Forgotten Suns: House Rules and Forgotten Suns: Log - The West: Difference between pages

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==Abilities==
[[Forgotten Suns: Log - Nexus|previous chapter]]


===Craft===
==Fakharu==


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].
{| width="100%" cellspacing="0" cellpadding="0"
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| colspan="2" |'''26th day of Ascending Earth, RY 769'''
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| ''Fakharu’s Island''|| align="right" |''11 February 2004''
|}


===Lunar Shapeshifting===
The group took a great interest in the five women (Orichalcum, Moonsilver, Jade, Starmetal and Soulsteel) who greeted them, though much of it was prurient. The meeting with Fakharu went well. He received the gift of the jade talent politely, curious that it was uncut. We was extremely impressed by the circle’s reaction to his proposal: rather than go on a greed orgy, their requests for items were all extremely practical with thought put into what they would need to accomplish the mission.


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.
They asked for underwater transportation (similar to the way Mikani brought them downriver), some sort of proof against poison and some way to recharge essence. Fakharu offered to allow one of them attune to a local manse for the duration of the mission and carry its hearthstone. Varden was chosen to do this, and as Jade escorted him down to the manse, he said that “she had the best name” of the five greeters. The rest of the party were led to a lower room where they were given necklaces that allow them to breathe water and small rock bottles containing a liquid. When half the liquid is mixed in a drink, the drink will counter any poison already in the system. One quarter mixed with water will slow the effects of poison significantly.


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.
With Varden needing at least three hours to attune and Moonsilver off finding the spirit to take the circle underwater, Guen asked Soulsteel for an island tour, and she led him away. Gutts offered to give Orichalcum “tips on her human form”, and she accepted, leaving Cruixs alone with Starmetal and Moonsilver.


==Backgrounds==
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| ''Fakharu’s Island''|| align="right" |''18 February 2004''
|}


===Heart's Blood===
After the dalliances with the “material girls”, the circle was introduced to Tidal Influence, a spirit looking like a human with a seahorse head, who provided their transportation. After getting provided with black birds to appease Sikunare, the circle traveled to meet her. Having been warned about Siknare’s aversion to beauty, Cruixis asked Gutts to punch him in the face, which Gutts did without a moment’s hesitation.


This lunar background has been substantially [[Heart's Blood|reworked]].
Offering the birds, they told Sikunare the truth about their mission, and she helped them as best she could. Guen seemed peculiarly disturbed by Sikunare and gave her Jarvick’s moonsilver box. The circle spent the night there and Guen discovered Dancing Emptiness’s involvement with the rest of the group ate and drank, served by a salamander named Steev. Seeing evidence of Sikunare’s mistreatment of her subjects caused Cruxis to have to make several limit checks, but he held his tounge.


===Manse===
{| width="100%" cellspacing="0" cellpadding="0"
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| colspan="2" |'''27th day of Ascending Earth, RY 769'''
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| ''Western Ocean''|| align="right" |''18 February 2004''
|}


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.
The next day, they were given a crude map to the islands and went there. They bypassed most of the islands, concentrating on islands that had structures shown on the map. On these, Guen performed aerial reconnaissance while the others trained. The eventually decided to land on the Island of the Broken Masks, after Guen talked to a scarred man there that seemed to want to escape. Gutts decided to launch a rescue mission.


==Combat==
==Exiles==


Since the characters were built with standard rules, we continue to use standard combat rules, with a few exceptions.
{| width="100%" cellspacing="0" cellpadding="0"
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| colspan="2" |'''28th day of Ascending Earth, RY 769'''
|-
| ''Island of Broken Masks''|| align="right" |''18 February 2004''
|}


===Clinches & Holds===
The circle walked onto the island in broad daylight. As the walked towards the central tower, inhabitants gathered behind them, following in a growing group. Once inside, the city doors were sealed behind them. They were met in the street by guards who escorted them into the main tower, into the Hall of Promiscuous Justice, and guards tried to shackle them. Combat quickly ensued, killing a number of guards and several spirits, including Starved Tiger. During the process, the actions of the crowd forced Guen into making a limit check.


Clinches and holds are resolved using the new Power Combat mechanics. These just make more sense and are easier to apply.
{| width="100%" cellspacing="0" cellpadding="0"
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| ''Island of Broken Masks''|| align="right" |''25 February 2004''
|}


===Delaying Action===
The fight continued for a few more rounds, with more spirits and a number of bowmen showing up. The king, Silver Robe, called for a halt. Though wary, the circle and the king began to talk. Again, the circle told the truth of why they were there. The king claimed that they knew nothing of Amarel and insisted the group leave. A deal was struck, allowing the group to escape the law of the land (getting scarred) if they left immediately and never returned. The group agreed to leave.


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.
Seventh Amethyst and a number of other spirits escorted the circle to the coast. Once there, surrounded only by her trusted soldiers, Seventh Amethyst made a deal with the circle, admitting that Amarel was held in the highest tower. The disruption of Starved Tiger improved Seventh Amethyst’s position greatly. She also understood the situation, fearing Fakharu’s wrath, as well as that of the circle. The circle indicated they would make a night raid and she agreed to post trusted sentries that would look the other way along the direction of their approach. She also agreed to keep a messenger ready on the beach in case of last minute plan changes. The circle withdrew to a small island nearby to heal and plan.


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.
{| width="100%" cellspacing="0" cellpadding="0"
|-
| colspan="2" |'''1st day of Resplendent Earth, RY 769'''
|-
| ''Island of Broken Masks''|| align="right" |''25 February 2004''
|}


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.
After midnight, the circle returned to the island with a plan involving a lightning grab for Amarel. Seventh Amethyst left a toucan, who informed them of an eagle spirit guardian on top of the tower and asked the circle if they had any message for his mistress. They suggested a loud diversion be created, as if Amarel’s room was to be stormed from below. The toucan returned indicating his mistress needed an hour to set it up, during which Tidal Influence took Gutts and Cruxis to the other end of the island.


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.
Guen changed into a karmeus, took Varden in her talons and flew at speed to the tower. Varden, already powered with strength charms, used the hearthstone lent him by Fakharu to try to make the eagle spirit desire a rock that Varden threw behind him. This didn’t work, and the eagle let out a loud alarm cry. Guen propelled Varden through the window into Amarel’s room, then flew around to meet Varden on the other side.


===Martial Arts Styles===
Inside the room, using charms to increase speed, Varden picked up Amarel and leapt out the opposite window. The spirit guarding Amarel, Grey Wrath, did get one strike in on Varden and used Words of Power on both he and Guen, who caught Varden on the other side of the tower.


A clarification: martial arts styles can be divided into four groups:
Struggling with the extra weight, Guen made some Willpower-backed rolls to clear the outer wall of the city, and Varden used more speed increasing charms to run away.


#Styles that allow use of armor at all times
Pursuit was limited to a pair of air elementals, whose bashing attacks could not bring Guen down, as he invoked Calling Luna’s Favor to regenerate.
#Styles that allow specific (usually light) armor at all times
#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
#Styles that prohibit use of armor with all charms in the style


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.
{| width="100%" cellspacing="0" cellpadding="0"
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| ''Island of Broken Masks''|| align="right" |''3 March 2004''
|}


===Celestial Practice of Immaculate Styles===
Not long after Tidal Influence took the circle away from the island, the sirens attacked, nailing most of the party with obedience charms. Because one of the sirens neglected to command Gutts to avoid attacking, he sliced into two of them, cutting one in half and incapacitating the other. The third (Chamae) attempted to steal Amarel away, but Varden and Guen interceded, leading to a standoff. Chamae negotiated for a promise of mercy from Fakharu in exchange for releasing control of Gutts and Cruxis. The party reluctantly agreed.


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:
During the battle, one of the sirens gained control of Tidal Influence and commanded him to “move away as fast as possible”. He used his Hurry Home charm to return to Fakharu’s spire in the middle of the combat. Thus, once it was over, Tidal was two days journey away, forcing the circle to move under their own power. After a brief shark attack, Guen carted the circle most of the way to the abandoned island they used before, with the idea being that if Tidal returned, he would check there.


*Celestials do not need to make rolls when activating Immaculate forms.
{| width="100%" cellspacing="0" cellpadding="0"
*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.
|-
*Celestials transcend the need for "elemental harmony", so gain signature weapon benefits and do not pay a 1 mote penalty for each charm.
| ''Archipelago of the Exiles, uninhabited island''|| align="right" |''3 March 2004''
|}


==Charms Changes==
After long hours swimming, the circle made it to the island and trained, rested, scavenged, fished and ate all day.


===Tweaks===
{| width="100%" cellspacing="0" cellpadding="0"
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| colspan="2" |'''2nd day of Resplendent Earth, RY 769'''
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| ''Archipelago of the Exiles, uninhabited island''|| align="right" |''3 March 2004''
|}


====Martial Arts====
Another day of training, eating and waiting.


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.
{| width="100%" cellspacing="0" cellpadding="0"
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| colspan="2" |'''3rd day of Resplendent Earth, RY 769'''
|-
| ''Archipelago of the Exiles, uninhabited island''|| align="right" |''3 March 2004''
|}


===Power Combat Changes===
In the morning, Tidal Influence showed up, after having traveled non-stop. He picked the circle up and moved traveled to the spire the rest of the day.


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:
{| width="100%" cellspacing="0" cellpadding="0"
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| colspan="2" |'''4th day of Resplendent Earth, RY 769'''
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| ''Western Ocean''|| align="right" |''3 March 2004''
|}


====Archery====
The journey back to the spire continues, with the circle mostly training.


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


''Trance of Unhesitating Speed:'' Costs a flat 3 motes per attack. No more extra attacks than Essence.
{| width="100%" cellspacing="0" cellpadding="0"
|-
| colspan="2" |'''5th day of Resplendent Earth, RY 769'''
|-
| ''Fakharu’s Spire''|| align="right" |''3 March 2004''
|}


====Athletics====
Eventually making it back to the spire, the circle snuck Amarel into the spire and got cleaned up. After more dalliances with the material girls and a much needed bath, the circle was invited to dinner with Fakharu and Amarel. The circle recounted the story during dinner. When dessert came, Fakharu indicated that each member of the circle would find “tokens of gratitude” in their rooms when they returned. He also asked if there was anything he could help them with. The following information was conveyed:


''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).
''Repairing manse'': Fakharu has sent spirits to view the manse, and they indicate that the First Age construction eludes them. Fakharu believes that repairs might be made with a magic item called a Singing Staff. He knows of two of these, though at least six were created. The Empress holds one. The other was in the possession of a solar architect and sorcerer named Kal Bax, who created the first one. Bax was known to retreat to the far North during the Usurpation with a handful of other solars, where it is believed he died, though no one found his last resting place. Fakharu presents them with the pages of Ozandus indicating that is only clue his librarian could find.


''Monkey Leap Technique:'' Distance measured in yards, not feet.
''Finding Regret'': Spirits have reported the following:


''Spider-Foot Style:'' Cost now 3 motes, duration one scene.
*A spirit in the southern desert tracked a strange man who traveled at night and smelled of death; when the sun rose, his long shadow had monstrous features.
*Later, the normally clear skies at the edge of the desert beyond the mountains south of Chiarscuro grew dark and overcast and black lightning crackled from the earth to the sky. Fakharu believes this to be the result of a deathnight shedding a great deal of resonance.
*About a week later, a thunderbird spotted the large tent village of firedust gatherers in the south desert whose inhabitants had been slaughtered. Amid the carnage, the spirit saw a lone Day caste deathnight, anima shining brightly. Covered in blood and apparently having drank much of it, the abyssal alternately laughed maniacally and sobbed uncontrollably. The spirit flew away when the deathnight attempted to attack it.
*A month ago, in a small settlement to the northeast of Gem, a white haired stranger was seen to be crying blood in a local tavern. A few days later, the local militia broke into this man’s room in an inn after other guests reported strange noises and muffled screams coming from his room. The man was nowhere to be found, but within the room was a man who had been tortured to death, with a strange hole in his forehead.
*The spirit of a graveyard in the Lap indicates that for the last week or so, a pale man with white hair has offered tribute of a strange gem to it in exchange for permission to sleep in one of the graveyard’s crypts.


====Brawl====
''Restoring Regret'': Fakharu instructs his librarian Shemaru to report his findings. Shemaru seems pleased with the challenge, and report that, as deathnights have not existed long, not much information exists on restoring them. The only analog he could find was the legend of Baradine, one of the first solars who, according to legend, had her nature twisted by the touch of She Who Lives in Her Name, a Yozi Baradine helped defeat. The legend has it that, because she had been corrupted, the gods refused to help her but a group of solar and lunar exalted who had fought with her refused to abandon her. Various stories mention that that they managed to restore her, including one story that refers to a device that aided them as the Three Gated Cage. Shemaru has been able to piece together more information about this device, though much of this is guesswork. The device consists of four main parts:
*The ''first gate'' somehow ejects the exalted soul-shard from the body of the exalted. Though some stories hint that this is an artifact of some kind, Shemaru believes that the first gate is actually a potion created from a magical plant called cunaria, which grows only in Yu-Shan. This plant evidently takes a number of days to take effect, and once the soul-shard is ejected, the mortal body must be maintained magically or it will die.
*The ''second gate'' strips the corrupted portions from the soul-shard, which coalesce into a malignant being that must be defeated in combat. The exact make up of this gate is unclear, but one reference suggests this gate may have demonic origins.
*The ''third gate'' merges the purified soul-shard back into the mortal body. All of the references mention that at least one sorcerer capable of harnessing solar circle magic plays a large role in the entire ritual and most references infer that this sorcerer is absolutely critical to the operation of the third gate. This leads Shemaru to postulate that the third gate is a specific solar circle spell. The solar circle sorcerer who most likely participated in the ritual to restore Baradine was a Twilight named Wyr’palja. She died not long after the dawning of the First Age and was buried in a lavish tomb in the eastern forests; however, this tomb is known to have been overrun with Fair Folk during their invasion after the Great Contagion.
*The ''cage'' performs the critical function of preventing the loose soul-shard from escaping during the ritual. Left to itself, the shard will comb Creation for a new, worthy mortal to inhabit. The references are unanimous in referencing an orichalcum cage “surrounded by darkness”, held within a deep mountain, with a channel carved straight up to allow the Unconquered Sun to observe the proceedings more easily. Shemaru is uncertain if this means a specific cave or any cave at all, but does know that if channel was indeed carved straight up, the sun would only shine directly down it at noon and likely only on a certain day of the year. Some commentaries written on the reference material suggests that the reference to darkness indicates a shadowland or the underworld itself.


''Sledgehammer Fist Punch:'' Type now supplemental, duration instant.
Shemaru indicates that he will continue researching.


====Endurance====
The material girls took members of the circle back to their rooms individually. Each girl was allowed to choose a mundane gift (resources ••••) from Fakharu’s hoard and present it:
*Orichalcum to Gutts: 5 tiny hand crafted gold sun sculptures, of incredible detail, looking almost like they move. Provide good gifts/bribes for spirits.
*Soulsteel to Guen: 5 small figurines with carved from alabaster, each detailing an animal (panther, hawk, mammoth, bear, crocodile) in incredible detail, almost down to individual hairs. Their value comes from the artistry of the poses, which make the animals look almost sad somehow as if waiting for something. Would be highly prized grave goods or bribes for the dead.
*Jade to Varden: An extremely rare jade coin, forged before the Great Contagion.
*Moonsilver to Cruxis: Spirit shark hide buff jacket.


''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.
Within their rooms, they found boxes containing the gifts Fakharu mentioned. Each contained a figurine of a dragon that can animate and spy. Each also received a more potent gift:
*Gutts: A pair of sandals called the Boots of Descending Thunder
*Guen: A moonsilver bow known as Aborinox
*Varden: A note allowing him to keep the hearthstone and an essence containing gem
*Cruxis: An orichalcum reaper daiklave known as Incandescent Razor


''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.
[[Forgotten Suns: Log - Long Ocean|next chapter]]
 
''Front-Line Warrior’s Stamina:'' Cost now 5 motes + 1 Willpower. Cancels all fatigue and mobility until the armor is removed.
 
''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.
 
====Martial Arts====
 
''Armor-Penetrating Fang Strike:'' Cost now 4 motes + 1 Willpower.
 
''Essence Venom Strike:'' Cost now 7 motes + 1 Willpower.
 
''Striking Serpent Speed:'' Cost now 6 motes only.
 
====Melee====
 
'' One Weapon, Two Blows:'' Cost now 2 motes.
 
''Peony Blossom Attack:'' Costs a flat 3 motes per attack. No more extra attacks than Essence + 1.
 
====Presence====
 
''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.
 
''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.
 
====Resistance====
 
''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.
 
''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.
 
''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).
 
''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.
 
''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.
 
====Thrown====
 
''Fiery Solar Chakram:'' Cost now 4 motes. Accuracy bonus equal to Essence.
 
===Additional Charms===
 
The following charms are legal in this campaign and may be learned like any others:
 
*[[Leopard Style]] martial arts
*Any of these additional [[Exalted Charms|charms]]
*Any of these combos [[Exalted Combos|combos]]
 
==Sorcery==
 
===Rushing Sorcery===
 
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.
 
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.
 
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).
 
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.
 
These rules also apply to necromancy.
 
===Strengthening Sorcery===
 
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.
 
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.
 
These rules also apply to necromancy.
 
===Lunar Sorcery===
 
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.
 
Costs for learning necromancy remain unchanged.
 
==Training==
 
===Combo Training Time===
 
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.
 
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===
 
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.
 
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.
 
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.
 
===Attribute Training Time===
 
Being masters of their own form, Lunars cut the training time to raise an attribute in half.
 
===Trainers Required===
 
In addition to things in the rules that ''require'' trainers to learn, characters must have tutors to learn the following:
 
*Your very first martial arts charm of any kind
*Any martial arts form charm
*The pinnacle charm for a martial arts tree
*Any Immaculate martial arts charm
 
===Training Others===
 
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).
 
===Lunar Martial Arts===
 
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.
 
===Sidereal Martial Arts===
 
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).
 
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.
 
===Fair Folk Charms===
 
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).
 
===Graces===
 
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.
 
==Armor==
 
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.
 
==Astrology==
 
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.


[[Category:Forgotten Suns]]
[[Category:Forgotten Suns]]
[[Category:House Rules]]
[[Category:Campaign Log]]
[[Category:Exalted]]

Revision as of 22:46, 3 August 2005

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Fakharu

26th day of Ascending Earth, RY 769
Fakharu’s Island 11 February 2004

The group took a great interest in the five women (Orichalcum, Moonsilver, Jade, Starmetal and Soulsteel) who greeted them, though much of it was prurient. The meeting with Fakharu went well. He received the gift of the jade talent politely, curious that it was uncut. We was extremely impressed by the circle’s reaction to his proposal: rather than go on a greed orgy, their requests for items were all extremely practical with thought put into what they would need to accomplish the mission.

They asked for underwater transportation (similar to the way Mikani brought them downriver), some sort of proof against poison and some way to recharge essence. Fakharu offered to allow one of them attune to a local manse for the duration of the mission and carry its hearthstone. Varden was chosen to do this, and as Jade escorted him down to the manse, he said that “she had the best name” of the five greeters. The rest of the party were led to a lower room where they were given necklaces that allow them to breathe water and small rock bottles containing a liquid. When half the liquid is mixed in a drink, the drink will counter any poison already in the system. One quarter mixed with water will slow the effects of poison significantly.

With Varden needing at least three hours to attune and Moonsilver off finding the spirit to take the circle underwater, Guen asked Soulsteel for an island tour, and she led him away. Gutts offered to give Orichalcum “tips on her human form”, and she accepted, leaving Cruixs alone with Starmetal and Moonsilver.

Fakharu’s Island 18 February 2004

After the dalliances with the “material girls”, the circle was introduced to Tidal Influence, a spirit looking like a human with a seahorse head, who provided their transportation. After getting provided with black birds to appease Sikunare, the circle traveled to meet her. Having been warned about Siknare’s aversion to beauty, Cruixis asked Gutts to punch him in the face, which Gutts did without a moment’s hesitation.

Offering the birds, they told Sikunare the truth about their mission, and she helped them as best she could. Guen seemed peculiarly disturbed by Sikunare and gave her Jarvick’s moonsilver box. The circle spent the night there and Guen discovered Dancing Emptiness’s involvement with the rest of the group ate and drank, served by a salamander named Steev. Seeing evidence of Sikunare’s mistreatment of her subjects caused Cruxis to have to make several limit checks, but he held his tounge.

27th day of Ascending Earth, RY 769
Western Ocean 18 February 2004

The next day, they were given a crude map to the islands and went there. They bypassed most of the islands, concentrating on islands that had structures shown on the map. On these, Guen performed aerial reconnaissance while the others trained. The eventually decided to land on the Island of the Broken Masks, after Guen talked to a scarred man there that seemed to want to escape. Gutts decided to launch a rescue mission.

Exiles

28th day of Ascending Earth, RY 769
Island of Broken Masks 18 February 2004

The circle walked onto the island in broad daylight. As the walked towards the central tower, inhabitants gathered behind them, following in a growing group. Once inside, the city doors were sealed behind them. They were met in the street by guards who escorted them into the main tower, into the Hall of Promiscuous Justice, and guards tried to shackle them. Combat quickly ensued, killing a number of guards and several spirits, including Starved Tiger. During the process, the actions of the crowd forced Guen into making a limit check.

Island of Broken Masks 25 February 2004

The fight continued for a few more rounds, with more spirits and a number of bowmen showing up. The king, Silver Robe, called for a halt. Though wary, the circle and the king began to talk. Again, the circle told the truth of why they were there. The king claimed that they knew nothing of Amarel and insisted the group leave. A deal was struck, allowing the group to escape the law of the land (getting scarred) if they left immediately and never returned. The group agreed to leave.

Seventh Amethyst and a number of other spirits escorted the circle to the coast. Once there, surrounded only by her trusted soldiers, Seventh Amethyst made a deal with the circle, admitting that Amarel was held in the highest tower. The disruption of Starved Tiger improved Seventh Amethyst’s position greatly. She also understood the situation, fearing Fakharu’s wrath, as well as that of the circle. The circle indicated they would make a night raid and she agreed to post trusted sentries that would look the other way along the direction of their approach. She also agreed to keep a messenger ready on the beach in case of last minute plan changes. The circle withdrew to a small island nearby to heal and plan.

1st day of Resplendent Earth, RY 769
Island of Broken Masks 25 February 2004

After midnight, the circle returned to the island with a plan involving a lightning grab for Amarel. Seventh Amethyst left a toucan, who informed them of an eagle spirit guardian on top of the tower and asked the circle if they had any message for his mistress. They suggested a loud diversion be created, as if Amarel’s room was to be stormed from below. The toucan returned indicating his mistress needed an hour to set it up, during which Tidal Influence took Gutts and Cruxis to the other end of the island.

Guen changed into a karmeus, took Varden in her talons and flew at speed to the tower. Varden, already powered with strength charms, used the hearthstone lent him by Fakharu to try to make the eagle spirit desire a rock that Varden threw behind him. This didn’t work, and the eagle let out a loud alarm cry. Guen propelled Varden through the window into Amarel’s room, then flew around to meet Varden on the other side.

Inside the room, using charms to increase speed, Varden picked up Amarel and leapt out the opposite window. The spirit guarding Amarel, Grey Wrath, did get one strike in on Varden and used Words of Power on both he and Guen, who caught Varden on the other side of the tower.

Struggling with the extra weight, Guen made some Willpower-backed rolls to clear the outer wall of the city, and Varden used more speed increasing charms to run away.

Pursuit was limited to a pair of air elementals, whose bashing attacks could not bring Guen down, as he invoked Calling Luna’s Favor to regenerate.

Island of Broken Masks 3 March 2004

Not long after Tidal Influence took the circle away from the island, the sirens attacked, nailing most of the party with obedience charms. Because one of the sirens neglected to command Gutts to avoid attacking, he sliced into two of them, cutting one in half and incapacitating the other. The third (Chamae) attempted to steal Amarel away, but Varden and Guen interceded, leading to a standoff. Chamae negotiated for a promise of mercy from Fakharu in exchange for releasing control of Gutts and Cruxis. The party reluctantly agreed.

During the battle, one of the sirens gained control of Tidal Influence and commanded him to “move away as fast as possible”. He used his Hurry Home charm to return to Fakharu’s spire in the middle of the combat. Thus, once it was over, Tidal was two days journey away, forcing the circle to move under their own power. After a brief shark attack, Guen carted the circle most of the way to the abandoned island they used before, with the idea being that if Tidal returned, he would check there.

Archipelago of the Exiles, uninhabited island 3 March 2004

After long hours swimming, the circle made it to the island and trained, rested, scavenged, fished and ate all day.

2nd day of Resplendent Earth, RY 769
Archipelago of the Exiles, uninhabited island 3 March 2004

Another day of training, eating and waiting.

3rd day of Resplendent Earth, RY 769
Archipelago of the Exiles, uninhabited island 3 March 2004

In the morning, Tidal Influence showed up, after having traveled non-stop. He picked the circle up and moved traveled to the spire the rest of the day.

4th day of Resplendent Earth, RY 769
Western Ocean 3 March 2004

The journey back to the spire continues, with the circle mostly training.

Shemaru

5th day of Resplendent Earth, RY 769
Fakharu’s Spire 3 March 2004

Eventually making it back to the spire, the circle snuck Amarel into the spire and got cleaned up. After more dalliances with the material girls and a much needed bath, the circle was invited to dinner with Fakharu and Amarel. The circle recounted the story during dinner. When dessert came, Fakharu indicated that each member of the circle would find “tokens of gratitude” in their rooms when they returned. He also asked if there was anything he could help them with. The following information was conveyed:

Repairing manse: Fakharu has sent spirits to view the manse, and they indicate that the First Age construction eludes them. Fakharu believes that repairs might be made with a magic item called a Singing Staff. He knows of two of these, though at least six were created. The Empress holds one. The other was in the possession of a solar architect and sorcerer named Kal Bax, who created the first one. Bax was known to retreat to the far North during the Usurpation with a handful of other solars, where it is believed he died, though no one found his last resting place. Fakharu presents them with the pages of Ozandus indicating that is only clue his librarian could find.

Finding Regret: Spirits have reported the following:

  • A spirit in the southern desert tracked a strange man who traveled at night and smelled of death; when the sun rose, his long shadow had monstrous features.
  • Later, the normally clear skies at the edge of the desert beyond the mountains south of Chiarscuro grew dark and overcast and black lightning crackled from the earth to the sky. Fakharu believes this to be the result of a deathnight shedding a great deal of resonance.
  • About a week later, a thunderbird spotted the large tent village of firedust gatherers in the south desert whose inhabitants had been slaughtered. Amid the carnage, the spirit saw a lone Day caste deathnight, anima shining brightly. Covered in blood and apparently having drank much of it, the abyssal alternately laughed maniacally and sobbed uncontrollably. The spirit flew away when the deathnight attempted to attack it.
  • A month ago, in a small settlement to the northeast of Gem, a white haired stranger was seen to be crying blood in a local tavern. A few days later, the local militia broke into this man’s room in an inn after other guests reported strange noises and muffled screams coming from his room. The man was nowhere to be found, but within the room was a man who had been tortured to death, with a strange hole in his forehead.
  • The spirit of a graveyard in the Lap indicates that for the last week or so, a pale man with white hair has offered tribute of a strange gem to it in exchange for permission to sleep in one of the graveyard’s crypts.

Restoring Regret: Fakharu instructs his librarian Shemaru to report his findings. Shemaru seems pleased with the challenge, and report that, as deathnights have not existed long, not much information exists on restoring them. The only analog he could find was the legend of Baradine, one of the first solars who, according to legend, had her nature twisted by the touch of She Who Lives in Her Name, a Yozi Baradine helped defeat. The legend has it that, because she had been corrupted, the gods refused to help her but a group of solar and lunar exalted who had fought with her refused to abandon her. Various stories mention that that they managed to restore her, including one story that refers to a device that aided them as the Three Gated Cage. Shemaru has been able to piece together more information about this device, though much of this is guesswork. The device consists of four main parts:

  • The first gate somehow ejects the exalted soul-shard from the body of the exalted. Though some stories hint that this is an artifact of some kind, Shemaru believes that the first gate is actually a potion created from a magical plant called cunaria, which grows only in Yu-Shan. This plant evidently takes a number of days to take effect, and once the soul-shard is ejected, the mortal body must be maintained magically or it will die.
  • The second gate strips the corrupted portions from the soul-shard, which coalesce into a malignant being that must be defeated in combat. The exact make up of this gate is unclear, but one reference suggests this gate may have demonic origins.
  • The third gate merges the purified soul-shard back into the mortal body. All of the references mention that at least one sorcerer capable of harnessing solar circle magic plays a large role in the entire ritual and most references infer that this sorcerer is absolutely critical to the operation of the third gate. This leads Shemaru to postulate that the third gate is a specific solar circle spell. The solar circle sorcerer who most likely participated in the ritual to restore Baradine was a Twilight named Wyr’palja. She died not long after the dawning of the First Age and was buried in a lavish tomb in the eastern forests; however, this tomb is known to have been overrun with Fair Folk during their invasion after the Great Contagion.
  • The cage performs the critical function of preventing the loose soul-shard from escaping during the ritual. Left to itself, the shard will comb Creation for a new, worthy mortal to inhabit. The references are unanimous in referencing an orichalcum cage “surrounded by darkness”, held within a deep mountain, with a channel carved straight up to allow the Unconquered Sun to observe the proceedings more easily. Shemaru is uncertain if this means a specific cave or any cave at all, but does know that if channel was indeed carved straight up, the sun would only shine directly down it at noon and likely only on a certain day of the year. Some commentaries written on the reference material suggests that the reference to darkness indicates a shadowland or the underworld itself.

Shemaru indicates that he will continue researching.

The material girls took members of the circle back to their rooms individually. Each girl was allowed to choose a mundane gift (resources ••••) from Fakharu’s hoard and present it:

  • Orichalcum to Gutts: 5 tiny hand crafted gold sun sculptures, of incredible detail, looking almost like they move. Provide good gifts/bribes for spirits.
  • Soulsteel to Guen: 5 small figurines with carved from alabaster, each detailing an animal (panther, hawk, mammoth, bear, crocodile) in incredible detail, almost down to individual hairs. Their value comes from the artistry of the poses, which make the animals look almost sad somehow as if waiting for something. Would be highly prized grave goods or bribes for the dead.
  • Jade to Varden: An extremely rare jade coin, forged before the Great Contagion.
  • Moonsilver to Cruxis: Spirit shark hide buff jacket.

Within their rooms, they found boxes containing the gifts Fakharu mentioned. Each contained a figurine of a dragon that can animate and spy. Each also received a more potent gift:

  • Gutts: A pair of sandals called the Boots of Descending Thunder
  • Guen: A moonsilver bow known as Aborinox
  • Varden: A note allowing him to keep the hearthstone and an essence containing gem
  • Cruxis: An orichalcum reaper daiklave known as Incandescent Razor

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