Showing posts with label [Exalted Past] NPCs. Show all posts
Showing posts with label [Exalted Past] NPCs. Show all posts

Thursday, February 24, 2011

Epithets

 

Amongst Men, Lu Bu 「人中吕布,马中赤兔」

[Lu Bu]

Lu Bu’s Unique Epithet

“君,驍勇無敵,善戰無前,然勇而少計,暴而少仁。恐眾叛旦夕之間。”

“Your Excellency’s Martial Prowess are without Equal, and no one in history can match you.  While your might is unstoppable - you lack insight, while dauntlessness - you lack mercy, I fear it would not be long before everything turns against you”

Lu Bu’s combat skills are phenomenal.  He is without doubt the finest warrior in History.  His combat awareness is profound and his stances perfect.  As such he never suffers onslaught penalties, including any penalties from charms and effects that are categorized as Onslaught.
          His defense is so well formed that he is able to protect himself from all assailants without leaving any opening.  Thus he is exempted from the rule of one enemy gaining unsuspected attack when maximum number of opponents in any combat space is reached.  This combined with his blazing speed and terrifying aggression allows him to ignore coordinated attacks against him as long as he attacks.
          His nearly impenetrable defense is so robust that his Wound Penalties do not modify his DVs - though it still lowers his dice pools normally.
          Perhaps most potent of them all, Lu Bu adds his Essence Score (this includes the Might Rating of his troops in Mass Combat) as automatic successes to all Combat Related Actions of Physical Prowess and Awareness (including Join Battle Rolls).  This adding of successes also modifies relevant Static Values by the same amount.  These bonus successes are not considered bonus from Charms and does not make his attacks “charm infused.”  Like Second Excellency, this ability does not allow him to pursuit impossible attacks – such as multiple action penalties in excess of his dice pool.
          Lu Bu is also Fearless and perfectly defends against all fear effects.  This overwhelming confidence is such that as long as he is active his complementary unit is considered to have perfect morale as they are strengthened by the knowledge their commander is undefeatable.
          Regardless of his Intimacies, Motivations, Charms, and Any effects he is subjected to (Perfect or Otherwise), Lu Bu cannot be prevented from choosing to betray those around him for a sufficiently attractive prize.  This is not a mechanical effect, but should be handled in story narratives.

 

Bull of the North

[Yurgen Kaneko]

Decimate the Tepet Legions

Just a title - granted to the person who turned the current world order upside down.

 

Catalyst

[Aata]

Attune the Artifact “Clockwork Heart”

Face Celestial Justice

 

Confessor

[Flawless Oak]

Cause an NPC to commit suicide because of Guilty Conscience

Free specialty “Presence: Interrogation +1”  This does not count towards the max of 3 specialties, but it does count towards the +3 cap for total bonus dice from specialties.

 

Deliberator

[None Currently]

Become one of the 5 Solar Deliberators

Gains 1 Willpower point every Sunrise.  Regain 4 extra motes of Essence per hour.  +5 to Personal Essence Pool and +10 to Peripheral Essence Pool.

 

Devourer, The

[None Currently]

Be declared “The devourer”

No [Game] Mechanical Bonus

 

Famous Archer General

[Yurgen Kaneko]

Achieve 5 consecutive victories against mass combat units that have a minimum of magnitude 6, higher troop quality and higher magnitude than the character’s own range unit.  These victories can be spread over multiple battle/wars, but the character must not suffer defeat in between.

When commanding Mass Combat Archery Unit, the complementary unit gains +1 to Morale (max 6)

 

Famous Calvary General

[Renath of Diamond Hearth]

Achieve 5 consecutive victories against mass combat units that have a minimum of magnitude 6, higher troop quality and higher magnitude than the character’s own Calvary unit.  These victories can be spread over multiple battle/wars, but the character must not suffer defeat in between.

When commanding Mass Combat Calvary Unit, the complementary unit gains +1 to Morale (max 6)

 

Famous Infantry General

[No One Currently]

Achieve 5 consecutive victories against mass combat units that have a minimum of magnitude 6, higher troop quality and higher magnitude than the character’s own Infantry unit.  These victories can be spread over multiple battle/wars, but the character must not suffer defeat in between.

When commanding Mass Combat Infantry Unit, the complementary unit gains +1 to Morale (max 6)

 

Heavenly Spear (天槍)

[Rhianna of Marukan Alliance]

Rhianna’s unique Epithet

Combat Abilities is effectively 2 dots higher when applied to the use of any Piercing Polearm (Spears, Lances, Javelins, etc.).  Essence Score is also effectively 1 dot higher under such conditions.  This enhanced Essence score cannot be used to meet the Essence requirement to learn charms.

Some Examples are War Ability when leading Lancers, Spearmen, Javelineers.  Martial Arts when using a style that uses Spears.  Thrown when tossing a Javelin.

 

Isolation Specialist

[Flawless Oak]

Fail the Elemental Court of Wood’s Test

No [game] mechanical bonuses nor penalties

 

General of Legend

[Tepet Arada]

Gain Famous Archery General, Famous Infantry General, and Famous Calvary General, without suffering any defeat in-between.

Loses the epithet Famous Infantry General, Famous Calvary General, Famous Archery General.

The general’s complementary unit gains +1 to Morale (no max) and +1 to Drill (no max)

Opposing Mass Combat Units lose 1 dot of Morale – unless protected by Charm vs. Natural/Unnatural Mental Influences

 

Ghost Buster

[Alabaster hand of the Heaven]

Be the first to use ghost eating technique to permanently kill a ghost

Converts one attack dice to automatic success when using Ghost Eating Technique against a Ghost.  Character loses one success on any attempt to establish positive relationships with Ghosts.

 

Golden Beacon of Hope, The

[Clytemnestra]

Be the Leader of the Gold Faction Solars

Gains the “Born to Rule” merit.  Gold Faction Solars are automatically considered to be his/her “lessers”.

 

Golden Custodian of North and East

[Yurgen Kaneko]

Gain the title of the Golden Custodian of North and East

+/-1 automatic success to all social rolls depending on whether the title is a positive benefit or negative

 

Golden Custodian of South and West

[Balan, Dagnir]

Gain the title The Golden Custodian of South and West

+/-1 automatic success to all social rolls depending on whether the title is a positive benefit or negative

 

Matchless Salesman

[Alabaster Hand of the Heaven]

Alabaster’s Unique Epithet

NPCs Natural Dodge MDV is halved against Alabaster’s attempts to gain their trust.  This halving is before modifiers are applied.

 

Militia Leader

[Flawless Oak]

Suffering no losses when leading a unit with Drill 1 to victory against a superior foes in all other statistics

The character can put his complementary unit into regular formation regardless of their Drill rating.

 

Miracle Worker

[Hastha-sth]

Become the High Priest of the Unconquered Sun

Can Invoke the Miracles of any God under the governance of the Unconquered Sun – which means pretty much every Celestial and Terrestial God.  Only Malfea and Underworld gods are not under the Unconquered Sun’s governance.

Successfully invoked Miracles function at double potency. Failures on “Invoke Miracle” actions are treated as successful invocation with 0 threshold.  Botches are considered simple failures.

 

Partaker of the Forbidden Fruit

[Flawless Oak]

Survive the experiences of the The Menagerie of Fathomless Freedom

Character is forever reshaped by the inevitable corruption of such an expedition.  His Temperance Virtue is effectively 2 dots less when confronted with Temptation of the Demonic Flesh.  He also gains a token of remembrance – The Dema Sutra.  His jaded tastes however gains him superior performance in just such a situation.  Effectively gaining 3 dice to his “performance” rolls.

 

Slayer

[Nalla Bloodaxe, The]

Personally kill over a thousand sentient beings in one battle.

Opponents/Units who are under fear effects of the character cannot use coordinated attack against her.  Fearful effects are things such as successful intimidation attempt that was not resisted or fear inducing charms and effect such as Dawn’s anima.

 

Sleepless

[Currently No One]

Enter into more than 5 Eclipse Oaths concurrently.

Add 1 dot to Conviction, Temperance or Valor (Pick one, to a max of  5 dots).  Willpower Gain Rolls are penalized by one success (to a minimum of 0 successes).

 

Trainer of Heroes

[Dace]

Train more than 10,000 people with Tiger Warrior Training Technique

Gain +1 dot bonus to the Magnitude that can be trained by Tiger Warrior Training Technique

 

Training Wheels

[Dusk Princess of the Obsidian Heart]

Be chosen by the Neverborne as a Death Lord replacement candidate

+1 dot to Whisper Background with no maximum ceiling.

 

Unsavory Attraction

[Alabaster Hand of the Heaven]

Alabaster’s Unique Epithet

Alabaster is cursed (Unnatural Mental Influence) to be unable to join any religion he believes to be “Good.”  The cause can be anywhere from not be interested to actively self-sabotage his own enrollment.

 

War? What is it Good For?

[Balan]

Mire one corner of Creation into constant War for the foreseeable future

Gain the intimacy “Warmongering.”  This intimacy cannot be eroded for as long as the character possesses the Epithet.

 

Zealous for Justice

[Aata]

Rather choose death for his crimes rather than accept mercy

Set the precedence in the Third Age that Solars are subjugated to Celestial Jurisdiction.

Tuesday, January 25, 2011

Mask of Winter’s Abyssal Sparks

 

1)   Dawn (Dusk) 03

Silver Empress of the Frozen Rose
Prince Resplendent in the Ruin of Ages, Crumbling Pillar
Portrait, Abyssal - Prince Resplendent in the Ruin of Ages, Crumbling Pillar

2)   Dawn (Dusk) 05

Maiden of the Mirthless Smile

3)   Dawn (Dusk) 11

Irreproachable and Flawless Golden Tyrant
Portrait, Abyssal - Irreproachable and Flawless Golden Tyrant, The 02 (Deceased)

4)   Dawn (Dusk) 52

Adamant Sadness

5)   Midnight (Zenith) 22

Sorrowful Hill Master
Lady of Darkness in Bloodstained Robes
Portrait, Abyssal - Lady of Darkness in Bloodstained Robes

6)   Midnight (Zenith) 44

Apostate in Tatters (The Harp Guy)
Portrait, Abyssal - Apostate in Tatters

7)   Daybreak (Twilight) 42

Ebon Whisper of the Weeping Mountains
Icy Monsoon of Bloody Maiden Tears
Portrait, Abyssal - Icy Monsoon of Bloody Maiden Tears

8)   Daybreak (Twilight) 49

Sagacious Bodhissatva of Crows and Murder
Illuminant Guardian of the Final Dust
Portrait, Abyssal - Illuminant Guardian of the Final Dust

9)   Day (Night) 11

Typhon – Thorn’s Ambassador to the Scavenger Lands
Portrait, Abyssal - Typhon

10)   Moonshadow (Eclipse) 27

Mistress of Pact Sealed in Blood
Portrait, Abyssal - Mistress of Pact Sealed in Blood, The

 

Associated Abyssals

Dusk Princess of the Obsidian Heart - Moonshadow (Eclipse) 24

Portrait, Abyssal - Dusk Princess of the Obsidian Heart

Monday, January 24, 2011

Horakinis

Senior Deacon of the Exaltant Twenty Garden

Portrait, Solar - Horakinis‏, Twilight Essence 27

  • She is the Sorceress shown in the Core Rule Book on the page describing “Death of the Obsidian Butterflies”
  • Secretive Sorceress and well known in the Occult Circle, though not as a Solar
  • Terrestrial Circle Sorcerer who is on the cusp of Achieving Celestial Circle Sorcery
  • Senior Deacon in the Exultant Twenty Garden Secret Society, a Secret Society of Sorcerers spread across Creation
  • Thaumaturgy: Master of Alchemy, Astrology and Adapt of Geomancy
  • The Last Tier 1 Solar, Essence 4

“Only through knowledge can we be saved, and only through the wisdom of the Solars who died long ago can we hope to find an answer to our present problems.”
- Horakinis


Horakinis has an air of ostentatious asceticism, with lustrous crimson hair that falls in glowing ringlets to her waist making a striking contrast with her pale skin.  She favors dark colors and is usually wearing hooded robes of expensive silk.  Tall and lithesome she moves with briskly pace and focused purpose.   Naturally confident she has a majestic aura and her presence is often enough to draw attention from everyone in the room.  This combined with her hair and accent has, on several occasions, caused major stirs in the Threshold – as overly eager officials mistaking her as the Empress incognito.  She has long since taken on the habit of muffling herself in cloaks and veils thought that causes an entirely different set of problems – especially for a Anathema who is trying not to draw overt attention.  She always wears her Salt-Gem of the Spirit’s Eye in an orichalcum choker (Hearthstone amulet), though she conceals this jewelry with a scarf if she is uncertain of her company.

Horakinis is an impatient, tactless researcher and find it hard to believe that anybody is better fitted to research or hold the great wisdom of the ancient Solars than her.  Nobody ever worked faster enough to suit her, and she has no qualms about pushing human colleagues to their limits:  It is for a greater good.  She does not mind sharing new discoveries (aside from the very powerful ones) with allies or other Solars, but she do expect some gesture of thanks in return.

Born to a very rich family in Arjuf, on the Southern Coast of the Blessed Realm, and she was raised amongst wealth and privilege.  But none of this spared her or her family when disease struck the port: She barely survived, and her father and two of her brother died.  As the eldest remaining child, she was, technically, the family heir.  She signed over her interest in warehouses and trading fleets to her only living brother and took her inheritance in money and resources that would let her travel and search for the lore that she are still sure would have saved their lives.  While she was seeking an ancient library underground, her Exaltation came upon her.

The Unconquered Sun descended upon her in a burning wave of ecstasy and power, bringing memories of her life long before and showing her what she needed to do to bring back the age of gold.  Through the knowledge of the ancient Solars, She will save the world.

Since then, she have spent much of her time concealed in her newly discovered library – a minor Manse – researching the documents there and sharing her information with other sorcerers across the land.  From time to time, she leaves the place in order to investigate new libraries or to assist other Solars in return for knowledge.  Many of the books and scrolls are merely histories or accounts, and others are in languages that she does not know:  She has had to bring translators and clerks, some by blackmail or force, to get the information she needs.  However, she has also made many useful contacts, fellow researchers who appreciate her dedication and objectives.  Together, she hopes to find the ancient truths that will help rebuild the world.

Tuesday, December 28, 2010

Maiden of the Mirthless Smile

A Loyal Abyssal of Mask of Winters

Portrait - Maiden of the Mirthless Smile

Favorite Skills: Archery, Martial Arts, Melee, Thrown, War, Resistance, Integrity, Presence, Performance, and Social

An alabaster master piece made flesh is what comes to most people’s minds when they first gaze upon Maiden of the Mirthless Smile. Her smooth face forever molded into an enigmatic smile that does not touch her eyes. It is a badge gained for a failure no one save her and her master knows. Since that soul numbing day in the flesh forges of Mask of Winter’s laboratory Maiden of the Mirthless Smile has never failed again.

  • Oldest Death Knight under the Command of the Mask of Winters
  • A Death Knight marked by The Green Lady as worthy – a true Solar Quality Recipient.
  • Commander in Chief of Mask of Winter’s Armies and strangely enough has her master’s full confidence
  • Led the Vanguard against the force of Thorn and personally executed all the Supernatural Defenders and the City God
  • She fought Dace when she invaded a city-state in the Scavenger Lands. Dace only managed to pin her unit, and Mask of Winter recalled her before she can show the fledging Solars a Death Knight’s true might. All this almost came to naught with Golden Tyrant’s rebellion but thankfully only the War Captain’s Circle realize their true damager. All encounter the other Solar had with the Death Knights showed them as formidable but hardly on the same level. This is mainly because so few Abyssals are the stuff of legends. Instead many are whatever tickles the Death Lord’s fancy.
  • Only her, Adamant Sadness and Blind Pain Soulful Timbre remain as Death Knights. The other 6 Death Knights were all killed by Solars when they invaded the Underworld in search of the kidnapped Gladrien Vanja.
    • Though 2 of those 6 are newly exalted after Golden Tyrant slaughtered their predecessors.
  • Uses an Abyssal Daiklave Style “New Shadow School (新阴流),” more commonly known as “One who strike strong enough, need not strike again.”
    • Focuses on Speed and Damage
  • Has the Combo “Wolf Catching the Snake’s Tail”
  • Has 7 Hearthstone Socketed that combined with her equipment and arsenal at her disposal makes her an adversary not to be taken lightly. 3 from Sword, 2 from Armor, 1 from Hearthstone Bracer, 1 from Hearthstone Amulet

 

The Maiden’s Panoply

Ironic Jest
(Soulsteel Grand Daiklave, Artifact•••••)

Like all Soulsteel weapons this Grand Daiklave is Jet Black with tormented souls that fade and reappears as if it’s a trick of the light. When drawn a constant swirling aura of Red and Black surrounds it.

IronicJest

  • Cost 10 Motes to Attune
  • 3 Hearthstone Sockets (one on each side of the blade where the guard joins the hilt, and 1 at the tip of the blade)
  • The weapon releases a desolating and soul numbing chuckle when its attacks fail to do damage. All living things within hearing range (except those with the Whisper Background), be they friend or foe, regardless if they can physically hear sounds or not – since it is a supernatural effect and not actual sound waves, who’s MDV is lower than the Essence of the Wielder +3 will be at -4 internal penalty for the rest of the scene as the chuckle wreck their souls and send their bodies into random spasms. This is an unnatural mental influence and requires 2 Willpower point to resist for the rest of the scene.
  • The blade is no better when its attack succeeds however. When an attack manages to do damage, it screams a desperate laughter of suffering as if hot lead is pour into their eye sockets but they can only laugh. The ghosts whose soul was used to make the material for the blade all rush to its surface, distorting it as blood trickles out of their orifices and drips down the blade. This is not all for show. The blade is literally drinking the life essences of the target and venting it out as blood. It adds levels of lethal damage equal to the wielder’s Essence (after damage is rolled) to the attack but only to living targets.
  • All this is in addition to the intrinsic essence draining property of Soulsteel.

Speed 5
Accuracy +3 (+5 attuned)
Damage +14L/4
Defense +0
Rate 3
Min Str••
Attune 10
Tags: 2, O, P, R

 

 

Pale Pain’s Mirror
(Super Heavy Artifact Plate???, Unique Artifact)

sample-e70af10cb4aa7d88f6ab80e4ce909027

This set of Abyssal Battle Armor is completely made of Soulsteel forged from the Ghosts of Violated Maidens. It is said that Maiden of the Mirthless Smile was made to gather these Ghosts personally and in the depth of the Mask of Winter’s Labyrinth Laboratory forged them into the armor accompanied by Mask of Winters. Whether this is true or not, no one save Mask of Winters and Maiden of Mirthless Smile know. The armor is rarely used however, and is stored in Elsewhere via Charms.

This all that is half-truths however, since the actual Pale Pain’s Mirror is a part of Maiden’s Life Essence. In its making her soul was no less violated than the final violation she was forced to commit on the armor’s material ghosts. The necromancy Mask of Winters wielded forged all their suffering into a crystalized monument to innocence lost to tyranny – a perfect face of suffering contorted into a forced smile, the very face of Maiden of the Mirthless Smile.

What people believe is the “Armor” is actually nothing more than a memento. True the actual armor grants fantastic protection but no more than any quality suit of same caliber. The true horror, the truly powerful artifact, is hers for all time – an escapable and inviolate proof of her broken spirit.

Power: In this artifact the Mask of Winter had outdone himself. A simple act of “diabolique” turned out to be more successful than even he realizes. The Pale Pain’s Mirror Increase the Maiden of the Mirthless Smile Permanent Essence by 1, and connects her to the corruption of the Labyrinth and cements her to the causes of Oblivion. Her caste mark is no longer a bleeding brand but of solid darkness that dims her surrounding in opposition magnitude of Solar animas.

This connection effectively negates the her need to spent Willpower points to activate Charms with “Spectre” keywords, for she is ever choking in the taint of the Underworld. It also means she regains Essence always as if she is in the Labyrinth.

Unknown to even the Neverborns , whilst she “wears” this artifact she can never be redeemed. The potent link to the Neverborns (hence the +1 to Essence) will forever unmake any progress towards that goal. As a side effect, her Dissonance Discharges are at double potency. This doubles radius and targets and such, it does not mean her 2 dot discharge has the same sweeping scale as a 4 dot discharge.

The Byproduct Soulsteel Superheavy Plate (Artifact •••••)

Soak: +15L/15B, Attuned: +17L/17B
Hardness 10L/10B, Attuned: 11L/11B
2 Hearthstone Sockets (Collar, Waist)

 

 

Tears of Incomparable Misery
(Soulsteel Punishment Implant, Artifact •••••)

Portrait, Item - Tears of Incomparable Misery

This is a cape of interwoven strands of soulsteel that trails a murky vapor as fire does smoke. Each strand is finer than spider silk and is stronger than anchor chains. The cape is regal and fit for a queen, with gold trimmings and a high collar. Its opulent appearance however disguises its ruthless nature. The strands do not merely form a tapestry of darkness. It reaches deep within her and integrates into every organ and every bone. The crude necrosurgery leaves an ever open wound between the shoulder blades where it enters the body. The wound is horrifying to look at but otherwise produces no pain or penalties upon Maiden of the Mirthless Smiles.

It is because of this that the Maiden of the Mirthless Smile is never seen without it. Nor does she allow any but her honor guards to attend her when she is undressed.

For all its apparent horrors the cape is far far worse.

  • The Cape essentially makes Maiden of the Mirthless Smiles a puppet on strings. Regardless of the distance can, should he wish it, play with her as a puppeteer does a marionette. He if he so choses can see what she sees, hear what she hears, smell what she smells, but fortunately he does not know what she thinks. The arcane link only links the physical and does not extend to the mind. He can also communicate with her (as if he is whispering to her ear) over the same arcane link.
  • While she would never have chosen it herself, the cape can reweave itself into a dozen razor sharp cords 30 feet long. These cords functions the same as 4 permanent Charm of Withering Blood Chain Technique (see below). Like the Maiden of the Mirthless Smiles herself, these malignant appendages’ controls are shared between the Maiden and her master.
  • All these control are merely Damocles Sword. For the Mask of Winter never used it. He does not even use the communication function. Instead he resorts to Necromancy or more mundane ways. The Maiden of Mirthless Smile knows they exist however, since Mask of Winter told her personally when the surgery was performed.
  • While the artifact have similar function as the Permanent Charm, but it is not actually the permanent version of the Charm. Thus it does not count against the permanent Charm’s normal limit. Should she ever wish to do so, she can purchase the normal limit for the permanent version of the charm.
  • Being Razor Sharp Soulsteel, the attacks of these cords have the same Essence draining properties as Soul Steel and inflict Lethal Damage.
  • In addition the darkness that extrudes from the cape (and the deadly cords it forms) are poisonous to all living things and takes effect when anything it coats inflicts lethal damage. It goes without saying the source of the corruption (the cords) are always thus coated, but one can sweep their weapon through the murkiness and it will gain enough coating for 1 attack. The Maiden buff her Daiklave with the cape before every battle and its poisonous property last the whole scene.
    • The poison is magical corruption and cannot be prevented by mundane means. Though magical effects that stops poison and crippling effects does work.
    • The Poison drops Extras to the ground in terrifying screams as their mind is overwhelmed. Mercy is granted to them at the end of the scene as their hearts finally gives out.
    • Mortals fair slightly better, since they at least get a save of Stamina + Resistance over difficulty equal to the controller’s Essence. Should they make it, they suffer the same effect as Enlightened Beings, otherwise they perish just the same as Extras.
    • Enlightened Beings are sturdy enough to resist the poison’s deadlier effects. It however is still deliberating and causes mild hallucinations accompanied by high fever. It imposes a –1 Wound Penalty for a number of days equal to the controller’s Essence score. A successful poison RR vs. the controller’s Essence halves that duration.
    • While Maiden of the Mirthless Smile has inundated by her constant exposure the poison readily works on abyssal as it does other Exalts. Of course it does not function on beings who has no wound penalties – such as the dead or constructs.
  • The last function is that the cape can be used to whisk the Maiden back to Her Abyssal Manse in an explosion of blood and gore. If one didn’t already know, it would only be natural to assume it was her that exploded. This is a means of last ditch effort to escape, though Mask of Winter can also use it as a form of Recall. The active use of this power is a reflexive action that takes 12 motes. However, it is set to automatically activate should the Maiden reach incapacitated or below.

 

 

Battlelusting Lightless Shadow
(Soulsteel Noble Warstrider, Artifact ••••)

Battleworn Lightless Shadow

Mask of Winter does not wish to provoke the Warstrider Legion of Lookshy and thus far have kept all his true Warstriders in the Underworld. He made a great show of “field testing a prototype trying to even out the playing field against Lookshy.” This prototype is of course the too large construct made of bone that Adamant Sadness ended up running off with.

Power: A Standard Soulsteel Noble Warstrider built for her at the Command of the Mask of Winters. The only addition is the prehensile tail.

 

 

Nemissary Honor Guards

Nemissaries

Like Adamant Sadness, Maiden of the Mirthless Smiles is always escorted by her personal nemissary guards.

These guards are all experienced veterans of the Stygian Wars with centuries of Arcanoi experience hand chosen by Mask of Winters to carry the honor of his chosen. Each of these ancients are granted a construct bodies that is the peak of necro-tech perfection and are both frightening in power and form and molded to emulate the icy beauty of their charge.

Commanding Officer: Maiden of the Mirthless Smiles
Armor Color: Black and Silver, tinged with iridescent Blue
Motto: “Accept this blessing [death] from your betters”
General Makeup: 50 Ancient Nemissary, in Soulsteel Super-Heavy Plate, wielding Soulsteel Grand Grimscythe
Overall Quality: Ultra-Elite
Magnitude: 2 (4)
Drill: 5
Morale: Perfect (Undead and Her are both effectively fearless)
Close Combat Attack: 8
Close Combat Damage: 7 (P)
Shield: Wings (+2 DV)
Ranged Attack: –
Ranged Damage: –
Endurance: N/A
Might: 5
Armor: 8, Hardness 11 (-2 mobility)
Formation: Nemissaries of this caliber are never extras. The five warriors move between formations as needed, and support each other in battle. They often coordinate attacks or move to surround an individual foe.

Note: These Nemissaries have 12 Heath Levels per Magnitude
Note: Soulsteel Wings are not flight capable, but are for defensive purposes. They can be used as shield against incoming attacks adding +2 to DV.
Note: Due to Mask of Winter hiding his true might, these nemissaries often just possess recently killed soldiers’ bodies. Thus they are not using the above stats. These stats are them functioning at their full might.

 

 

 

WRITHING BLOOD CHAIN TECHNIQUE

Cost: 8m, 1wp (12xp)
Mins: Martial Arts 5
Essence 3
Type: Simple
Keywords: Combo-Basic, Obvious, Stackable, Taint
Duration: One scene
Prerequisite Charms: Five Knife Fist

Blood gushes from the Abyssal’s back and arms and hardens into rust-colored chains tipped with barbed claws. The Abyssal may grow as many as 13 chains, but there is no mechanical benefit to having more or less.

While this Charm is active, the blood chains give the character an extra action on each tick when she acts. A character can buy this Charm more than once, up to (Essence - 2) purchases, gaining another extra action with each purchase. The chains use the Abyssal’s full traits and go limp while the character is inactive for any reason. Actions taken by the chains may be enhanced with Charms as if any normal limb performed them, but they occur independently of any singular actions or flurries their creator takes and do not suffer normal multiple-action penalties. Use of Writhing Blood Chain Technique prevents the use of any other extra-action Charms, though.

The chains cannot wield other weapons, but they can lash opponents up to (Essence) yards away. As weapons, the chains have the tags D, N, R. They have Accuracy, Damage and Defense bonuses equal to their creator’s Essence, inflicting lethal damage. The chains cannot make clinch attacks on their own, but each of their actions may be used to impose a -1 external penalty to an opponent’s roll to control a grapple if used to entangle rather than strike. The weapons are not considered unarmed attacks for the purposes of Martial Arts Charms unless that style wields fighting chains or whips as form weapons. When the scene ends, the chains dissolve in a splash of gore.

Blood chains are vaguely self-aware and restlessly malevolent. If the Abyssal has no Willpower points remaining, the chains lash out at whatever targets the Storyteller chooses, tearing up the environment from boredom if they have no animate targets to maim or kill. It is not possible to voluntarily terminate the Charm before its duration while the chains act freely, though regaining a single Willpower point reasserts control. The Taint drawback of this Charm is that permanent chains present far more opportunities to lose control and cause unwanted collateral damage. Making the Charm permanent costs six bonus points or 12 experience points.

Monday, December 27, 2010

Clytemnestra, Eclipse Caste #17

K-ly-te-m-ne-s-tra

First Age Bearer: Terrible Bloody Rose

Portrait-Clytemnestra

Original Image #2

Total Attributes: 29

Strength 2
Dexterity 2
Stamina: 4

Charisma 3
Manipulation 3
Appearance 5

Perception 3
Intelligence 4
Wits 3

Things of Note

  • Orichalcum Solar Battle Armor (From the Solar Armory on the Unconquered Sun’s many properties in Yu-Shan)
    87521b6515c35bd429097d2affa8e086 
     
  • Rightful Owner of the Thunderbolt Shield Balan been using
  • Enchanted Feature (4): Statuesque
  • Leader of the Gold Faction Solars

 

The Domain of Stately Order

In the middle of the Southern coastal plains, between the Penitent and Chairoscuro lies the most unusual and most hotly debated of the lands of the South. Created 260 years ago as a social experiment, the Domain of Stately Order is a small tributary governed by the Solar Exalt Terrible Bloody Rose and her Lunar consort Shining Ocelot. The principality is a circle exactly 800 miles across. It contains the central city, known as Dari of the Mists, which is beautiful, perfectly circular metropolis precisely 40 miles in diameter with seven million inhabitants.

Dari is located in a bowl-shaped valley and is an ancient city built in the early days of the rule of Primordials. Although smaller than many modern cities, it is exceptionally beautiful. All of the towers and other large buildings are made from an opalescent alloy that even the finest savants of the Deliberative cannot make in the vast quantities necessary to build a large city from them.

When exposed to sunlight, this alloy shines like white opal, and it glows softly with the same sparking color at night. It also attracts ambient mist that briefly swirls with similar color when it touches these towers. These mists have long been known to make mortals who inhale them both slightly happier and less inclined to excessive violence. Mortals living here are treated as if they have a minimum of two dots in both Compassion and Temperance, even if their actual scores are lower. This effect fades within 3 days of leaving Dari. The effects of these mists gave Terrible Bloody Rose and Shining Ocelot the idea for creating the Scepter and Orb of Peace and Order. Their efforts, however, have also made the city far less popular to both immigrants and tourists.

Before it became part of the Domain of Stately Order, Dari was widely acclaimed as the most pleasant city in the south, and mortals regularly flocked here to visit. Many Southern mortals attempted to save sufficient amounts of money to be able to go on their honeymoons in Dari. This custom persists, and newlyweds remain an important source of tourism, but all tourism has significantly declined since the city’s rulers completed the Scepter and the Orb.

The remainder of this principality houses an additional 93 million people, the vast majority of whom work in various RPCs that specialize in growing and spinning linen and in tending Essence spiders and transforming their silk into sails, armor and similar goods.

The Scepter of Peace and Order (Legendary Artifact)

This incomparable wonder consists of a five-foot shaft of orichalcum, ending in a ring adorned with various spurs, crescents and Essence-focusing crystals. Attuning to the Scepter requires a commitment of eight motes. The artifact confers several powers on the Perfect:

  • The Scepter grants its owner one additional dot each of Stamina, Charisma, Manipulation, Perception, Intelligence and Wits as long as it is attuned, a maximum of 5. (This is no longer meaningful for the Perfect. In his long life, he has raised all these traits to 5.)
  • The Scepter’s owner becomes immune to all Emerald and Sapphire Circle sorcery, all Charms that affect perception and all forms of unnatural mental influence.
  • The owner soaks both lethal and aggravated damage with his full Stamina.
  • An enlightened mortal attuned to the Scepter can access his entire Essence pool without the necessity of spending Willpower.
  • All oaths a person makes while touching the Scepter become forever binding. A complex eye-shaped sigil appears on the palm of the oath-swearer, like a faintly scarlet tattoo. No power short of Adamant Circle Countermagic can remove the sigil. If the person hacks off the entire limb that bears the sigil, it reappears on her stump.
  • The Scepter does not remove a person’s free will, but it rigidly enforces the oath the person swore. Severe pains radiate from the sigil to wrack the person who broke any of the oaths she swore upon the Scepter. The Scepter’s master can calibrate the pain’s severity for different oaths and offenses. For minor violations of the oath, the agony ends when the foresworn person confesses her crime to a designated, legitimate authority (in Paragon, a magistrate). For the most serious oaths, however, a foresworn person suffers death. At the moment of the crime, the eye-sigil closes to show her and everyone else that she is doomed. The agony begins in moments, and does not relent until the person dies a few hours later.
  • To minimize social problems and disruptions of daily life, the Scepter’s punishments largely happen out of the public eye. All pain suffered by oath-breakers begins at sunset of the day of the offense. Also, oath-breakers who condemned themselves to death through their actions die only after dark while inside a building. A few oath-breakers try to stay outdoors every night to avoid their fate. Between the pain caused by the sigil and the stresses of life on the streets, these wretched individuals rarely last long. Paragon citizens who see them crouching in doorways and sleeping in gutters shun them.
  • The short-lived pain for a minor violation of an oath acts as a -1 wound penalty that lasts a few hours. The pain for severe violations inflicts a -2 wound penalty. The pain for a terminal violation inflicts a -4 wound penalty, while it lasts. The victim lives for a number of hours equal to his Stamina. These are Crippling effects. Charms that protect against Crippling effects can protect the person, but for Charm vs. Charm purposes, treat the Scepter enforced oath as backed by Essence 8 and a dice pool of 16. Punishment is only delayed, however, not cured.
  • While holding the Scepter, its master can borrow the senses of anyone marked with its sigil, located anywhere in Creation. This function has no Essence cost and requires no dice rolls. Sigil-bearers, even those who are Exalted, can neither sense nor resist this power. The Scepter’s bearer can experience all of a sigil-bearer’s senses without the sigil-bearer’s knowledge or consent.
  • For three motes of Essence, the Scepter’s bearer can strengthen this connection and actually take over the body of any mortal sigil-bearer, including enlightened mortals (but not Exalted), for up to a scene. The Perfect can possess or tap the senses of only one person at a time, but he can use this borrowed body as easily as his own. The subject of this possession has no memory or awareness of these events.
  • While holding the Scepter, its owner can also spend one mote to induce severe pain in any single person who bears the sigil, including Exalted. Jagged black lines radiate from the sigil. This Crippling effect acts as a wound penalty of -2. It lasts a scene, or until the Scepter’s owner relents and cancels the effect.
  • As long as at least 200 people bear sigils, the person attuned to the Scepter becomes completely immune to all diseases and does not age. He heals one level of lethal damage every three hours and one level of aggravated damage every day.

All of these powers are granted to any Essence-user attuned to the Scepter. A Celestial Exalt who attunes to the Scepter gains even greater powers (see Dreams of the First Age: Book One—Lands of Creation, pp. 94-95).

Dream of the First Age: Book One – Lands of Creation, p. 94-95

This tributary was created to test and demonstrate the promise of a pair of exceptionally powerful artifacts called the Instruments of Peace and Order. The Scepter of Peace and Order is large orichalcum scepter with a five-foot-long shaft, topped with a complex crook decorated with a variety of crystals that focus and channel Essence. The complementary Orb of Peace and Order is a moonsilver sphere the size of a large grapefruit, incised with grooves to allow it to be held in one hand and decorated with crystals identical to those on the scepter.

When a Celestial Exalt holds the scepter, it allows the bearer to have a general sense of everyone within 400 miles. The bearer can sense general concentrations and movements of population, as well as being able to instantly identify any Exalts, gods, elementals or demons inside his domain. The bearer can also broadcast messages to everyone inside the radius and can produce a scarlet eye-like sigil on the flesh of every adult or adolescent inside the domain. The target must accept the sigil willingly, but the scepter allows a Celestial bearer to cause anyone who refuses the sigil to be overcome with the urge to leave he domain within the next week. This compulsion is impossible for anyone but another Exalted to resist.

The scepter also allows its bearer to automatically distinguish between individuals who have lived in the domain for more than a month and visitors or new arrivals. Terrible Bloody Rose leaves visitors alone, but every month, she forces her sigil on anyone who has been in the domain longer. All mortals who refuse must leave. Exalts who refuse need not leave the domain, but if they accept the sigil, they are as bound by its power as any mortal would be. Other than allowing the bearer to sense them, neither the Scepter or the Orb of Peace and Order has any effect on gods, elementals or demons.

Anyone who accepts the sigil is marked for life. Only Solar Circle sorcery performed by someone who’s Essence is at least as high as the scepter bearer’s can remove this sigil. The scepter-bearer can borrow the sense of any sigil-bearer at will and with no rolls or Essence cost, no matter where the person with the sigil is in Creation. By spending three motes of Essence, the scepter-bearer can also take over the body of a sigil-bearer for up to one scene. Finally, as the scepter-bearer places the sigil on a target, she also impresses the laws of her domain into the target’s mind. Sigil-bearer knows that accepting this sigil means they also swear a solemn oath to obey all these laws. This oath remains in place as long as t he scepter is attuned. If, however, it is ever unattuned or the wielder dies, all sigils vanish within 24 hours, unless someone else attunes to the scepter during this time.

The device does not remove a sigil-bearer’s free will, but it does force him to pay a price for any and all transgressions. Pain wracks the body of anyone who disobeys the laws he swore to obey. For major offenses, this agony ends when the criminal confesses his sin to a local magistrate. For minor offenses, the pain last for only a few hours if the offender resist the urge to confess. Breaking the most serious oaths, however, such as never attempting to harm one of the Celestial Exalted, is inevitably punished by death. Sigil-bearers who break one of these capital oaths die a painful, writhing death a few hours after the oath is broken. As soon as they commit this transgression, the eye on their sigil closes. Every punishment imposed by the sigil takes place indoors and during the night. If an offender attempts to remain outdoors at night, his presence becomes obvious to Terrible Bloody Rose, who commands him to go home, whereupon he will immediately pay for his crime.

The power of the Orb of Peace and Order are far more subtle and insidious. Any Celestial Exalted who carries the orb can both sense and alter the emotion of all sigil bearers, either en masse or individually. Also, as long as it remains attuned, any sigil-bearer who performs any action that either actively encourages others to obey the laws or goes beyond the expected minimal obedience to the law is automatically rewarded with vividly enjoyable dreams. Also, characters who regularly obtain these dreams also reduce the difficulty of all rolls to recover from infections or disease by 2 (to a minimum of 1) and live one third again as long as they otherwise would.

No individual can attune herself to both the Scepter and the Orb of Peace and Order. The attunement cost of each artifact is 5 motes. As long as at least 200 people bear sigils, anyone attuned to either object is completely immune to all diseases and infections. He also does not age, and he heals one level of lethal damage every 3 hours and one level of aggravated damage every day.

The instruments of Peace and Order offer Terrible Bloody Rose and Shining Ocelot an unprecedented amount of control of the populace of their principality. In the 260 years that this experiment has been running there has been only one riot and one worker’s strike that lasted only one day. In addition, citizens are exceptionally polite and courteous to visitors and each other. Even very minor offenses such as littering, which are typically punished only by a headache that last a few hours, are almost nonexistent.

In short, this tributary is clearly the most law-abiding and polite place in all Creation, although it has a higher than average suicide rate. Terrible Bloody Rose and Shining Ocelot regularly assert that similar measures should be adopted throughout Creation, but debate continues in the Deliberative. Many Celestial Exalted and most Dragon-Blooded strongly oppose this idea because they find the results to be deeply disturbing. Also, most Celestial Exalted forbid sigil-bearers from entering their domains, and they object to the idea of other Celestial rulers transforming their entire populace into what potentially amounts to an army of spies and possibly even assassins.

Terrible Bloody Rose and Shining Ocelot both claim that the Scepter of Peace and Order cannot be used to place a sigil on one of the Celestial Exalted and that all forms of Exaltation automatically burns away the sigil. The first statement has never been tested, because none of the Celestial Exalted are willing to test their immunity. A few dozen adolescent bearing the sigil have undergone Terrestrial Exaltation, however, and all of them have lost their sigil, so the second claim has been accepted as fact. The truth, though, is that any Exalt can be given the sigil, and Exaltation removes the sigil only if the bearer wishes it removed. If either of these facts were discovered, the small amount of sympathy for this tributary and its rulers would evaporate, and several dozen Celestial Exalted would call for the immediate destruction of the Instruments of Peace and Order.

Tuesday, December 21, 2010

I AM II.β

I AM II.β is something built by the Mice of the Sun that mimics the Great I AM of the First Age.  It however is not the same thing.

12.2c The coral reefs of Sudansoft-coral-1024

While the original “I AM” was an sentient automaton that forms a network all across Creation.  I AM II.β is actually an amalgam of Magitech and Organics.  I AM II.β is a beautiful 5’ coral like tree of pink living crystal with circuitry capillaries of orichalcum and amalgamated with an frame of magitech clockworks and monotonic capacitors.

By itself I AM II.β is just a repository of knowledge that responds to voice and it is simple enough to construct with nothing more than inorganic materials.  It’s true wonder is that it is a living being – and designed to be possessed by the City God of Rathess – Long Zi Sen.

City God of Rathess - Long Zi Sen


 

Functions of I AM II.β

Central Hearth Interface

I AM II.β is designed to be geomantically in sync with the Central Hearth.  This allows I AM II.β to interface directly and enhance the basic functions of the Central Hearth.  It arguments the Glorious Halo of Hesieth Function (3-D display of fire) with audio.  And allows real-time visual/audio monitoring of everything within the Central Hearth’s zone of control.

Communication

Chief among I AM’s functions is easy communication across the City.  No longer are the special alcove necessary for visual communication.  I AM II.β can send the visuals with audio to any place within the Central Hearth’s Zone of Control.  

An individual can relay a statement to I AM II.β, which can then relay the recorded statement, verbatim, to another individual.  As I AM II.β speaks Earthtongue, Skytongue, Flametongue, Seatongue, Forest-tongue, Riverspeak, and Old Realm, it also add translation commentaries to the message.

Public Library

I AM II.β has the eidetic memory merit and can perfectly recall anything it sees or hears.  This perfect retention of information serve as a primary form of library for the City of Rathess. 

Librarians have been working diligently with I AM II.β to store books that should be allowed for general consumption and anyone in Rathess can request these books displayed via the Glorious Halo of  Hesieth.

Books that are more specialized and possibly dangerous, such as covering the topics of occult, are still maintained in the standard library and must be checked out physically.

The All Seeing Eye

I AM II.β is also used for security purposes.  If I AM II.β was already online then the death of Megabotuatak may not have occurred.  Because of the existence of I AM II.β there is no privacy in Rathess.  Everything everyone does within the Central Hearth’s zone of control is monitored by I AM II.β.  Because of I AM II.β’s Perfect Recall it is also permanently recorded.

This knowledge however is strictly controlled and can only be accessed in formal court session in the Hall of Justice.

Sunday, December 5, 2010

Common Outlaws

Just to give you guys a rough idea of what you can expect from the Bandit Opposition.  These do not represent army deserters turned banditry.  These are the commoners who have no future and thus turned to banditry out of lack of conviction or weakness of moral character.

Attributes
Strength 2, Dexterity 2, Stamina 2
Charisma 2, Manipulation 2, Appearance 1
Perception 2, Intelligence 2, Wits 3

Virtues
Compassion 2, Conviction 2, Temperance 2, Valor 2

Abilities
Athletics 1, Awareness 1, Craft (Water) 1, Dodge 2, Integrity 1, Larceny 1, Martial Arts 1, Melee 1, Resistance 1, Stealth 2, Socialize 1, Survival 1, War 2

Join Battle: 3 (4 for Outlaws)

Attacks:
Punch: Speed 5, Accuracy 4, Damage 2B, Defense 5, Rate 3
Kick: Speed 5, Accuracy 3, Damage 5B, Defense 1, Rate 2
Clinch: Speed 6, Accuracy 3, Damage 2B Defense –, Rate 1
Knife: Speed 5, Accuracy 4, Damage 4L, Defense 3, Rate 3
Short Sword: Speed 4, Accuracy 5, Damage 5L, Defense 4,
Rate 2
Spear: Speed 5, Accuracy 4, Damage 6L/7L, Defense 5, Rate
2

Soak: 3L/6B (Buff jacket, 3L/4B, -1 mobility penalty)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 3/2
Willpower: 4
Essence: 1
Other Notes: Often extras.

Mass Combat Stats

Overall Quality: Barely Disciplined
Magnitude: 3
Drill: 1
Close Combat Attack: 2
Close Combat Damage: 2
Ranged Attack: 1
Ranged Damage: 1
Endurance: 3
Might: 0
Armor: 1
Valor: 2
Formation: 100-200 Bandits in Skirmish or Relaxed formation

Saturday, December 4, 2010

Some Members of the Second Cohort of Rathess

Each Cohort consists of around 500 units.  Currently the 100 Adeptus Astartes are split into 25 Unity (Groups of 4).  Each of the 5 Rathess Cohorts consists of about 1000 Triones lead by 5 Unity of Legionarii.

  • First and Third Cohort is already engaged in the War of the North. 
  • Of the Second Cohort 1 Unity is tasked with Escorting Supplies to the North and subsequently stayed in Angland awaiting reinforcements when they detoured to deliver Flawless Oak’s Message.  3 Unity with ~200 troops went with reinforcement troops to Angland.  The Last Unity moved on with the Next Northern Supply Escort.
  • The Fourth and Fifth Cohort are still at Rathess.

 

These Astartes carry the standard equipment.

  • Herenthid Gunshosa Commando Armor: Soak +11L/11B, Hardness 6L/6B, Mobility -1, Fatigue (N/A), Attunement 6 (4 with Talisman)
    • First Age Organic Symbiotic Gunshosa Armor of Exceptional Quality
    • Sensory Augmentation: +2 to Awareness, Negates all penalties from darkness less than pitch black
    • Enhanced Combat Reflexes; +2 bonus to all attacks; +1 Parry DV
    • Exomuscular Fibers: Double wearer’s ground speed; +2 to Strength.
    • Skin of the Chameleon: +4 bonus to Stealth
    • Blessed Regeneration: Wearer regenerates either 1 level of bash damage with every action taken during combat or all bashing levels per minute outside of combat. 
    • Endurance of the Forest: While the wearer feels physical strain and discomfort he automatically succeed all fatigue checks.  +2 to other Resistance checks.
    • Artifact •••••
  • Adapteus Astartes Robe
  • 5 have Jade Steel Daiklave with Matching Thunderbolt Shield
  • Custodia and Rafael have Short Power Bow
  • Custodia and Rafael have Reaver Daiklaves
  • 3 others have Reaver Daiklaves
  • All have the normal Triones Weapons if lacking Essence powered equivalent.
  • All have Healing Orchid
  • All have Breather Plant
  • All have Green Eyes
  • All have Rathessian Theater Badge
  • Tiger Warrior Training Trained by Dace
  • Further trained by the Dragon King Legacy
  • Morale 5
  • Drill 5
  • Valor 4-5
  • 4 Dots in Strength, Dexterity, Endurance
  • 5 Dots in Melee, Archery, Thrown, Dodge, Integrity
  • 3 Dots in Resistance
  • 3 Dots in Survival with for Jungles Specialty at +3
  • 3 Dots in War with +2 Specialty in Supernatural Combat
  • 3 Dots in Lore and Occult
  • Knows Old Realm, Holy Cant, and their normal languages

Mass Combat Stats

Overall Quality: Elite
Magnitude: Effectively 3 (2)
Drill: 5
Close Combat Attack: 7
Close Combat Damage: 4
Ranged Attack: 6
Ranged Damage: 4
Endurance: Does not tire
Might: 4
Armor: 4 (Hardness 6)
Valor: 4
Formation: 12 Adeptus Astartes in Close Combat Formation.

Members

Legionarii Amado (M)

The one that was sent to guide the Northern Supplies to Kaneko.  he was also asked Alabaster Hand of the Heavens and Flawless Oak to scout the Kingdom of Angland – their home kingdom.

He somehow managed to sent Word from the Far East informing the Solars that their Kingdom are in ruins and the Capital under siege by deserters from the various Wars of the East.

  1. Legionarii Ramirez (M)
    1. Jade Steel Daiklave
    2. Matching Thunderbolt Shield
  2. Legionarii Custodia (F)
    1. Short Power Bow
    2. Reaver Daiklaves
  3. Legionarii Rafael (M)
    1. Short Power Bow
    2. Reaver Daiklaves
  4. Legionarii Fernanda (F)
    1. Jade Steel Daiklave
    2. Matching Thunderbolt Shield
  1. Legionarii Rodrigo (M)
    1. Reaver Daiklaves
  2. Legionarii Avinash (M)
    1. Reaver Daiklaves
  3. Legionarii Manu (M) 
    1. Jade Steel Daiklave
    2. Matching Thunderbolt Shield
  4. Legionarii Lupe (F)
    1. Reaver Daiklaves
  1. Legionarii Robertina (F)
    1. Jade Steel Daiklave
    2. Matching Thunderbolt Shield
  1. Legionarii Nieves (F)
    1. Jade Steel Daiklave
    2. Matching Thunderbolt Shield
  2. Legionarii Pravin (M)
  3. Legionarii Dara (F)

 

Adeptus Astartes Triones

Lead by the 12 Astartes are 192 Triones, organized into Unity of 4 – as per tradition.

While still labeled as “Triones” these are just as well trained as their elevated brothers.  The only difference is that they have not yet receive the blessing of the Unconquered Sun (Essence Enlightenment).  They are just as devoted and fanatical however and represents one of the most lethal fighting force in the East.

  • Rathessian Adeptus Astartes Lamellar Armor (Quality, Mobility -2, Fatigue -1, +2 L/B Soak). Soak 8L/10B, Mobility 0, Fatigue 0, Cost •••••
  • Adapteus Astartes Robe
  • Wrath of Rathess (Standard Triones Secondary Weapon, Perfect Quality Rathessian Crystal Chopping Sword, +2 to Accuracy, +1 to Defense, +1 to Damage): Speed 4, Accuracy +3, Damage +6L/2, Defense 0, Rate 2, Str ••, Cost N/A, Tags O, P
  • Spear of Rathess (Standard Triones Spear, Perfect Quality Short Spear of Ironwood tipped with Rathessian Crystal Spearhead, +2 Defense, +1 Accuracy, +1 Damage) Speed 5, Accuracy +3, Damage +5L, Defense +3, Rate 2, Str•, Cost •••, Tag P, R
  • Aegis of Rathess (Standard Triones Shield, Perfect Quality Target Shield, Mobility -1, DV vs Melee +1, DV vs Range +1): Raise DV vs Hand to hand or ranged attack by 2.  Does not incur any mobility penalty.
  • Rathessian Smite (Perfect Quality Rathessian War Bow): Speed 5, Accuracy +2, Damage +3L, Rate 3, Range 325, Max Strength ••••••, Cost N/A, Tags 2, B
  • 60 Target Arrows (+0L Damage, Piercing)
  • All have Healing Orchid
  • All have Breather Plant
  • All have Green Eyes
  • All have Rathessian Theater Badge
  • Tiger Warrior Training Trained by Dace
  • Further trained by the Dragon King Legacy
  • Morale 5
  • Drill 5
  • Valor 4-5
  • 4 Dots in Strength, Dexterity, Endurance
  • 5 Dots in Melee, Archery, Thrown, Dodge, Integrity
  • 3 Dots in Resistance
  • 3 Dots in Survival with for Jungles Specialty at +3
  • 3 Dots in War with +2 Specialty in Supernatural Combat
  • 3 Dots in Lore and Occult
  • Knows Old Realm, Holy Cant, and their normal languages

Mass Combat Stats

Leader: Usually an Adeptus Astartes Legionarii
Overall Quality: Elite
Magnitude: Effectively 3 (2) when split into 64 each lead by a Single Unity (4) of Legionarii, or 5 (4) when fighting as a single unit.
Drill: 5
Close Combat Attack: 6
Close Combat Damage: 5
Ranged Attack: 6
Ranged Damage: 3
Endurance: 9
Might: 1
Armor: 3
Valor: 4
Formation: 64 to 192 Adeptus Astartes Triones in Close Combat Formation.

Monday, November 22, 2010

Rhianna of Marukan Alliance

Here is the image I picked for Rhianna of the Marukan Alliance.

Rhianna has the Unique Merit “Heavenly Spear.”  It is a modification of the Prodigy Merit.  Her merit, instead of adding +1 to Melee, adds +2 to Spears.  Like Prodigy Merit, this Merit also raise her Charm Dicepool Cap.  It’s most potent ability is that this Unique Merit also allows her to consider her Essence to be 1 point higher when using a Spear.  Thus even before she Exalted she would use Enlightened Being’s dice pool when wielding a spear, since her Essence would be 2 while doing so.  Now she would be Essence 6 when it comes to Charms regarding Spear Use.  It however, does not allow her to learn Charms she does not meet the pre-req for, it only improves the functions of the Charms she already know.

She is Solar Night Caste Essence #40.  Originally in 1st Edition she is Eclipse Caste, but I think that makes her too powerful.  So I changed her to Night Caste.

Portrait - Rhianna (Solar Night Caste 40)

The image is Balsa from Seirito Moribito, and yes Rhianna was the finest mortal Spear User in Creation before her Exaltation.

I was debating between Balsa or Rider, but Rider is just too sexy for someone as serious as Rhianna.  Plus Balsa has this picture.

As a side note Rhianna is the one that gave Dagnir his horse.  The Marukan Steed was a foal from Rhianna’s own steed – Balsa.

Sunday, November 14, 2010

Solar Seniority

Here is a rundown of the Seniority of the Various Solars, based on number of years they lived as Exalted – as of Session 11.

Total Solars: 24

Dawn Zenith Twilight Night Eclipse
7 6 4 3 4

 

170 Years ago

  • Filial Wisdom (Dawn Caste #56)

18 Years Ago

  • Matsu Tsuko (Nejimaru’s Essence’s Last Exaltation) (Twilight Caste #44)  killed by the Wyld hunt spearheaded by the Triumvirate Mnemon Scions.

14 Years ago

  • Samea (Zenith Caste #47)

10 Years Ago

  • Yurgen Kaneko (Dawn Caste #15)

7 Years ago

  • Scarlet Whisper (Eclipse Caste #20)

6 Years Ago

  • Rosoku (later known as Fear Eater of the Icewalker Tribes) (Twilight Caste #14)
  • Nejimaru (Twlight Caste #44)

5 Years ago [The Return of the Solar and Creation of Abyssal]

  • Horakinis (Twilight #27)
  • Moray Darktide (Later joined The Deathlord, “Silver Prince”) (Dawn Caste #55)
  • Jalith (Haltan Solar) (Dawn Caste #33)
  • Clytemnestra (Eclipse 17)

4 Years ago

  • Dace (Dawn Caste #44)
  • Harmonious Jade (Night Caste #06)
  • Arianna (Twilight Caste #30)
  • Crimson Antler (Eclipse Caste #54)

3 Years ago

  • Ocean Pearl (Zenith Caste #49)
  • Swan only 2 month after Arianna’s Exaltation, saved her from Wyld Hunt (Eclipse Caste #45)
  • Panther (Zenith Caste #20)
  • Rhianna (Marukan Alliance Solar) (Night Caste #40)

2 Years Ago

  • Aata/Balan (Eclipse/Dawn #59)
  • Nalla Bloodaxe of the Icewalker Tribe (Dawn Caste #24)
  • Celestial Anger (Zenith #8)

1 Year ago

  • Raneth of Diamond Hearth (Night Caste #45 – Ai’s Essence)
  • Gladrien Vanja (Zenith #30)
  • Karal Fire Orchid (Zenith #27)
  • Exaltant Sunrise Spirit (Twilight 48)

Current Year

  • Lyta (Dawn #39)
  • Dagnir (Night #32)

1 Year after (While the War Captain was returning from Rescuing Lyta)

  • Ovalisque of the Invincible Starfall (Dawn 26)
  • Child of the Violet Star (Eclipse 03)
  • Death and Metal Maiden (Night #23)

1 Years After (War Captain was in South then to Underworld)

  • Prince Maximillian (Dawn 36)
  • Alabaster Hand of Heaven (Night 28)
  • Flawless Oak (Eclipse 26)

2 Years After (After War Captain’s Death)

  • Ahmed Latif (Twilight 18)
  • Faku Kun (The Panda People Exalted) (Night 08)

Monday, September 27, 2010

Circle of Everlasting and Perfect Illuminated Harmony, The

Portrait - Circle of Everlasting and Perfect Illuminated Harmony, The

The Circle of Everlasting and Perfect Illuminated Harmony as their name suggest is a Perfect Circle formed and trained by the Cult of the Illuminated – and by extension, their Sidereal masters, the Gold Faction Sidereals.

Unfortunately due to the obstinance of Lytek, even the Gold Faction did not learn of the Sun-King’s return to Creation until well after the fact. Feeling cautious the Sidereals decided not to approach the Solars who are already well established.

Cautiously the Gold Faction gathered those who are more pliable, the not yet established lone Solars who are confused and scared, and formed the School of the Illuminated. In these hidden monastery fortresses they secretly began to mold the returning God-Kings into tools that can guarantee the future.

Already more than a dozen Solars have been gathered and the Gold Faction even went out of their way to gather their Lunar Mates when convenient. The members of the Circle of Everlasting and Perfect Illuminated Harmony are just the most senior of the Solar trainees.

 

 

Ovalisque of the Invincible Starfall, The Dawn

Motivation: To fight for equal rights of womankind, so that no longer will they be exploited and oppressed.

Origin: Ovalisque of a Sultan in the Hundred Kingdoms. She was exalted when she bravely, but futilely, tried to stop a Cynis Scion from violating her Mistress on the Great Caravan Road. She exalted when her mistress killed herself instead of risking the indignity.

Dawn Caste #26

Essence: 4

Ovalisque of the Invincible Starfall is the women in red on the left side of the picture.

 

 

Celestial Anger, The Zenith

Motivation: To repair the damages to Creation accumulated over the ages and make restitution on behalf of all Sun-Kings.

Origin: A young Immaculate Order monk risen by the Archimandrite of his Monastery as a baby.  When he was only 10 he was told that he is the reincarnated of a great hero of the past – returning finally on behaves of his holy father the Unconquered Sun to set world aright. He was exalted while leading mass in the Cult of the Illuminated.

Zenith Caste #8

Essence: 3

He is the Man in the Red armor with the Grand Daiklave in the picture.

 

 

Exaltant Sunrise Spirit, The Twilight

Motivation: To establish a fundamental respect for knowledge and the love of virtue in the heart of mankind

Origin: A Scholar in the Academies of the Blessed Isle. He was sent by his teacher into the Scavenger Lands to excavate a rare document shortly after the Empresses’ disappearance. He was exalted few years ago while in ecstasy recording the murals in the ancient tomb.

Twilight Caste #48

Essence: 3

Exaltant Sunrise Spirit is the man in the gray plate armor behind Celestial Anger.

 

 

Death and Metal Maiden, The Night

Motivation: To ease the abundance of suffering in the world.

Origin: A merchant’s wife whose husband died to one of the many plagues in the Southeast jungles. She used what little money she has left to tend to the other sick and contracted the plague also. She exalted on her deathbed and was almost burnt by her village as the cause of the disease. A passing by Monk (Sidreal in respendent destiny) “saved” her and enlightened her to her great responsibility.

Night Caste #23

Essence: 3

She is not in the picture.

 

 

Child of the Violet Star, The Eclipse

Motivation: To inflict soul numbing justice onto those who are above the law

Origin: A carnival freak who was borned a Wylt tainted monster and has knew nothing but abuse since then. Her only friend and caretaker was killed when her circus caravan was waylaid by a local king seeking to fatten his purse she managed to slay 4 of the King’s knights before her escape. She stalked the King’s men for weeks slowly inflicting terror and fear into their hearts. She exalted when the king committed suicide rather than risk having the horrible thing she been doing to his men inflicted upon him.

Eclipse Caste #3

Essence: 4

Child of the Violet Star is the Woman in the background with the bow on the right.

Sunday, August 16, 2009

Ysabel Hayfa

Portrait - Ysabel Hayfa

The enlightened mortal mercenary woman who pilots her own Scout Warstrider.  She was mentioned in the Scroll of Kings in the section about Gem.

Tachi-Kun, Central God of War

Portrait - Tachi-Kun, Central God of War

The god of war for the center direction, Tachi-Kun is also the god of Exalted warfare, the patron of the tumultuous clash between those imbued with the power of the gods. In ancient days, when the Exalted marched to war, Tachi-Kun was there, overseeing the clash of battle-Essence, savoring every shake of the earth and mountain toppled by these heroes.

To say that Tachi-Kun has been disappointed with the warriors of the Blessed Isle since the Usurpation is something of an understatement. He finds the Dragon-Blooded focus on unit tactics and dog-packing to lack the honor and glory of the ancient wars, when Solars took to the field against their foes, each a hero in his own right.

This isn’t to say that Tachi-Kun doesn’t support the Bronze Faction, of course. He is too wise to see the suspicious disappearance of Darunla, the wolf-goddess of the East who supported the Solars, shortly after the Usurpation as chance—especially given that Sunipa, who favors the Dragon-Blooded, was soon after elevated to the position of war-goddess of the East. Tachi-Kun acknowledges that the Dragon-Blooded are mighty warriors; they are simply not heroes, in his mind. But then, foot soldiers rarely are.

Tachi-Kun maintains a strong rivalry with Voharun, the crow-god of Northern war. Once, in the time of the Solars, Voharun and Tachi-Kun were strong allies, but they have not gotten along since the Usurpation. Neither, however, will reveal the reason.
The central god of war is nearly eight feet tall and powerfully built. He wears an incredible suit of starmetal and jade superheavy plate, with an impressive dragon-face helm. He wields Terrible Mountain Cutter, an impressive divine grand grimcleaver. He is a superb martial artist and soldier, excelling at the use of Charms to their best effects in combat.