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. In addition, Craft specialties start at +0 instead of +1. 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.


When wearing moonsilver armor to which they are attuned, a lunar may choose to banish the the armor Elsewhere when shapeshifting into any form. Such armor is still attuned and any hearthstones mounted in it continue to provide their effects. Lunars can only "summon" this armor by making another shapechange. This costs the same and takes just as long as normal. A lunar, for example, could change any form (including normal human form) into their normal human form with armor for the standard 1 mote, reflexive shapechange. Changing from any form into an armored animal form costs a simple action and the normal 3 motes, etc.
Will probably die offscreen so that the new autocrat can order the seal remade while the PCs are off doing something.


==Backgrounds==
=== ''[[Excessively Righteous Blossom]]'' ===


===Heart's Blood===
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.


This lunar background has been substantially [[Heart's Blood|reworked]].
=== ''Fair-Spoken Rishi'' ===


===Manse===
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.


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.
=== [[Silkily Descending Mountain]] ===


==Combat==
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.


Since the characters were built with standard rules, we continue to use standard combat rules, with a few exceptions.
=== ''Heavenly Bitter Metal'' ===


===Clinches & Holds===
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.


Clinches and holds are resolved using the new Power Combat mechanics. These just make more sense and are easier to apply.
=== ''Gloriously Still Alloy'' ===


===Delaying 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.


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.
=== ''Unrepentantly Battleworn Servant'' ===


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.
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.


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.
=== Golden Venna Boar-Rider ===


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.
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.


===Martial Arts Styles===
Drawn by death of disease, eventually hooks up with ''Blossom''.


A clarification: martial arts styles can be divided into four groups:
=== Others ===


#Styles that allow use of armor at all times
* ''Unhesitatingly Loyal Weapon'' - Oricalcum caste. Essence 4, 20 foot tall female. More machine than person. Caught disease and went gremlin. Had to be destroyed.
#Styles that allow specific (usually light) armor at all times
* ''Exsirar'' - Mortal general planning assault on Gem until his death from the disease.
#Styles that prohibit use of armor with their form (and maybe one or two other) charms, but allow it with other charms of the style
* [[Synergistically Industrious Combine]] - linked group, sent to mine.
#Styles that prohibit use of armor with all charms in the style
** [[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.


It is often forgotten that most styles are actually the third type. Five-Dragon and Immaculate styles are the first type, except Fire-Dragon, which is the third.
== Stories ==


===Celestial Practice of Immaculate Styles===
Last character sheet update on 18 Dec 2007. Only six or seven sessions since. +20 xp.


The errata to the ''Dragon Blooded'' makes several changes regarding the Immaculate Martial Arts styles, most of which became official in the ''Player's Guide''. Some, however, did not, making it a bit ambiguous. Regardless of the intent, this campaign works as follows:
=== Into the Machine ===


*Celestials do not need to make rolls when activating Immaculate forms.
* [[Righteous Judgment]]
*Celestials do not need to dedicate themselves to an Immaculate path, so may learn other Celestial Martial Arts before, during and after mastering an Immaculate style.
* [[Rave Against the Machine]]
*Celestials transcend the need for "elemental harmony", so gain signature weapon benefits and do not pay a 1 mote penalty for each charm.
* [[The Outside Calls]]


==Charms Changes==
=== The Eye Opens ===


===Tweaks===
* Tamuz?
* [[Approaching the Glass City]]
* [[Streets of Glass]] into the city, more glass beasts, remnants of Mnemon's crew
* [[Rats in a Glass Maze]]
* [[Interview with a Glass Sorcerer]]
* [[Looking Into the Eye]]


====Martial Arts====
=== Stray Scenes ===


The Air Dragon signature weapon effect is a bit unbalanced compared to the other effects. This campaign replaces it with the following effect: An Air Dragon Immaculate adds his Martial Arts rating to Rate when using chakram.
* White Queen
* Husk
* Sundial
* Mnemon's crew
* Cult of Illuminated


===Power Combat Changes===
=== Backdrop ===


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:
* Civil war
* Bull of the North
* Thorns
* Mask of Winters
* White Queen


====Archery====
=== Orichalcum Manse ===


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


''Trance of Unhesitating Speed:'' Costs a flat 3 motes per attack. No more extra attacks than Essence.
* Need for cunaria, solar hearthstone, celestial lion talon, quintessence flask
* [[Ophidian Kata Rings]]
* The Goblin King. Abyssal consort(s)
* Finding Soul Mirror
* Waking the Dragon Kings
* Redemption of Regret, [[Three Gated Cage]]


====Athletics====
=== Moonsilver Manse ===


''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).
Reefs
* Hints about Ebon Dragon


''Monkey Leap Technique:'' Distance measured in yards, not feet.
=== Starmetal Manse ===


''Spider-Foot Style:'' Cost now 3 motes, duration one scene.
Yane


====Brawl====
* Need to summon calibration gate
* Asteroid base


''Sledgehammer Fist Punch:'' Type now supplemental, duration instant.
=== Soulsteel Manse ===


====Endurance====
Gethemane


''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.
* Vision Consorting with the Dead
* Mountain Folk


''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.
=== Jade Manse ===


''Front-Line Warrior’s Stamina:'' Cost now 5 motes + 1 Willpower. Cancels all fatigue and mobility until the armor is removed.
Imperial Mountain


''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.
=== Finale ===


====Martial Arts====
* Ebon Dragon & Empress
* Autochthon wakes


''Armor-Penetrating Fang Strike:'' Cost now 4 motes + 1 Willpower.
[[Exalted Aspects]]
[[Mark of Autochthon]]


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


''Striking Serpent Speed:'' Cost now 6 motes only.
'''Abstract''':


====Melee====
'''Dramatic Purpose''':


'' One Weapon, Two Blows:'' Cost now 2 motes.
'''Metagaming Purpose''':


''Peony Blossom Attack:'' Costs a flat 3 motes per attack. No more extra attacks than Essence + 1.
'''Setting''':


====Presence====
'''Order''':


''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.
'''Principals''':


''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.
'''Specifics''':


====Resistance====
'''Variations''':


''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.
'''Outcome''':


''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.
'''Debugging''':  


''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).
'''Field Testing''':


''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.
[[Category:Encounter Page]] [[campaign::Forgotten Suns| ]]


''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 Orichalcum Manse ===


====Thrown====
'''Abstract''':


''Fiery Solar Chakram:'' Cost now 4 motes. Accuracy bonus equal to Essence.
'''Dramatic Purpose''':


===Additional Charms===
'''Metagaming Purpose''':


The following charms are legal in this campaign and may be learned like any others:
'''Setting''': Rathess


*[[Leopard Style]] martial arts
'''Order''':
*Any of these additional [[Exalted Charms|charms]]
*Any of these combos [[Exalted Combos|combos]]


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


===Rushing Sorcery===
'''Specifics''':


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.
'''Variations''':


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.
'''Outcome''':


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).
'''Debugging''':


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.
'''Field Testing''':


These rules also apply to necromancy.
=== The Moonsilver Manse ===


===Strengthening Sorcery===
'''Abstract''':


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


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.
'''Metagaming Purpose''':


These rules also apply to necromancy.
'''Setting''': Somewhat near the City of the Shining Reefs


===Lunar Sorcery===
'''Order''':


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.
'''Principals''':


Costs for learning necromancy remain unchanged.
'''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.  


==Training==
'''Variations''':


===Combo Training Time===
'''Outcome''':


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.
'''Debugging''':


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.
'''Field Testing''':


===Modifying Existing Combos===
=== The Starmetal 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''': A mountain top outside Yane.


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''': 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.


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


===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 Soulsteel 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''':


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


===Fair Folk Charms===
'''Setting''': Gethamane


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


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''': 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.


==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 Jade Manse ===
[[Category:House Rules]]
 
[[Category:Exalted]]
'''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 16:32, 14 March 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

Stories

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

Into the Machine

The Eye Opens

Stray Scenes

  • White Queen
  • Husk
  • Sundial
  • Mnemon's crew
  • 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. Abyssal consort(s)
  • Finding Soul Mirror
  • Waking the Dragon Kings
  • Redemption of Regret, Three Gated Cage

Moonsilver Manse

Reefs

  • Hints about Ebon Dragon

Starmetal Manse

Yane

  • Need to summon calibration gate
  • Asteroid base

Soulsteel Manse

Gethemane

  • Vision Consorting with the Dead
  • Mountain Folk

Jade Manse

Imperial Mountain

Finale

  • Ebon Dragon & Empress
  • Autochthon wakes

Exalted Aspects 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: