black/purple owl with flawless plumage and green fiery eyes. Cruxis or Regret will recognize this as the same anima as Meticulous Owl.

Outcome:

Those with essence sight might see the abyssal soul shard fly out of the room (back to shadowland). Might notice fang scars on several of the mortal soldiers.

Trophy from Ten Stripes: Moonsilver amulet, with two hearthstones for eyes. As hearthstone amulet, but attuned hearthstones if two stones are present, respiration increases by two. Also, can "see" as if a tiger prowling attuned manses. 2m attunement.

In side room, a semi-portable vat for Blossom, with additional alchemical charms.

Rave Against the Machine

Abstract: A dance party to banish a shadowland.

Dramatic Purpose: Close the shadowland, interact with Autochthonians.

Setting: The room containing a shadowland, heavily altered by Varden

Order: After Righteous Judgement

Principals: Silkily Descending Mountain, Unrepentantly Battleworn Servant, Graciously Proletarian Honor, Vehemently Thunderous Denial, a huge crowd of exclusively Populat workers (equal parts male and female, and all young, athletic and fairly attractive), the bands Fistful of Contraband and Gremlins Taste Better.

Specifics: Cruxis gathers a big crowd (and changes to normal appearance as well) and lots of booze. Some events:

  • Vehemently Thunderous Denial (Essence 6 orichalcum caste) Shows up prior to start to act as a sound system. Also has gas dispersal with some type of pleasure drug.
  • Cruxis will suggest
  • Graciously Proletarian Honor (jade caste) drinks a bit too much, and her Thousandfold Courtesan Calculations and Emotive Aesthetics of the Body Electric run in overdrive.
  • Silkily Descending Mountain smacks Cruxis on seeing him for the first time.
  • Silkily Descending Mountain trails a number of mortals who fawn after her, to her irritation. Will try to counter seduce people in subtle ways (Perception + Socialize (2) to notice).
  • Unrepentantly Battleworn Servant wants to dance a lot.
  • Some ghosts come in to dance. They are trapped in the Labyrinth and want help to escape.
  • Women hit on the exalts.
  • Some very sick people arrive, assuming that the place is still being used as a hospital.
  • A woman starts spasming at some point, screaming out "the eye is open! the eye is open!" over and over until passing out. She is mortal, but if essence sight is used, she will show a strange sort of shimmer, like gears are turning under her skin.
  • Cruxis uses charms to talk a subset of the crowd into an orgy.
  • A fight breaks out among members of Fistful of Contraband, which may spread if the circle doesn't stop it.
  • Many wonder what the loud noise was.
  • Lots of talk about the cure. Many snuck out of sealed areas to be at the party.
  • Some people will wander into the shadowland if no one is watching.

Outcome: If it gets fun enough, the shadowland will close.

The Outside Calls

Abstract: A force is felt pulling exalts towards the South

Dramatic Purpose: Exposition. Move the story to the next phase, the pull to the Eye.

Setting: Back in the inner religious chambers

Order: After the Rave.

Principals: Kerok, Gloriously Still Alloy, Heavenly Bitter Metal, Silkily Descending Mountain, Unrepentantly Battleworn Servant

Specifics: Circle called in and told that the loud noise was Ot screaming (due to shadowland formation, but they don't know that). Told of a pull felt by jade castes to a source in Creation. Ot claims to see a faint column of light in the same direction. Circle might remember reference to scream in the Tome of the Great Maker. Kerok wants to mount an expedition to the place, sending the three alchemicals in the room. Asks for assistance. They know the direction, but not the final destination.

What to do with Jorias is an interesting issue. Fair-Spoken Rishi may have figured out a way to keep Jorias' charm operating, once he has started it. Jorias needed to travel quickly, but that may not matter. If using Jorias' spells, need to know destination.

Might make sense for some to stay behind. Might not. Will Regret still be trackable?

Tamuz? Cult of the Illuminated? Mnemon? White Queen?

Mark of Autochthon

Scene

Abstract:

Dramatic Purpose:

Metagaming Purpose:

Setting:

Order:

Principals:

Specifics:

Variations:

Outcome:

Debugging:

Field Testing:


The Orichalcum Manse

Abstract:

Dramatic Purpose:

Metagaming Purpose:

Setting: Rathess

Order:

Principals:

Specifics:

Variations:

Outcome:

Debugging:

Field Testing:

The Moonsilver Manse

Abstract:

Dramatic Purpose: This should be related in some manner to the Scarlet Empress plotline, including information about the coming of the Ebon Dragon.

Metagaming Purpose:

Setting: Somewhat near the City of the Shining Reefs

Order:

Principals:

Specifics: An underwater quicksilver lake. Need to untangle the manse from some sort of machinations of those who follow Whose Whispers Chain in some way.

Variations:

Outcome:

Debugging:

Field Testing:

The Starmetal Manse

Abstract:

Dramatic Purpose:

Metagaming Purpose:

Setting: A mountain top outside Yane.

Order:

Principals:

Specifics: The top of the mountain holds a portal to the Starmetal Manse, not the manse itself. A ritual space exists on top of the mountain, and if the Calibration Gate is summoned there, the gate will open into the manse instead of into Yu-Shan. The manse itself is an asteroid observation base floating far above Creation.

Variations:

Outcome:

Debugging:

Field Testing:

The Soulsteel Manse

Abstract:

Dramatic Purpose:

Metagaming Purpose: Connect the circle with the Mountain Folk, in order to make the Jade Manse a bit more approachable.

Setting: Gethamane

Order:

Principals: Minions of Vodak, possibly Vodak himself, abyssals (either on the same quest, or looking for ways to exploit Vodak).

Specifics: Long before the solars originally hollowed the mountain, the place that would be Gethamane held the greatest city of the Nameless Ones. When Autochthon unmade them, some of the fallout spilled into the pit vacated by the city. After constructing the Soulsteel Manse in the pit, Autochthon made mountains to fill in the hole. These mountains never quite matched the surrounding stone, so numerous faults evolved, and these unwittingly made an ideal starting point for the solars who founded Gethamane.

Variations:

Outcome:

Debugging:

Field Testing:

The Jade Manse

Abstract:

Dramatic Purpose:

Metagaming Purpose:

Setting: Deep under the Imperial Mountain

Order:

Principals:

Specifics: Just getting there will be the main threat, but potentially some "corrupted" essence flows. Possibly related to Ebon Dragon.

Variations:

Outcome:

Debugging:

Field Testing: