Forgotten Suns: Log - Chiaroscuro and Exalted Skill Complications: Difference between pages

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[[Forgotten Suns: Log - Mining the Sun|previous chapter]]
Exalted's ability system is fairly simple and works well; however, for legitimate game mechanical reasons, some abilities are significantly wider in scope than others. Some, like Dodge, are focussed extremely narrowly while others, like Lore and Occult are extremely broad. Cannonically, some of the abilities have been given special rules to restrict a broad ability (Craft, Linguistics), or allow expansion of an ability into areas it doesn't normally cover for a price (Occult). This would be fine, except that these special cases all work completely differently. The rules presented here attempt to:


==Getting There==
* keep actual mechanical changes minimal, so that the changes augment, rather than completely alter, the ability system
* provide a bit more unity and cohesion for how abilities behave
* provide a framework that allows people to collaboratively expand skills in expected, coherant ways, if they want to
* provide a mechanism that requires a cost to use broad skills broadly
* provide a simple mechanic for "defaulting" to other skills


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These rules are written against Exalted: Second Edition, and assume that all rules in that edition are followed unless otherwise indicated here. The should be adaptable to First Edition with little problem. These rule explicitly replace they Thaumaturgy rules in Second Edition (pg. 137), using the Arts and Sciences of the ''Player's Guide'' as a basis instead. Inspiration to write this, however, came from [[Ialdabaoth]]'s [[Abilities/Knowledges]] page, which was interesting, but too intrusive and free-form for my taste. Lastly, some of the motivation for this is technical. I keep character records using my own XML schema and adapting this schema and the code that uses it to the various special case systems has been a large annoyance. Thus, a hidden agenda at work here is a desire to have all the abilities follow the same data model.
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| colspan="2" |'''17th day of Resplendent Wood, RY 769'''
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| ''Dense Effulgence Root''|| align="right" |''22 Sep 2005''
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The morning the circle planned to leave, a message showed up in a [[Transport Jars|bottle]] claimed from [[Cathak Cacek Omnus|one of the dragon-blooded]]:
== Extending & Unifying Abilities ==


<blockquote style="font-family: cursive; font-size: 12pt">Dearest cousin -<br><br>
=== Stunts ===
I know you said not to use the bottles until you contacted me, but I have news that bears directly on the matter at hand, regarding the one with whom you have struck a deal. I inadvertently (really!) overheard a discussion between our mothers. They seem to believe they've uncovered a connection between Last Envy and the Cult of the Illuminated. If that's true, I can't help but wonder if the cargo you will deliver to him will be handed over to those heretics, though I have no idea to what use they might put it. Surely they are not sophisticated enough to actually forge it.<br><br>
I beg you again to avoid this business altogether. At the very least, postpone it until I can dig more into this matter. Breaking an edict is one thing, but consorting with heretics is another. They'd never let you back here if that happened. Tread lightly, cousin. I couldn't bear it if anything were to happen to you.<br><br>
Yours,<br>
A.</blockquote>


The group realized that they'd killed [[Last Envy]], but had only a vague idea of what the [[Cult of the Illuminated]] is. After some discussion, [[Varden]] found enough writing samples of the intended recipient of the message to forge a response (five successes):
As a preface to all of this, note that stunts basically let you break the rules, including (perhaps especially) these. The rules below are bread and butter mechanics for everyday use. Nearly any of them could probably be transcended by a good stunt. That is, if you don't have a point of this or that, you can probably get the same effect with a decently described stunt.
<blockquote style="font-family: cursive; font-size: 12pt">Your words have persuaded me. I will try to delay as long as possible, but time is of the essence. Find out quickly.</blockquote>
After some last minute preparation, including Gutts taking crude pictograph notes from [[Kardak]] on his techniques of "wooing" women, the group piled into the [[Cloudwalking Ingot]] and took off. A quick flyby of [[Watch Valley]] revealed the shield had been deactivated, and dragon-blooded seemed to be in charge. The group flew towards [[Chiaroscuro]] at low altitude, mostly over the water. They circled around to approach the city from the south, landing well outside the wall to the old city. Concealing the vehicle (five successes), the used the water from the [[Forgotten Manse]] to contact [[Jorias]]. He indicates his just arrived in the city, and will be looking for a hotel on the north side. After agreeing to use the water again in two hours, they headed on foot into the city.
After a long walk, they reached the main slave market in the old city. [[Gutts]] buys two 20-year old slaves, both of attractive northern stock. [[Emily]], the female, is a skilled tailor and cook. [[Morton]], the male, is built more for manual labor, so Gutts buys a palanquin, ording Morton to pull he and Emily northward, leaving the rest of the circle to walk. He eventually hits a commercial district and stops at [[Fig Leaf Fashion]] to but clothes for himself, the circle and his new slaves.
Meanwhile, the group eventually hires a coach and heads north as well. While many foreigners mill about the city, an ornate carriage with a jade seal of [[House Mnemon]] on the doors catches their eyes, largely because a half-dozen humanoid creatures with no eyes or other facial features stand guard around it. The circle ignores the blank looks of the nearly jet-black beings, continuing north. By then, Jorias has secured a suite in the [[Marble Crane]], an up scale hotel on the north coast. Checking in under the name of [[Grey Rose]], the group eventually rendezvous there.
Upon arrival, Gutts comes across as noble of some kind, and the concierge assumes [[Guen]] is his seneschal, negotiating everything with him. A smaller suite of rooms is reserved for the new slaves. Jorias, fully shaved and in much better physical shape than Gutts and Guen remember, waits in the main suite and the group catches up.
Guen tells the circle about [[Tamuz]], the lunar who installed the [[Tri-Kahn]] of the city into power and [[Tamaz]], a First Age lunar with a suspiciously similar name who is thought to lair near by. He suggests that these two might be one and the same and, even if they aren't, it might be useful to talk to someone who lived during the First Age at some point
For his part, Jorias informs them that [[Adrios]] wants a message delivered in secret to the mother of [[Golden Hand]] of the Tri-Kahn's wives. The mother's is apparently referred to only as [[Unfettered]]. Adrios didn't specify the contents of the message, and Jorias didn't look. The rest of the circle doesn't even consider reading it, or wonder much about who the woman is what Adrios wants with her. Gutts remembers that Adrios mentioned working for the Tri-Khan at some point in the past.
He has also has been told, via whisper in his ear from a spell, that [[Sundial]] wants them to meet [[Pollen Song]] at a place called the [[Vermillion Ribbon]] about an hour before noon the next day.
Emily knocks on the door, indicating she has prepared a feast, so the circle eats, bathes and sleeps.


==Dancing Girls, Scavengers and Books==
=== Correlated Abilities ===


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Abilities tend to tread on similar ground to certain other abilities. For example, there are Resistance aspects to Survival and can be Socialize aspects to Presence. By rule (pg. 106), however, if you lack an ability, you suffer a two die penalty, regardless of what else you know.
|-
| colspan="2" |'''18th day of Resplendent Wood, RY 769'''
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| ''Chiaroscuro''|| align="right" |''28 Sep 2005''
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At first light, Guen becomes a bird, grabs the silver tube containing Adiros's message and flies into the palace of the Tri-Kahn to locate Unfettered. His efforts are hampered by not knowing what she looks like, and by the fact that he does not speak the language that the people in the house speak. He uncovers a couple of candidates for Unfettered and Golden Hand, but is interrupted when a northern looking man notices something odd about the bird carrying the metal tube and starts asking it questions. Guen eventually returns back to the hotel with the message undelivered.  
Stag goes to Vermillion Ribbon ahead of time, a couple hours before noon. Noticing a very long line and sign saying "Dancing today only: Blossom", he bribes his way into the club through neighboring apartment. Having talked to some people outside who described Blossom as the most amazing and beautiful dancer ever, lauding her performances at the [[Tattered Rainbow]], Stag develops an irrational need to get past her guards to get backstage, but does not succeed. Guen comes later, shapeshifting in. Gutts, who was looking at houses and buying another elephant, comes with slaves, presenting a massive bribe to get in, really irritating the patrons on line. Varden's gem of desire allows he and Jorias to get past the doorman with no problem.
After introductions, Pollen Song indicates that he has seen a [[Soul_Mirror:_Memory_Gems|sapphire containing five glowing lights]], mounted in a necklace in possession of unexalted member of imperial family. He gave it to a dancer at the Vermillion Ribbon named [[Volaria]]. Volaria supposed to be there, but isn't. While this is happening, two dragon-blooded enter with eyeless servants and start questioning a waitress named [[Rila]]. Just as the circle moves to investigate, Blossom starts dancing, transfixing everyone in the room. With eye contact, she plants suggestions into most people's heads:


* Gutts: "You should impress me by putting a large tip in my donation bowl." Gutts didn't even try resisting, and put something like a talent of jade into the bowl.
Under this system, this penalty may be eliminated if a convincing case is made that another "correlated" ability could provide enough "reinforcement" to complete the task at hand. Note that the task is still made without rolling any ability dice, just the penalty is eliminated. If the correlated ability has a rating of three or less, the penalty is reduced to -1 die. If the rating is five or more, the penalty is eliminated.
* Guen: "You should order two bottles of Marin Etos for your table, then tip the waitress really well. She�ll take good care of you." Guen doesn't resist, and orders the wine.
* Stag: "You should remove your mask. You'd be more comfortable." Stag resists this compulsion
* Varden: "You should find out what the names of the two Imperials hassling Rila are, then write them down and slip the paper into my donation bowl." Varden does as he is asked.
After the dance, the dragon-blooded take waitress by the arm outside. At various intervals, Gutts, Guen and Jorias follow, while Stag tries to get back stage again, this time succeeding. When he gets close to Blossom, he is entangled by her suddenly animated clothes. They flirt a bit and she kisses, then releases him. Stag leaves via the stage, barely hearing Blossom chew out her guards and start smashing stuff.
Meanwhile, outside, Guen finally manages to eavesdrop a bit on the dragon-blooded. They are clearly using truth detecting magic, asking Rila about whereabouts of someone named [[Emerald Singer]]. They asked her where "the book" is, but she does not know. Eventually, they toss her out of the wagon, and the circle befriends her. She eventually tells them that Emerald Singer is an scholar and treasure hunter with whom she had been intimate. He was driven out of town by another scholar, named [[Tower Horse]]. She calls them both "crazy old men" and "occultists" who were members of a group called [[Order of the Silent Dawn]].
The circle wandered back into the now empty club and bribed the manager, [[Mara]] to reveal the location of Volaria's home. Gutts insists on taking his elephant and entourage, so they arrive at a run down apartment building with more fanfare than most members of the circle (i.e. everyone but Gutts) would have liked.
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| colspan="2" |'''18th day of Resplendent Wood, RY 769'''
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| ''Chiaroscuro''|| align="right" |''10 Oct 2005''
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The entire circle walks into the apartment building, and manages to track down Volaria's door, which they pick. The place is lived in and cluttered, but unoccupied. A bit of opium is discovered. Using his nose, Guen estimates no one has been in the room for 36 hours or so. Volaria's scent is mingled with faint traces of someone else, but is strong enough to track. The follow the scent all the way back to the Vermillion Ribbon, where Guen picks up a more recent scent trail leaving the club. Following this scent leads the circle to an abandoned building.
This is, in effect, formalized stunting, really, though it is more about logic than style. The idea is that it would be possible to use a correlated ability ''and'' stunt on the same roll if your are clever enough. That is, use a correlated ability to remove the penalty (appealing to logic), then give a really cool description of what you are actually doing to get normal stunt bonuses (appealing to style).


The building is being used as an opium den, with addicts strung about. There is, however, a basement, and concealed among the clutter is the dead body of Volaria, evidently strangled to death. Guen picks up another scent, a male, in the basement, which he is pretty sure is Volaria's killer. The necklace is not on Volaria's body, but looks like it might have been ripped from her neck. On the assumption it was taken by the killer, the circle buries Volaria's body and leaves to track her killer.
=== Specialties ===


This scent is tracked across town to a set of low-rise First Age buildings completely surrounded by rubble: the [[Plaza]]. The heart and soul of the Plaza is a powerful spirit named [[Grandmother Bright]], who has a reputation as an information broker. In spite of Gutt's wearing full armor, she offers them tea and cookies, expresses condolences about Volaria's death. The circle describes the necklace and asks if she has seen it. She indicates that someone visited her and exchanged the necklace to information. While Grandmother Bright refused to identify the person or discuss for what it was trader, she offers the circle the necklace if they will find on object for her. According to rumors, a mortal scavenger savant named Emerald Singer brought a book bound in white feathers back from an archeological site he'd evidently uncovered in the southern deserts. This book is apparently quite a find, but Grandmother Bright has not been able to find out much about it. She has determined that it is causing trouble in the city, with a man named [[Tower Horse]] having driven Emerald Singer out of town. If the circle brings her the book, she will give them the gemstone. The circle agrees and leaves peacefully.
Specialties in this system work as normal; however, the use some of these rules may supplant some specialties. That is, some things which are covered by specialties in canon are now covered by learning arts instead.


On their way out, Grandmother Bright tells Gutts that she recognizes [[Emerald Fortress|his armor]], warning him that "its creator will want it back if he ever sees it". Gutts asked who it was, but she said that he wears a different form now, and she is not sure she would recognize him any more. By then, it was dark and the ghosts were out in full, so Grandmother Bright provided a lamp that would keep the ghosts away for a time. The circle ran full speed, some of them being carried by others and made it across a salt-lined road just as the lamp went out.
=== Arts ===


Stopping by a bar, they manage to discover that Tower Horse is fairly well known in the city, and lives near the harbor.
Some complex abilities may be broken into disciplines called ''arts''. Arts generally cover the methods of a sizable subset of what the ability can do. Detailed knowlege of the art is not required to use that facet of the ability, but those that don't know the art don't have as complete an unstanding of the art as those who do. Arts largely follow the rules in the ''Players Guide'' for Occult arts (pg. 126), except they are expanded in these rules. Arts do not have a rating; you either know them or you don't. Some abilities rely heavily on the arts while others consider arts as "bonus" abilities. Some don't use arts at all. Those that do will have an ''artless penalty'' which applies to rolls made with the ability without using an applicable art.


Once they made it back to the hotel, they got cleaned up. In a bath, Stag sang songs making fun of Gutts. Gutts threw his sword into the bathroom door, shattering it. After being taunted by Stag for his poor accuracy, Gutts storms into the bath and picked up the tub. Stag possessed and animated the bathtub, wiggling out of Gutt's hands and making it walk across the room. Gutts, naturally, shot it with a firewand, torching a good portion of the room. A bellman came to investigate the ruckus and smoke, but Varden made an oblique comment about fondue and he went away. After returning the bathtub to its normal place, Jorias lit a pipe with some of the smoldering wreckage and went out on the balcony to smoke. Gutts showers in the room of his slaves.
If an art is available for an ability, then what the art represents is not available as a specialty for that ability. For example, since Thaumaturgy is represented in these rules as various arts, and Summoning is an Art, neither of these can be taken as Occult specialties.  
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| colspan="2" |'''19th day of Resplendent Wood, RY 769'''
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| ''Chiaroscuro''|| align="right" |''20 Oct 2005''
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After being warned by Gutts to avoid the tub, Emily and Morton make breakfast. Guen flies to the harbor and starts asking after Tower Horse by pretending to be an antiquities buyer. Eventually, Guen meets a merchant who directs him to Tower Horse's shop, providing an origami token which will supposedly allow Guen to get into the "back room" where the real antiquities are.
Arts can be learned at three levels: general, aspect and focus. For any given art, you may learn any combination of these three levels, once each. Mastering the general Art costs 5 bonus points to learn at character creation and 5 experience points to learn after, requiring three months of training. Knowing an art generally provide some kind of additional ability or bonus, but this is specific to the skill. (Note that this is a departure from the definition of art used in the ''Player's Guide''. Specifically, arts do ''not'' provide +2 dice under this system unless otherwise indicated.)


As Guen approached the house, he saw the Mnemon carriage from before, with several of the dragon-blooded leaving the house, looking irritated. Transforming into a bird, Guen flew to the penthouse to find Tower Horse dead with a broken neck, laying in the open doorway to a concealed room. Both the room and the bedroom to which it connects are in disarray.
Each Art lists a number of ''aspects'' that may be learned similarly to specialties. Aspects generally function just as if the character knew the general art, but only within the limited perview of the aspect. Some abilities may further enhance and restrict how aspects work for that ability. Aspects ''can'' be learned without knowing the general art, but if the character knows both the general art and an aspect appropriate to a test, the aspect provides +1 die. Characters may learn as many aspects for an art as they like (including none), but no aspect may be learned more than once.  


Guen informed the circle via the earrings, and Jorias jumped on a conjured horse, speeding to the scene but arriving too late to save Tower Horse. The rest of the group catches up, storming into the house to find all the servants killed. They find a number of trinkets, a ledger for a candle shop that Tower Horse evidently owned and ran across the alley in back of the house, and a journal. The journal contains mostly details of the various trinkets in the vault, but the last few entries contain references to Tower Horse stealing a book from Emerald Singer. Details in the journal are hazy, but Tower somehow forced Emerald to flee town, then Tower sent men to forcibly search his collections, specifically for the book. The second to last entry, over two weeks old reads "I've started to translate and read it. It's the most remarkable find of my career." The last entry is a page and a half of gibberish.
Players may also define a more restricted specialties called a ''focus''. Foci are just as intense as aspects, but sacrifice the bredth of an aspect with much more depth about a single topic. A focus functions just as if the character knew the general art, but only within the very limited perview of the focus. A focus can be learned knowing neither the art nor an aspect from which it derives; however, if the character knows either an aspect or a general art appropriate to a test that is in the perview of the focus, the focus provides +1 die. Characters may learn as many foci for an art as they like (including none), but no focus may be learned more than once. A focus generally has both a conceptual limit (such as a subset or targets or vocations) as well as a geographical or other more limited restriction, such as ("Eastern Fair Folk" or "Chiaroscuro Glass").


The circle decides to check out the candle shop mentioned in the ledger. Guen manages to detect a faint smell in one of the drawers, a mix of human and bear. This baffles the circle, but Guen suspects there may be a shapeshifter involved.
Benefits of arts, aspects and foci stack. For example, if someone had all three that applied to a situation, the art would provide whatever bonus or capability the art would normally provide for that ability, +1 die from the aspect, +1 die from the focus. Keep in mind however that the most general of the three is always used to "act" as the art, providing the basic art benefit first. So, if a character knew only an aspect and a focus, for example, the aspect would provide the basic art benefit (but no extra die) and the focus would give +1 die. No more than one each of art, aspect and focus may be used on a single test.
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| ''Chiaroscuro''|| align="right" |''25 Oct 2005''
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Neither Jorias nor the rest of the circle was particularly stealthy when they entered the building, and unbeknownst to them, the dragon-blooded were still watching. Figuring the circle might succeed in finding the book where they failed, the dragon blooded sent one of their number, an master of Air Dragon martial arts named [[Mnemon Caras Para]] to eavesdrop, floating invisibly outside Tower Horse's bedroom window. When the circle moved into the candle factory, the dragon blooded decided to try to ambush the circle as they came out of the factory, hopefully capturing some of them alive.
Arts usually take the place of specialties for an ability, but it may happen that a situation where an an art, aspect and/or focus could be used also might allow the use of a specialty. In such rare cases, specialty bonuses stack with art, aspect and focus bonuses. (Note that someone with a +3 specialty, an art, an aspect and a focus would have paid 20xp for the combination.)
Guen hears people moving down the alley toward the candle factory. This turns out to be the eyeless ones. With no consultation to the others, Stag runs out the door to confront them. He sees two dragon-blooded at both ends of the alley and becomes entranced with a magical contradiction floating in the air above one of them. Unresisting, two of the eyeless ones bind his hands behind his back. Gutts runs out to defend him, but is also transfixed by the magic. He is disarmed and led down the alley. As the rest of the circle starts making ranged attacks at the eyeless ones from within the factory, Stag manages to solve the contradiction and shake off the effects, spin-kicking the eyeless one leading him down the alley into unconsciousness and running back into the factory. Just before diving through the door, he sends one last kick, this one magically ranged, towards Gutts, which snaps him out of his fascination. Gutts breaks his bonds, calls his sword to him, and moves back into the factory.


Gutts starts cutting through walls, leading the group through a restaurant. Guen follows, in beastman form, causes quite a stir. The mortal patrons of the restaurant stream out, screaming. Some of them make the mistake of looking up as they pass the alley, and get transfixed by the magical contradiction.
Each aspect or focus costs 2 bonus points at character creation or 3 experience points later. They take three weeks of training time.


Stag jumps onto the roof, running afoul of the still floating Mnemon Caras Para. Meanwhile, Gutts runs back into the factory, cutting holes in the other wall, into a warehouse.
=== Sciences ===
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| ''Chiaroscuro''|| align="right" |''22 Nov 2005''
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Gutts and Varden finally move through the warehouse, exiting into the alley, attempting to outflank their attackers. Instead, they run into [[Mnemon Kena]], a master of Earth Dragon martial arts. Her large white jade tetsubo disarms both Gutts and Varden, mangling their orichalcum weapons in the process. From the roof, Stag manages to inflict a ton of bashing damage on Para, who drops down the meet the bow wielding [[Mnemon Lapel]], a Wood Dragon master who heals Para, taking his wounds onto himself.
A few abilities have complex bodies of knowledge, laws and rules that provide additional capabilities above and beyond the standard abillity feats, but require significant extra investment to understand and follow. Experience with such technical minutia is known as a ''science'' in an ability. Sciences have ratings, but these ratings do not translate into extra die or other bonuses. Instead, ratings define a limit of what can be achieved with the ability. That is, without the training in the science governing the art, you can't actually succeed at the act no matter how high your ability score is. (Again, really good stunts could possibly transcend this limitation.)


Both Jorias and Guen fall prey to the magical contradiction, but manage to shake it off quickly. Guen goes to help Gutts and Varden, but gets distracted by Lapel and the two keep each other occupied. Stag suddenly finds himself encased in vines that grow out of the rooftop, a spell cast by [[Mnemon Marbado]] from a third floor window overlooking the alley. Stag escapes by possessing the wall around Marbado. As Stag prepares to make the wall attack him, he unknots a cord he carries, and a spiraling whirl of razor wire cuts down Jorias, incapacitating him.
Sciences are based on the rules in the ''Player's Guide'' (pg. 136). At character creation, the first dot of a science costs 5 bonus points, with each additional dot costing 7. Afterwards, existing sciences can be improved by spending experience equal to the current rating time 6. The first dot of a new science costs 7 experience. Learning a new science takes three weeks and improving one takes a number of weeks equal to twice the current rating.
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| ''Chiaroscuro''|| align="right" |''29 Nov 2005''
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Stag animates the wall, tossing Marbado to the street, but even this isn't enough break his concentration on his next spell. Guen connects with Lapel, killing him. Kena, meanwhile, continues to put the hurt on Gutts, Varden and Guen, eventually unleashing an effect that traps them all to the ground. In response, Stag possesses him canceling the hold on his circle makes before Kena pushes him out of her body.
Characters may learn aspects and foci for sciences as well, but may only purchase as many as their rating in the science.


Having nearly run out of essence, the dragon-blooded are in trouble. After sustaining a number of hits from the circle, Marbado turns into a flock of black birds and flies up out of the alley. Para isn't far behind, running up the air and over the buildings, managing to barely dodge incoming attacks. Kena, left to her own devices, makes a break for the carriage that comes down the cross alley for her. She manages to grab on, only to be knocked unconscious by the circle (and later killed). Stag manages to commandeer the carriage, killing the eyeless ones within.
=== Using Arts vs. Sciences vs. Specialities ===


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Arts, sciences and specialties essentially deal with subsets of ability use, so why have all of them? The primary difference is purpose and how you want to tweak skills to work in your campaign. Customize your game to taste using the following guidelines:
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| ''Chiaroscuro''|| align="right" |''6 Dec 2005''
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Picking up the unconscious Jorias, all pile into the carriage, including the bodies of the two dragon-blooded. As they circle hears sounds of large numbers of approaching infantry, a slightly glowing Stag steers the carriage up the waterfront. Varden, the only one in the circle not glowing or unconscious, hires a boat. With some heavy bribes, the captain arranges a distraction in the streets, which by now is crawling with Chiaroscuro troops. During the furor, the rest of the group is brought on board, with the crew paid not to look.
* Use specialities unless you have a reason not to. Specialties allow an ability to work the same for everyone, but provide characters the ability to take certain training to get even better at a certain facet of it.
* Use arts for abilities you consider overly broad. Generally speaking, people without arts can still perform the same tasks as people with them, but do so at a comparative penalty. Essentially, arts reduce the effectiveness of broad abilities, but provide a way to gain that effectivness back for a cost. Both the "artless penalty" and the effects of the arts themselves can be tweaked to tune the skill further. Arts are generally more expensive than specialties but less expensive than abilities.
* Use sciences to add new capabilities to an ability for everyone, usually including mortals. People who know sciences can flat out do more with an ability than than those who don't. Since improving science is three (or more) times more expensive than improving an ability, sciences tend to be very broad, potentially disruptive to the game if overused, or something you want to cap to prevent "power creep".
* If you just want to give certain exalts an advantage with certain abilities, you may just want to use charms instead of tinkering with the ability rules.


While the boat makes its way out to sea, the two dragon-blooded bodies are searched. Many artifacts are found, but the group elects to use most of them to weight down the bodies to make them sink, including half a dozen hearthstones, a [[Traveler's Staff]], [[Pale Shoulder]] and a number of jade weapons. All that is kept is:
Later in this document, the above guidelines will be used to implement essentiall the canon set of skill exceptions. A section following will suggest other uses for these rules.


* A warding charm against demons
=== Formulas ===
* [[Veil of Privacy]]
* [[Actualizing Nature Band]]


To distract the crew, Varden and Guen (as Frank and Bob) stage a fight in the bow of the boat. Meanwhile, Stag (Stan) and Gutts (Eduardo) dump the dead bodies over the back. Stag gets the distinct impression of hearing a French accented voice saying "I see you", but isn't sure. Once completed, Guts breaks up the fake fight.
Some arts or sciences, such as the Occult science of Alchemy, depend on specific recipes for using the science called ''formulas'' or ''procedures''. Using formulas follow the rules in the ''Players Guide'' (pg. 124). Formulas cost 1 bonus point or 1 experience point and take a day to learn.


Eventually, the circle talks to the captain, [[Silver Face of the Sunrise]] who mentions some unusual ghost activity in the city.
=== Rituals ===


==Bring Out Your Dead==
Every person has a limited ability to manipulate reality and can do so following certain formalized procedures, even without understanding them. These are ''rituals'' and they are generally slow, require tools or props and are fairly weak (compared to charms or sorcery), but tend not to cost much Essence and usually last longer than a day. Each ritual procedure is attached to an ability. The vast majority are attached to Occult, but some are not. Each ritual has a rating and to use the ritual, you must have an rating at least as high of the ritual being used in the ability connected with the ritual. At character creation, rituals can be bought for 2 bonus points, plus 1 for each level of the ritual. Later, rituals are bought for 3 experience points, plus 1 for each level. Mastering a ritual takes a number of days equal to its rating. It is possible to learn rituals for which you do not have the corresponding ability, but this takes twice as long, and you may not actually use them at all until you improve the ability.


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Because rituals are usually much less powerful than sorcery or charms, they are used by mortals much more often than Exalts.
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| ''Chiaroscuro''|| align="right" |''4 Jan 2006''
|}


As night comes, the circle watched the living leave the streets and the ghosts take to them. While the rest turn in, Stag takes watch. Two ghosts appear, wanting to talk with the circle. Stag recognizes one of them as the wife of Tower Horse, having seen her body several hours earlier in her house. She doesn't remember her name, but the other ghosts introduces himself as [[Silent Procession]] and claims to be helping the woman but won't say (or, perhaps, doesn't know) why. The two talk with the circle (save Jorias, who is still unconscious) for several hours. Tower's wife remembers the the feathered book, calling it evil and indicating that it made Tower Horse crazy. She claims she saw the book carried away by a very large bird the day before, which drove Tower into a frenzy. She didn't know the contents of the book, but knows it was called "the ''Broken Crane'', or something". This sets off bells for Stag, but he keeps silent.
== Implementing Canon ==


Tower's wife was a bit confused from her recent transition to being dead, so didn't know much else. Asked about the ghost activity mentioned by the captain, Silent Resolve knew that ghosts had been recently attracted to a vineyard outside the city walls, but was too afraid to go himself. He suggested humans avoid the place. He also asked the circle to get vengeance for the death of Tower's wife, tracking down and killing those responsible. He suggested that he could refill Varden's [[essence containing gem]] if they succeeded, but mostly was playing to their charity. After asking a few general questions about the Tri-Kahn, the circle ask the ghosts for some privacy to talk further.  
This section indicates how to revisualize the odd canon skills under this rules system. Most abilities remain the same, with arts and sciences only used for the three abilities that have funky rules within canon already.


During this discussion, Guen suggested that the large bird Tower's wife saw was probably a lunar, and the circle talked a length about this lunar and how they might find him or her. Unbeknownst to them, this conversation was being heard by the lunar in question, courtesy of a Voices of Distant Regard spell he had cast. Unsure of the nature of those conversing, he took several [[tomescu]] to investigate.
=== Craft ===


The cloud-like demons killed most of the crew almost instantly, their cries alerting the circle. Stag activates a red, demon harming haze over all he can see, which given the view of the city is quite a bit. It lasts for the next five days. While most of the circle dispatches the demons, Guen tunes her perception to the max and hears the beating of wings high above them. He fires several arrows, which drives it away. Meanwhile, the circle's lack of ranged attacks allowed the last demon to fire arrows at them with impunity, until Gutts used his boots to leap and kill it. Still fairly wounded, however, Gutt's armor started to drag him under, distracting Guen from tracking the bird. Turning into a shark, Guen dragged Gutts back to the ship, then took flight as an owl to catch up to the bird. By now, the large bird had transformed into something smaller, but Guen's enhanced charms spotted a seagull out of place in the dark of night and followed it.
Craft is assumed to be a general measure of creativity and self-expression through creation of objects.


{| width="100%" cellspacing="0" cellpadding="0"
'''Specialties''': No general Craft specialties exist. All specialties must be associated with arts.<br>
|-  
'''Artless Penalty:''' Using craft without an art imposes a -2 penalty. Worse, no charms of any kind may be used in areas of Craft for which the exalt does not have an applicable art, aspect or focus.<br>
| colspan="2" |'''20th day of Resplendent Wood, RY 769'''  
'''Arts''': Air, Earth, Fire, Water and Wood, as per core book (pg. 107) as well as Fate*. Knowing an art allows Craft charm use for tasks within the domain of the art. When a character buys their first dot in Craft, they gain a general art of their choice for free.<br>
|-
'''Sciences''': Known sciences include:
| ''Chiaroscuro''|| align="right" |''17 Jan 2006''  
* Magitech: Described in ''Wonders of the Lost Age'', knowing the science of magitech allows use of Craft skill on magical devices. Anywhere rules call for a Craft (Magictech) roll, use plain Craft ability (plus any magitech specialties) as the pool. The rating in this science acts as a limit: characters can only use the magitech science on artifacts, manses or devices with a rating equal to their magictech science rating or less. This science requires the Air and Fire arts and cannot be higher than the character's Lore rating.
|}
* Genesis: Also described in ''Wonders of the Lost Age'', this science works just like magictech does, but replacing Craft (Genesis). This science requires the Wood art and cannot be higher than the lowest of the character's Lore, Medicine or Occult ratings.
* Perfection: This science deals with creating exceptional weapons and other creations and represents the dedicated knowledge of metallurgy, heat and other minutia that are need to forge exceptional weapons. It requires an art for creating such equipment (usually Fire). The first dot of this science allows objects to be made up to the level of "Exceptional". The second allows creation of "Perfect" items. Generally learning this science beyond this is pointless. The magitech science may also be used for the creation of exceptional items, so this science is rare among exalts; however, the requirements for this science are less stringent, so mortals (and some exalts) may prefer this path.
* Permanence: This lost science contains the secrets to making self-sustaining items (see ''Wonders of the Lost Age'', pg. 7). No one knows it any more but, in theory, it's rating would define a limit on what level of artifacts could be made permanent.
'''Rituals''':


Before sunrise, the gull led Guen to [[Velvet Savor Vineyard]], a vineyard on cliff overlooking the sea, outside of the walls of the city. Guen lost track of the gull, though it was clearly headed to a large house at the center of the crops. Guen took a quick flight around the grounds, spotting several [[spine chains]] patrolling the fields near the house. Not wanting to risk entering the house itself, Guen returns to the boat.
* Fate is tricky. In many ways, it fits a bit more naturally as a science, but this would make it extremely expensive. In addition crafting fate already has many other traits that need paid for (colleges, for one).


By know, Jorias is conscious, and a bit freaked out by the realization that the book they are after is the [[Broken-Winged Crane]], warning the group that it is thought to be the body of demon and that even rumors that you possess it can mark you for death in much of the world. He suggests that since all of the immaculate monks they fought were from house Mnemon, a family deeply into the occult, and the immaculates were clearly looking for a book of some kind, it is probable that Mnemon knows exactly what the book is and are seeking to unlock its secrets for some reason. He can't imaging what Grandmother Bright wants of such a book, and the thought of giving it to her disturbs him.
=== Linguistics ===


With all the crew except the captain dead, the circle returned to harbor. Gutts bought the boat from the captain for an enormous sum and suggested he find a new life. Deciding to go after the book in the vineyard, the circle first returns to their hotel to gather their stuff. The return relatively stealthily to find the dancer from the Vermillion Ribbon in their suite, waiting calmly with three other people. After some initial tension, the groups sit to talk. The dancer politely introduces herself as [[Onyx Blossom]]. A northerner that Guen recognizes as the man who interrupted his reconnaissance of the Tri-Kahn's palace introduces himself as [[Flaxen Catacomb]]. A short energetic woman claims her name is [[Hammer in the Woods]] and introduces the last of the group, a burly, quiet type, as [[Masked Ox]]. After a bit of tiptoeing, a deal is struck to exchange truth.
''''Specialties''': Codes, Subtext. Everything else needs an art.<br>
'''Artless Penalty:''' Linguistics tests using a language the character does not know imposes a -4 die penalty and may require more time than normal. Linguistics replaces all specialties with the art system.<br>
'''Arts''': Linguistics has only one general art: Calligraphy. Characters with this art may use Linguistics skill instead of Craft (Air) for tests of penmanship. Languages are purchased as aspects. With each dot of linguistics, the character gains a language aspect for free. (Alternately, the character may trade three aspects for the art of Calligraphy at character creation.) A dialects in a language is represented as a focus.<br>
'''Sciences''': None<br>
'''Rituals''': Written stuff?


Blossom explains that the four of them are solars, and they have set themselves up as the true power behind the throne in Chiaroscuro. They want to know what the circle is doing here in general and specifically what happened at Tower Horse's house. The circle decides to level with them, and tells them about the book and the undead in the vineyard. Flax agrees that the presence of the book cannot be tolerated and the groups agree to unite to stop whatever is happening at the vineyard. (Portions of this conversation that involve the lunar that may be behind it all are also overhead by Voices of Distant Regard). Guen asks about Unfettered, still looking to deliver the message for Adrios, and eventually it is determined that most of them know Adrios.
=== Occult ===


Gutts asks for some assistance in repairing his sword and Varden's serpent-sting staff. He suggests that he might be able to provide some orichalcum in exchange for this help, and ultimately the circle reveals its source: [[Last Envy]]. Hammer looks shocked and says that Last Envy was working for them as an undercover agent. They'd been awaiting the arrival of the orichalcum and had suspected Envy had been exposed and killed. The groups agree to sort that out when the book situation is handled.
'''Specialities:''' <br>
'''Artless Penalty:''' None. Anyone with Occult skill can practice thaumatergy without knowing arts.<br>
'''Arts''': Summoning, Warding, Astrology. The primary effect of knowing an art is to provide +2 dice to tests that use it. (Note that this means that, since the most general art, aspect or focus provides the default art benefit, someone with only an aspect, for example, would get +2 dice.)<br>
'''Sciences''': Alchemy, Enchantment, Geomancy, Weather Working<br>
'''Rituals''':


Flax suggests that the group move to a semi-ruined First Age building known as [[Tears of Heaven]]. The bottom is flooded, but just above the flooded level is a First Age forge. With access to the forge and some of the tools that remain in the building, Stag and Varden begin to combine talents to repair the weapons, Stag providing insight into how the occult forces in the weapon need to be handled, with Varden making the actual repairs.
== Other Possibilites ==


{| width="100%" cellspacing="0" cellpadding="0"
It's possible to use these rules to extend amd tweak other abilities. In an attempt to keep this fairly close to canon, this is left as an exercise to the reader, but some possibilities might be:
|-
| colspan="2" |'''21st day of Resplendent Wood, RY 769'''
|-
| ''Chiaroscuro''|| align="right" |''25 Jan 2006''
|}


While his comrades are repairing their weapons, Guen made more detailed reconnaissance of the vineyard, which in daytime appears obviously owned by [[House Cynis]]. This time sneaking into the house, exploring mostly as a bat, he discovered a slaughterhouse, with house master and servant alike having been obviously killed in cold blood. Some had been reanimated as zombies in various parts of the house, with packs of hungry ghosts roaming with a purpose. Guen found three noteworthy rooms. The first of these is a chamber containing a huge tree that grows from a hundred feet below ground, through the house and out over its roof. Obviously a wood-aspected manse, one of the underground chambers feeding into it contained a large soulsteel and green jade urn in a magically significant position. Another room held stairs leading down to a large wine cellar that held a concealed door that Guen could not penetrate without giving himself away. The same cloud-demons that attacked the boat patrolled here. The last room contained various undead and a number of shadowy demons and two man-beasts guarding a door, but Guen was spotted by one of the demons, and had to flee.
*Arts to nerf the scope of Bureaucracy: Creation, Heaven, Fair Folk, Underworld. Aspects like Law, Finance, Military, Government. Foci as localities.
*Nerf the scope of Lore by substituting its specialties for Arts. Perhaps an art for Instruction as well or instead?
*Give Martial Arts an artless penalty of zero, but only allow Combos to include charms from more than one style if you know arts for those styles.
*Add a science to Occult to cover spellcraft (i.e. creation of new spells). Maybe it only has three ranks, one for each circle.
*Arts to nerf the scope of Performance: Oratory, Instrumental, Dance, Song, Acting. I'd make the artless penalty -2 and disallow supplemental charms use unless you have the art.
*Add a science to Performance called Staging, which covers things like special effects, faking assassinations, lighting for emotional effect, etc. Not sure what it would limit, though.
*Possibly arts for various environments: Alpine, Jungle, etc.
*Possibly arts for things like Stategy, Tactics, Logistics, Seige, etc.


The team spends a lot of time plotting, all of which is overheard by the lunar's Voices of Distant Regard spell. The initial plan was to split into two teams, one stealthy, one loud. [[Flax]] arranged for a pair of catapults, with crew. The idea was to attack at dawn, using the catapults to get as much sunlight into the house as possible. One team would attempt to get into the room that Guen got chased out of, the other will go into the wine cellar, to find out what's in a secret room that Guen couldn't get into without revealing himself. Guen will attempt to find the lunar and make sure he doesn't escape.
== Sample Ability Rituals ==


{| width="100%" cellspacing="0" cellpadding="0"
In addition to the vast litany of Occult-based rituals, mortals have invented a number of supertitions and rituals to help them. Some of them even work.
|-  
| ''Chiaroscuro''|| align="right" |''combining 30 Jan 2006, 7 Feb 2006, 15 Feb 2006, 1 Mar 2006''
|}


The attack begins. The catapults made a bunch of noise and spine chains were lying in wait for them. The group dispatched them without much trouble. Gutts (on the loud team) stormed the east side of the house, going through the large hole created by the catapult. The others followed more quietly, arriving a bit behind him. Cutting down the wall into the map room (where Guen had been spotted during his first recon), Gutts found five [[shirikai]] (shadow demons), a number of war ghosts and the man-animals Guen saw earlier. (Later, these man-animals are determined to be named [[Arbox]] and [[Priam]], chimera created from the dragon-blooded couple who ran the vineyard with a cat and a dog using Spawning of Monsters.)
=== Ritual of Meditation ===


Blossom charms ghosts with her dancing while the rest of the loud team dispatches the demons and ghosts. As this is going on, Guen enters the main tree chamber of the manse and spots the lunar and strange companion, who smells very wrong, but also has an unmistakable carnal attractiveness. As Guen hides in animal form, this figure steps into a shadow, then steps out of another shadow right near Guen, touching him. As Guen tries to react, he realizes he's been infected with a disease that makes him want to shun the light and starts draining his essence.
'''Ability:''' Any<br>
'''Time:''' 10 hours<br>
'''Cost:''' None<br>
'''Rating:''' 1 through 5<br>
'''Effect:''' By spending 10 hours in meditation on the ability associated with the ritual, the character prepares the mind for using the ritual in the future. This usually requires quiet time alone, still, and uninterrupted. Once completed, the ritual provides a temporary pool of dice equal to the rating of the ritual that can be used for up to the ritual's rating in days. Whenever the character makes a test using the associated ability over that period, they may use one dice from this pool to augment the test if desired. Only one die may be used on any given test and once dice from the pool are used, they are gone and may not be used again. Dice from this pool do not count against pool limits, but nor do they count when doubling pools with charms. If the pool is partially or totally depleted, it may be restored by using the ritual again, but at no time will the number of dice in this pool exceed the ritual rating.


Meanwhile, the quiet group has penetrated the other side of the house and moved to the room containing the stairs to the wine cellar. Varden opens the door, exposing a small roomed crammed full of zombies. The team manages to shut the door to regroup.
=== Ritual of Training ===


As Guen's essence drains away, and the shadowy form is whispering to him, trying to convince him to join with them, Guen realizes he's not going to have much essence left soon, and becomes a beastman before it all is consumed. In the process, he uses the [[Whispering Earrings]] to tell the group he found he lunar.
'''Ability:''' Any<br>
'''Time:''' Special<br>
'''Cost:''' None<br>
'''Rating:''' 1 through 5<br>
'''Effect:''' Each ability has certain standing training rituals that aid in practicing the ability. These differ for each ability, but always have the effect of speeding the training. Training rituals may be used as part of a training in their associated ability, and decrease the time needed for the training by their rating in days.


Hearing Guen's message, Gutts breaks away from the battle in the map room to head towards Guen. Most of the rest of the loud group follows, leaving Blossom essentially by herself against a number of ghosts and four demons. As she convinces them to attack each other, Stag lags behind the rest of the loud group to let in more sunlight.
=== Archery ===


The loud team's ruckus attracts the attention of the (supposedly) quiet group. Gutts joins them long enough to hurl a firebomb into the zombie-filled room.
'''Artless Penalty:''' None<br>
'''Correlated Abilities:''' <br>
'''Arts''': None<br>
'''Sciences''': None<br>
'''Rituals''': Something like aim, but a zen-like penalty thing.


Guen, fighting the effects of the disease and both illusions and seduction attempts from the shadowy temptress, exchanges blows with the lunar, who is also in beastman form, half polar bear, half man. The lunar, named [[Ninth Hunter]], regenerates as well as Guen, so neither does much lasting damage. Guen, however, is at a severe disadvantage with the disease and the mind altering work of the shadow, who is a second circle demon named [[Ronwe, the Unlit Pedagogue]]. Guen is drained of essence and wounded by the time the rest of the circle fights its way into the manse.
=== Athletics ===


Once most of them arrive, Ronwe appears everywhere at once, difficult to track down or attack. More tomescu materialize as well, attacking the circle. With ample targets, Ninth Hunter breaks away from Guen unleashing several nasty area spells intended to rip the flesh from the circle and stun them. The circle is undeterred however, eventually brining down the lunar, removing his head to prevent his regeneration. Though the circle, particularly Stag, attempts to kill Ronwe, it dematerialize and escapes, speaking directly to Stag and saying "I doubt the book will bring you much happiness, Flowing Pen." As the circle ponders the meaning of this, the tomescu float upwards out of the manse, but none give chase.
'''Artless Penalty:''' None<br>
'''Correlated Abilities:''' <br>
'''Arts''': None<br>
'''Sciences''': None<br>
'''Rituals''': Stretching?


{| width="100%" cellspacing="0" cellpadding="0"
=== Awareness ===
|-
| ''Chiaroscuro''|| align="right" |''7 Mar 2006''
|}


When the lunar died a large, egg-shaped chest appeared next to his body. Within, a number of books were found, including the ''Broken-Winged Crane''. It is left in the chest for the moment and the circle splits up. Some remain in the hearth room, checking out the rest of the egg contents, the urn that Guen saw and resting. The others swept through the house, killing remaining zombies and some stray demons. The secret room in the wine cellar is found to contain a number of cells, and looks to be where the Ninth Hunter manufactured the spine chains from the bodies of the vineyard workers. The map room leads to an underground vault with a number of summoning rooms (one for demons evidently used by Hunter) and walk-in safe filled with cash, drugs and armor. It also contained records of who attended parties at the house and what they did there (these were claimed by Hammer).
'''Artless Penalty:''' None<br>
'''Correlated Abilities:''' <br>
'''Arts''': None<br>
'''Sciences''': None<br>
'''Rituals''': Zen


Stag buries the bodies with magic, ensuring they will not rise again. Some of the circle attunes to the manse, and the urn is discovered to be a potent artifact for manipulating ghosts known as a [[Shade Urn]]. The manse's hearthstone is found on Ninth Hunter's body, and it is placed back into the hearth, everyone passing on claiming it. Much of the house, though now severely damaged, is revealed to have been something of a den of vice, with rooms and artifacts dedicated to sexual parties, drugs and other pleasures. It also appears to have be the home of a serious armor collector, as all sorts of historic armor is on display. Within the vault were a number of suits dating to the First Age and scattered throughout the house are dozens of suits of "beast armor", jade suits fashioned after various animals in both appearance and power.
=== Larceny ===


As the groups are deciding how best to split the loot, Hammer informs the group that she knows of a training facility that may be of great use to the circle. She knows they have access to a number of solar charms and many martial arts styles, including the Immaculate dragon styles. Even though the camp normally requires three years of training, she thinks that with some of the loot, including most of the armor and all of the drugs, it might be possible to work a deal.
'''Correlated Abilities:''' <br>
'''Artless Penalty:''' None<br>
'''Arts''': None<br>
'''Sciences''': None<br>
'''Rituals''': luck. gambling


All told, the following were found throughout the manse:
=== Medicine ===


* [[Broken-Winged Crane]] - Given to Gutts initially, since he cannot read, but ultimately entrusted to Stag
'''Correlated Abilities:''' <br>
* [[Shade Urn]] - left within the manse
'''Artless Penalty:''' None<br>
* [[Sheltering the Pack]] - Ninth Hunter's moonsilver armor, taken by Guen
'''Arts''': None<br>
* [[Evanescent Aegis]] - oricalcum armor, now used by Jorias
'''Sciences''': None<br>
* A collection of other armor, eventually turned over Flaxen Catacomb and company
'''Rituals''': healing
** [http://exalted.xi.co.nz/wiki/wiki.pl?Artifacts/DeliberativeGuardDress|Deliberative Guard Dress]
** [http://exalted.xi.co.nz/wiki/wiki.pl?Artifacts/HonorableArmor|First Age Legion's Officers Armor]
** [http://exalted.xi.co.nz/wiki/wiki.pl?Artifacts/JadeMail|Jade Mail of the Imperial Cavalry]
** At least one each of all the [http://exalted.xi.co.nz/wiki/wiki.pl?BeastArmors|beast armors]
* Spellbooks
** [[White Treatise]] -
** [[Black Treatise]] (Obsidian Butterflies, Demon of the First Circle, Emerald Countermagic, Invulnerable Skin of Bronze, Stormwind Rider)
** [[Crossing the River]] (primer on necromancy, Banish Ghost, Iron Countermagic, Summon Ghost, Soul Brand, Hungry Creeping Shadow)
** [[Bodybuilding]] Flesh-Sloughing Wave, Raise the Skeletal Horde, Walking War Machine, Exquisite Undead Aide, Reaping the Fallen, The Spawning of Monsters
** [[Alone]] -  Emerald Countermagic, Emerald Circle Banishment, Sprouting Shackles of Doom, Demon of the Second Circle, Sapphire Countermagic, Voices of Distant Regard, Swift Spirit of Winged Transportation
** [[Red Treatise]] - Thunder Wolf's Howl, Blood of Boiling Oil, Magma Kraken
** 3 [[Book of Infinite Potential]]
* Cache Egg - Four foot storage egg that can be banished elsewhere, given to Jorias
* Dragon Tear Tiara - a moonsilver tiara, given to Guen
* Essence-Containing Gem - emptied by Ninth Hunter, given to Stag
* Hearthstone Compass - claimed as party loot
* Furniture intended to enhance sexual pleasure - two pieces saved for Cruxis
* Candles that cast a contraceptive aura - a dozen saved for Cruxis
* Dueling Torcs - Gutts
* [[World Affirming Melody Box]] - given to Flax & co.
* Saram Saru's [[Oracular Hookah]] - Stag
* Harrowed Daughter's Paleskin Cowl - party loot
* Skin-Mount Amulet (jade) - Gutts
* Gem of Memory Will - put back into hearth
* Stone of Dream Entrance - Guen
* Map of Azure Victory - Gutts
* An abundance of drugs were found in the vault, eventually all given to Flax & company
** Ghost Flower, 25 doses
** Age-Staving Cordial, 10 doses
** Ice Fern Spores, 100 doses
** Rasp Spider Venom, 50 doses
** Hallucinogenic Woad, 3 pots
** Heroin, 20 doses
** Opium, 250 doses
** Cocaine, 100 doses
** Qat, 20 doses
** Marijuana, 500 doses
** Seven Bounties Paste, 50 doses
** Sweet Cordial, 3 doses
** Philtre of Desire, 10 doses
** Madien Tea, 500 doses


During disposition of some of these devices, Guen gave Varden the [[Actualizing Nature Band]] claimed from Mnemon Lapel.
=== Ride ===


{| width="100%" cellspacing="0" cellpadding="0"
'''Correlated Abilities:''' <br>
|-
'''Artless Penalty:''' None<br>
| ''Chiaroscuro''|| align="right" |''14 Mar 2006''  
'''Arts''': None<br>
|}
'''Sciences''': None<br>
'''Rituals''': tuning to animal?


After Stag had [[Stag thoughts on Broken-Winged Crane|pondered]] how to extract information from the [[Broken-Winged Crane]] without going insane or becoming cursed, he first tried summoning [[Fern]] to read it, but she refused, eventually getting so frightened she turned into a plant. She did confirm that it is a low-level demon, however. Lacking other options, Stag possessed the book using God Ways.
=== Resistance ===


The demon fought against Stag's intrusion, trying to cast him out, while schizophrenically welcoming him, trying to lure him into understanding of its contents. As a result, stag only remained for a few seconds, but in that time understood two things about the book. One was the demon's taxonomy, the demons that spawned it and those that spawned them. The second was the book's purpose: to give knowledge and, once the reader was properly prepped, to open a gateway to hell and even higher knowledge.
'''Correlated Abilities:''' <br>
'''Artless Penalty:''' None<br>
'''Arts''': None<br>
'''Sciences''': None<br>
'''Rituals''': sweat lodge poison resistance, etc.


Once Stag was done with the book, the decided to give it to Grandmother Bright as planned. She reacts strangely to the book but, as promised, gives them the [[Soul_Mirror:_Memory_Gems|sapphire]]. The circle asks about [[Ronwe]] and are told its name and that it is a second circle demon. Grandmother knows it is the messenger soul of a third circle demon, but doesn't say which one. She only knows of Ronwe because it can breed demons by mating with ghosts.
=== Sail ===


They also ask about retrieving memories from the gems. She suggests that she might be able to arrange it, in exchange for what the secrets are. The circle considers this, but makes no decision. Ultimately, they elect to wait on attempts to pull the secrets from the gems until they see what Hammer's training camp is all about. They hole up in an insignificant hotel for the night.
'''Correlated Abilities:''' <br>
 
'''Artless Penalty:''' None<br>
[[Forgotten Suns: Log - Kether Rock|next chapter]]
'''Arts''': None<br>
'''Sciences''': None<br>
'''Rituals''':various sailing superstitions

Revision as of 22:26, 23 May 2006

Exalted's ability system is fairly simple and works well; however, for legitimate game mechanical reasons, some abilities are significantly wider in scope than others. Some, like Dodge, are focussed extremely narrowly while others, like Lore and Occult are extremely broad. Cannonically, some of the abilities have been given special rules to restrict a broad ability (Craft, Linguistics), or allow expansion of an ability into areas it doesn't normally cover for a price (Occult). This would be fine, except that these special cases all work completely differently. The rules presented here attempt to:

  • keep actual mechanical changes minimal, so that the changes augment, rather than completely alter, the ability system
  • provide a bit more unity and cohesion for how abilities behave
  • provide a framework that allows people to collaboratively expand skills in expected, coherant ways, if they want to
  • provide a mechanism that requires a cost to use broad skills broadly
  • provide a simple mechanic for "defaulting" to other skills

These rules are written against Exalted: Second Edition, and assume that all rules in that edition are followed unless otherwise indicated here. The should be adaptable to First Edition with little problem. These rule explicitly replace they Thaumaturgy rules in Second Edition (pg. 137), using the Arts and Sciences of the Player's Guide as a basis instead. Inspiration to write this, however, came from Ialdabaoth's Abilities/Knowledges page, which was interesting, but too intrusive and free-form for my taste. Lastly, some of the motivation for this is technical. I keep character records using my own XML schema and adapting this schema and the code that uses it to the various special case systems has been a large annoyance. Thus, a hidden agenda at work here is a desire to have all the abilities follow the same data model.

Extending & Unifying Abilities

Stunts

As a preface to all of this, note that stunts basically let you break the rules, including (perhaps especially) these. The rules below are bread and butter mechanics for everyday use. Nearly any of them could probably be transcended by a good stunt. That is, if you don't have a point of this or that, you can probably get the same effect with a decently described stunt.

Correlated Abilities

Abilities tend to tread on similar ground to certain other abilities. For example, there are Resistance aspects to Survival and can be Socialize aspects to Presence. By rule (pg. 106), however, if you lack an ability, you suffer a two die penalty, regardless of what else you know.

Under this system, this penalty may be eliminated if a convincing case is made that another "correlated" ability could provide enough "reinforcement" to complete the task at hand. Note that the task is still made without rolling any ability dice, just the penalty is eliminated. If the correlated ability has a rating of three or less, the penalty is reduced to -1 die. If the rating is five or more, the penalty is eliminated.

This is, in effect, formalized stunting, really, though it is more about logic than style. The idea is that it would be possible to use a correlated ability and stunt on the same roll if your are clever enough. That is, use a correlated ability to remove the penalty (appealing to logic), then give a really cool description of what you are actually doing to get normal stunt bonuses (appealing to style).

Specialties

Specialties in this system work as normal; however, the use some of these rules may supplant some specialties. That is, some things which are covered by specialties in canon are now covered by learning arts instead.

Arts

Some complex abilities may be broken into disciplines called arts. Arts generally cover the methods of a sizable subset of what the ability can do. Detailed knowlege of the art is not required to use that facet of the ability, but those that don't know the art don't have as complete an unstanding of the art as those who do. Arts largely follow the rules in the Players Guide for Occult arts (pg. 126), except they are expanded in these rules. Arts do not have a rating; you either know them or you don't. Some abilities rely heavily on the arts while others consider arts as "bonus" abilities. Some don't use arts at all. Those that do will have an artless penalty which applies to rolls made with the ability without using an applicable art.

If an art is available for an ability, then what the art represents is not available as a specialty for that ability. For example, since Thaumaturgy is represented in these rules as various arts, and Summoning is an Art, neither of these can be taken as Occult specialties.

Arts can be learned at three levels: general, aspect and focus. For any given art, you may learn any combination of these three levels, once each. Mastering the general Art costs 5 bonus points to learn at character creation and 5 experience points to learn after, requiring three months of training. Knowing an art generally provide some kind of additional ability or bonus, but this is specific to the skill. (Note that this is a departure from the definition of art used in the Player's Guide. Specifically, arts do not provide +2 dice under this system unless otherwise indicated.)

Each Art lists a number of aspects that may be learned similarly to specialties. Aspects generally function just as if the character knew the general art, but only within the limited perview of the aspect. Some abilities may further enhance and restrict how aspects work for that ability. Aspects can be learned without knowing the general art, but if the character knows both the general art and an aspect appropriate to a test, the aspect provides +1 die. Characters may learn as many aspects for an art as they like (including none), but no aspect may be learned more than once.

Players may also define a more restricted specialties called a focus. Foci are just as intense as aspects, but sacrifice the bredth of an aspect with much more depth about a single topic. A focus functions just as if the character knew the general art, but only within the very limited perview of the focus. A focus can be learned knowing neither the art nor an aspect from which it derives; however, if the character knows either an aspect or a general art appropriate to a test that is in the perview of the focus, the focus provides +1 die. Characters may learn as many foci for an art as they like (including none), but no focus may be learned more than once. A focus generally has both a conceptual limit (such as a subset or targets or vocations) as well as a geographical or other more limited restriction, such as ("Eastern Fair Folk" or "Chiaroscuro Glass").

Benefits of arts, aspects and foci stack. For example, if someone had all three that applied to a situation, the art would provide whatever bonus or capability the art would normally provide for that ability, +1 die from the aspect, +1 die from the focus. Keep in mind however that the most general of the three is always used to "act" as the art, providing the basic art benefit first. So, if a character knew only an aspect and a focus, for example, the aspect would provide the basic art benefit (but no extra die) and the focus would give +1 die. No more than one each of art, aspect and focus may be used on a single test.

Arts usually take the place of specialties for an ability, but it may happen that a situation where an an art, aspect and/or focus could be used also might allow the use of a specialty. In such rare cases, specialty bonuses stack with art, aspect and focus bonuses. (Note that someone with a +3 specialty, an art, an aspect and a focus would have paid 20xp for the combination.)

Each aspect or focus costs 2 bonus points at character creation or 3 experience points later. They take three weeks of training time.

Sciences

A few abilities have complex bodies of knowledge, laws and rules that provide additional capabilities above and beyond the standard abillity feats, but require significant extra investment to understand and follow. Experience with such technical minutia is known as a science in an ability. Sciences have ratings, but these ratings do not translate into extra die or other bonuses. Instead, ratings define a limit of what can be achieved with the ability. That is, without the training in the science governing the art, you can't actually succeed at the act no matter how high your ability score is. (Again, really good stunts could possibly transcend this limitation.)

Sciences are based on the rules in the Player's Guide (pg. 136). At character creation, the first dot of a science costs 5 bonus points, with each additional dot costing 7. Afterwards, existing sciences can be improved by spending experience equal to the current rating time 6. The first dot of a new science costs 7 experience. Learning a new science takes three weeks and improving one takes a number of weeks equal to twice the current rating.

Characters may learn aspects and foci for sciences as well, but may only purchase as many as their rating in the science.

Using Arts vs. Sciences vs. Specialities

Arts, sciences and specialties essentially deal with subsets of ability use, so why have all of them? The primary difference is purpose and how you want to tweak skills to work in your campaign. Customize your game to taste using the following guidelines:

  • Use specialities unless you have a reason not to. Specialties allow an ability to work the same for everyone, but provide characters the ability to take certain training to get even better at a certain facet of it.
  • Use arts for abilities you consider overly broad. Generally speaking, people without arts can still perform the same tasks as people with them, but do so at a comparative penalty. Essentially, arts reduce the effectiveness of broad abilities, but provide a way to gain that effectivness back for a cost. Both the "artless penalty" and the effects of the arts themselves can be tweaked to tune the skill further. Arts are generally more expensive than specialties but less expensive than abilities.
  • Use sciences to add new capabilities to an ability for everyone, usually including mortals. People who know sciences can flat out do more with an ability than than those who don't. Since improving science is three (or more) times more expensive than improving an ability, sciences tend to be very broad, potentially disruptive to the game if overused, or something you want to cap to prevent "power creep".
  • If you just want to give certain exalts an advantage with certain abilities, you may just want to use charms instead of tinkering with the ability rules.

Later in this document, the above guidelines will be used to implement essentiall the canon set of skill exceptions. A section following will suggest other uses for these rules.

Formulas

Some arts or sciences, such as the Occult science of Alchemy, depend on specific recipes for using the science called formulas or procedures. Using formulas follow the rules in the Players Guide (pg. 124). Formulas cost 1 bonus point or 1 experience point and take a day to learn.

Rituals

Every person has a limited ability to manipulate reality and can do so following certain formalized procedures, even without understanding them. These are rituals and they are generally slow, require tools or props and are fairly weak (compared to charms or sorcery), but tend not to cost much Essence and usually last longer than a day. Each ritual procedure is attached to an ability. The vast majority are attached to Occult, but some are not. Each ritual has a rating and to use the ritual, you must have an rating at least as high of the ritual being used in the ability connected with the ritual. At character creation, rituals can be bought for 2 bonus points, plus 1 for each level of the ritual. Later, rituals are bought for 3 experience points, plus 1 for each level. Mastering a ritual takes a number of days equal to its rating. It is possible to learn rituals for which you do not have the corresponding ability, but this takes twice as long, and you may not actually use them at all until you improve the ability.

Because rituals are usually much less powerful than sorcery or charms, they are used by mortals much more often than Exalts.

Implementing Canon

This section indicates how to revisualize the odd canon skills under this rules system. Most abilities remain the same, with arts and sciences only used for the three abilities that have funky rules within canon already.

Craft

Craft is assumed to be a general measure of creativity and self-expression through creation of objects.

Specialties: No general Craft specialties exist. All specialties must be associated with arts.
Artless Penalty: Using craft without an art imposes a -2 penalty. Worse, no charms of any kind may be used in areas of Craft for which the exalt does not have an applicable art, aspect or focus.
Arts: Air, Earth, Fire, Water and Wood, as per core book (pg. 107) as well as Fate*. Knowing an art allows Craft charm use for tasks within the domain of the art. When a character buys their first dot in Craft, they gain a general art of their choice for free.
Sciences: Known sciences include:

  • Magitech: Described in Wonders of the Lost Age, knowing the science of magitech allows use of Craft skill on magical devices. Anywhere rules call for a Craft (Magictech) roll, use plain Craft ability (plus any magitech specialties) as the pool. The rating in this science acts as a limit: characters can only use the magitech science on artifacts, manses or devices with a rating equal to their magictech science rating or less. This science requires the Air and Fire arts and cannot be higher than the character's Lore rating.
  • Genesis: Also described in Wonders of the Lost Age, this science works just like magictech does, but replacing Craft (Genesis). This science requires the Wood art and cannot be higher than the lowest of the character's Lore, Medicine or Occult ratings.
  • Perfection: This science deals with creating exceptional weapons and other creations and represents the dedicated knowledge of metallurgy, heat and other minutia that are need to forge exceptional weapons. It requires an art for creating such equipment (usually Fire). The first dot of this science allows objects to be made up to the level of "Exceptional". The second allows creation of "Perfect" items. Generally learning this science beyond this is pointless. The magitech science may also be used for the creation of exceptional items, so this science is rare among exalts; however, the requirements for this science are less stringent, so mortals (and some exalts) may prefer this path.
  • Permanence: This lost science contains the secrets to making self-sustaining items (see Wonders of the Lost Age, pg. 7). No one knows it any more but, in theory, it's rating would define a limit on what level of artifacts could be made permanent.

Rituals:

  • Fate is tricky. In many ways, it fits a bit more naturally as a science, but this would make it extremely expensive. In addition crafting fate already has many other traits that need paid for (colleges, for one).

Linguistics

'Specialties: Codes, Subtext. Everything else needs an art.
Artless Penalty: Linguistics tests using a language the character does not know imposes a -4 die penalty and may require more time than normal. Linguistics replaces all specialties with the art system.
Arts: Linguistics has only one general art: Calligraphy. Characters with this art may use Linguistics skill instead of Craft (Air) for tests of penmanship. Languages are purchased as aspects. With each dot of linguistics, the character gains a language aspect for free. (Alternately, the character may trade three aspects for the art of Calligraphy at character creation.) A dialects in a language is represented as a focus.
Sciences: None
Rituals: Written stuff?

Occult

Specialities:
Artless Penalty: None. Anyone with Occult skill can practice thaumatergy without knowing arts.
Arts: Summoning, Warding, Astrology. The primary effect of knowing an art is to provide +2 dice to tests that use it. (Note that this means that, since the most general art, aspect or focus provides the default art benefit, someone with only an aspect, for example, would get +2 dice.)
Sciences: Alchemy, Enchantment, Geomancy, Weather Working
Rituals:

Other Possibilites

It's possible to use these rules to extend amd tweak other abilities. In an attempt to keep this fairly close to canon, this is left as an exercise to the reader, but some possibilities might be:

  • Arts to nerf the scope of Bureaucracy: Creation, Heaven, Fair Folk, Underworld. Aspects like Law, Finance, Military, Government. Foci as localities.
  • Nerf the scope of Lore by substituting its specialties for Arts. Perhaps an art for Instruction as well or instead?
  • Give Martial Arts an artless penalty of zero, but only allow Combos to include charms from more than one style if you know arts for those styles.
  • Add a science to Occult to cover spellcraft (i.e. creation of new spells). Maybe it only has three ranks, one for each circle.
  • Arts to nerf the scope of Performance: Oratory, Instrumental, Dance, Song, Acting. I'd make the artless penalty -2 and disallow supplemental charms use unless you have the art.
  • Add a science to Performance called Staging, which covers things like special effects, faking assassinations, lighting for emotional effect, etc. Not sure what it would limit, though.
  • Possibly arts for various environments: Alpine, Jungle, etc.
  • Possibly arts for things like Stategy, Tactics, Logistics, Seige, etc.

Sample Ability Rituals

In addition to the vast litany of Occult-based rituals, mortals have invented a number of supertitions and rituals to help them. Some of them even work.

Ritual of Meditation

Ability: Any
Time: 10 hours
Cost: None
Rating: 1 through 5
Effect: By spending 10 hours in meditation on the ability associated with the ritual, the character prepares the mind for using the ritual in the future. This usually requires quiet time alone, still, and uninterrupted. Once completed, the ritual provides a temporary pool of dice equal to the rating of the ritual that can be used for up to the ritual's rating in days. Whenever the character makes a test using the associated ability over that period, they may use one dice from this pool to augment the test if desired. Only one die may be used on any given test and once dice from the pool are used, they are gone and may not be used again. Dice from this pool do not count against pool limits, but nor do they count when doubling pools with charms. If the pool is partially or totally depleted, it may be restored by using the ritual again, but at no time will the number of dice in this pool exceed the ritual rating.

Ritual of Training

Ability: Any
Time: Special
Cost: None
Rating: 1 through 5
Effect: Each ability has certain standing training rituals that aid in practicing the ability. These differ for each ability, but always have the effect of speeding the training. Training rituals may be used as part of a training in their associated ability, and decrease the time needed for the training by their rating in days.

Archery

Artless Penalty: None
Correlated Abilities:
Arts: None
Sciences: None
Rituals: Something like aim, but a zen-like penalty thing.

Athletics

Artless Penalty: None
Correlated Abilities:
Arts: None
Sciences: None
Rituals: Stretching?

Awareness

Artless Penalty: None
Correlated Abilities:
Arts: None
Sciences: None
Rituals: Zen

Larceny

Correlated Abilities:
Artless Penalty: None
Arts: None
Sciences: None
Rituals: luck. gambling

Medicine

Correlated Abilities:
Artless Penalty: None
Arts: None
Sciences: None
Rituals: healing

Ride

Correlated Abilities:
Artless Penalty: None
Arts: None
Sciences: None
Rituals: tuning to animal?

Resistance

Correlated Abilities:
Artless Penalty: None
Arts: None
Sciences: None
Rituals: sweat lodge poison resistance, etc.

Sail

Correlated Abilities:
Artless Penalty: None
Arts: None
Sciences: None
Rituals:various sailing superstitions