Monday, February 7, 2011

Overlapping Specialties

I am not sure if you guys are aware of that more than one specialty can apply at any given situation.

Remember that “Bow +3” is actually 3 Bow +1 and because they are the same when one is active then they are all active.  Specialties are not all or nothing things. 

If you have "Melee: Against Multiple Opponents +1, Fierce Blows +1, Jumping Attacks +1 (4)” it means you have a total of +3 bonus when you are fighting multiple opponents and performing a leaping fierce blow.

Just wanted to clarify if you guys were under a different impression.

Virtue Records

Virtues measure a character’s drive to act in certain ways.  This commitment to certain behaviors means that the character gains significant benefits when he invests Willpower in a Virtue-related task.

Once per story for every dot in a particular Virtue, the player may have his character channel a point of temporary Willpower through the Virtue, allowing him to add a number of dice equaling the Virtue rating to his normal dice pool.  A point of Willpower expended in this fashion doesn’t grant the character the regular automatic success, only the bonus dice.  Using a Virtue like this is generally only cost effective with three or more dots in the Virtue.

Story 06 – Edge of Dawn

Updated to Session – 28

Alabaster Hand of the Heaven

  • Compassion: 1/1
  • Temperance: 2/3
  • Conviction: 1/3
  • Valor: 2/3

Flawless Oak

  • Compassion: 1/3
  • Temperance: 3/3
  • Conviction: 2/3
  • Valor: 2/2

 

Story 05 – A New Beginning

Updated to Session – 25

Alabaster Hand of the Heaven

  • Compassion: 1/1
  • Temperance: 3/3
  • Conviction: 3/3
  • Valor: 3/3

Flawless Oak

  • Compassion: ?/?
  • Temperance: ?/?
  • Conviction: ?/?
  • Valor: ?/?

 

Story 04 – Fire of the South

Balan

  • Compassion: 3/3
  • Temperance: 2/2
  • Conviction: 3/3
  • Valor: 4/4

Aata

  • Compassion: 3/3
  • Temperance: 3/3
  • Conviction: 3/3
  • Valor: 2/2

Nejimaru

  • Compassion: 2/2
  • Temperance: 4/4
  • Conviction: 2/2
  • Valor: 2/2

 

Story 03 – The Odyssey

Updated to Session – 17

Balan

  • Compassion: 2/2
  • Temperance: 2/2
  • Conviction: 2/3
  • Valor: 3/4

Aata

  • Compassion: 2/2
  • Temperance: 3/3
  • Conviction: 2/3
  • Valor: 2/2

Nejimaru

  • Compassion: 2/2
  • Temperance: 4/4
  • Conviction: 2/2
  • Valor: 2/2

Sunday, February 6, 2011

Exp Record: Story 06 - “Edge of Dawn”

Previous Story | Index | Next Story

Player Characters

 

Alabaster

Flawless

Total

108

113

Story 01

0

0

Story 02

0

0

Story 03

0

0

Story 04

0

0

Story 05

29

29

Session 28

12

12

Session 29

7

7

Session 30

4

9

Session 31

5

5

Session 32

15

15

Session 33

9

9

Session 34

6

6

Session 34.5

5

5

Session 35

6

6

Session 36

10

10

 
Session 28

  • The Session is actually bit longer than normal.  Since we started around 4 and finished around 6, making it around 12 hours.  Exp Reward of 7 is awarded.
  • Story Reward of 5 exp for finishing “A New Beginning” is awarded

Alabaster Hand of the Heaven 

  • 8/8 (2) Charm: Graceful Crane Stance
  • 3/3 (3) High Holy Chant (3 Weeks with Teacher, 6 without)
  • 3/3 (3) Old Realm (3 Weeks with Teacher, 6 without)
  • 4/4 (4) Occult from 2 to 3 (2 weeks with Teacher, 4 without)

Flawless Oak

  • 5/5 (2) Integrity from 3 to 4 (3 days)
  • 8/8 (8) Charm: Essence Triumphant: Socialize (2 Days)
  • Banked 2 Exp 

 

Session 29

  • The Session is actually very short for me.  Only lasted from 8-ish to 1am.  So an Exp Reward of 4.
  • Achieved Story Award of joining Alabaster’s Circle of Friends, 3 Exp Points

Alabaster Hand of the Heaven 

  • 6/6 (6) Occult from 3-4 (Learned from Master of Ceremonies in Rathess)
  • 1/10 (1) Charm: Ghost Eating Technique

Flawless Oak

  • 8/8 (8) Reistance Charm: Adamant Skin Technique 
  • 1/3 (1) Performance Specialty: Prayer

 

Session 30

  • The Session is a pretty short session.  Only lasted about 5 hours.  So an Exp Reward of 4.
  • Brendo gains 1 exp for 3 die stunt at David’s insistence
  • Brendo gets 4 Long Term Exp Reward for 6 month of down time.

Alabaster Hand of the Heaven 

  • 3/10 (2) Charm: Ghost Eating Technique
  • 1/1 (1) Thaumaturgy Procedure:  Alchemical Weapon Fuel (1 Week)
  • 1/1 (1) Charm Enhancement: Essence Arrow: Dazzling Arrow (1 Day)

Flawless Oak

  • 3/3 (2) Performance Specialty: Prayer
  • 7/16 (7) Dragon King Charm, Growing Wood Path: Verdan Undertanding

 

Session 31

  • The Session was of a reasonable duration.  Take into consideration time used for character maintenance, food, etc., the actual game probably lasted only 6 hours.  Thus a reward of 5 Exp.
  • There have been sufficient freebies to Brendo’s character that I believe any exp discrepancy as a result of character creation is already balanced out.  So no more freebies will be given beyond this point.

Alabaster Hand of the Heaven 

  • 8/10 (5) Charm: Ghost Eating Technique
  • 10/10 (-2) Charm: Ghost Eating Technique (7 Days)

Flawless Oak

  • 12/16 (5)  Dragon King Charm, Growing Wood Path: Verdant Understanding
  • 16/16 (-4) Dragon King Charm, Growing Wood Path: Verdant Understanding (1 Week)

 

Session 32

  • The Session was a long session, started about 2-ish and ended at around 12-ish, making it 10 hours for a reward of 6 Exp. 
  • We have reached the point in the story that further events will be completely un-described by [nonsensical] Cannon information.  Thus the Achievement Reward of “Prepare for the Future,” 8 Exp is Granted.
  • Brendo role-played his character’s compassion really well, granting 1 Exp bonus for role-playing.
  • David adhered to the code admirably, and considering his character concept and natural inclinations, also accrued 1 Exp bonus for role-playing.
  • From this point forward all Exp Rewards for 3-Die Stunts are considered team bonuses, since we help each other with stunts regularly, and this makes it less an issue of personality bonus.

Alabaster Hand of the Heaven 

  • 2/2 (2) Finished paying Exp Debt
  • 3/3 (3) Performance from 1 to 2
  • 3/3 (3) Performance Specialty: Entertaining Children 
  • 3/3 (3) Investigation Specialty: Reading Like/Dislike (3 Weeks)
  • 1/1 (1) Medicine from 1 to 2
  • 1/1 (1) Investigation from 1 to 2
  • 2/2 (2) War from 1 to 2 (1 Week)

Flawless Oak

  • 6/6 (6) Finished paying Exp Debt
  • 2/2 (2) Performance from 1 to 2
  • 3/3 (3) War from 0 to 1
  • 3/3 (3) Ride from 0 to 1
  • (Free) Craft(Wood) from 1 to 2
  • 1 Exp Banked (1 total)

 

Session 33

  • The Session was a long session, started about 2-ish and ended at around 2-ish, making it 12 hours for a reward of 7 Exp. 
  • Exp Reward or 2 Exp is given for the characters holding off being ostracized for their lack of loyalty and affinity to other Solars.
  • Training from this Session will be Training Debt, so anything purchased can be used in the Battle in Session 34.   Just remember to fulfill the training time after.

Alabaster Hand of the Heaven 

  • 7/7 (7)  Raise Archery from 4 to 5 (8-16 Days)
  • 2/8 (2)  Archery Charm: Inexhaustible Bolts of Solar Fire
  • 8/8 (-6) Archery Charm: Inexhaustible Bolts of Solar Fire (5-10 Days)
  • Exp Debt Total: 6
  • Banked Exp Total: 0

Flawless Oak

  • (Free) Thrown Charm: Returning Weapon Concentration (10 Days)
  • 10/10 (10) Thrown Charm: (Magic Flurry Throw Charm) (24 Days)
  • 16/16 (-16) Lunar 2nd Excellency: Perception (16/16) (14 Days)
  • Exp Debt Total: 16
  • Banked Exp Total: 0

 

Session 34

  • The Session was a long session, started about 3-ish and ended at around 2-ish, making it 10 hours, when eating and goofing off time were accounted for, for a reward of 6 Exp. 
  • All abilities that were untrained are no longer active, for the immediate need of them have expired.  Actual training time would be required for their continual use.
  • We totally messed up on Training Time.  Except for Favorite Abilities, all training time is doubled for lack of teacher.  But none of us seems to remember this.  All Training time, that were started from Session 32 and still remain unfinished will be updated to the proper value.

Alabaster Hand of the Heaven 

  • 3/6 (3) Paid Exp Debt
  • Exp Debt Total: 3
  • Banked Exp Total: 0
  • 3/9 (3) Raise Temperance from 3 to 4

Flawless Oak

  • 3/16 (3) Paid Exp Debt
  • 3/4 (3) Raise War from 1 to 2
  • Exp Debt Total: 13
  • Banked Exp Total: 0

 

Session 34.5

  • The Session was a very short mini Session.  Started at around 10-ish and ended around 12.  Exp reward of 2 is rewarded.
  • Story Reward of “Specter Hunt” of 3 exp is rewarded

Alabaster Hand of the Heaven 

  • 6/6 (3)   Paid Exp Debt 
  • Exp Debt Total: 0
  • Banked Exp Total: 0
  • 5/9 (2) Raise Temperance from 3 to 4

Flawless Oak

  • 7/16 (5) Paid Exp Debt
  • 4/4 (1) Raise War from 1 to 2 (7 Days)
  • Exp Debt Total: 9
  • Banked Exp Total: 0

 

Session 35

  • The Session was a a normal length session for me. Exp reward of 6 is awarded.

Alabaster Hand of the Heaven 

  • Exp Debt Total: 0
  • Banked Exp Total: 0
  • 9/9 (4) Raise Temperance from 3 to 4
  • 2/3 (2) Raise Investigation from 2 to 3

Flawless Oak

  • 10/16 (3) Paid Exp Debt
  • (+2) Epithet: The Partaker of the Forbidden Fruit
  • 15/16 (5) Paid Exp Debt
  • (-8) Occult: Terrestrial Sorcery Charm
  • (-8) Summon First Circle Demon
  • Exp Debt Total: 17
  • Banked Exp Total: 0

     

    Session 36

    • The Session was slightly shorter than my normal sessions.  Exp reward of 5 is awarded.
    • A Story Reward of “Welcome back to Nexus”, 3 Exp
    • A Mother’s Day bonus of 2 Exp

    Alabaster Hand of the Heaven 

    • Exp Debt Total: 0
    • Banked Exp Total: 0
    • 3/3 (1) Investigation from 2 to 3 (2 Days)
    • -4 (-3) Brain Damage: Reduce Wits from 2 to 1
    • 4/4 (1) Merit: Taints Warning (Special)
    • 4/4 (5) Raise Wits from 1 to 2 (1 Month with Teacher)
    • 1/8 (6) Thunder Attack Prana: "The Kill Shot" [Athletic Excellency Requirement Waived]
    • 4/4 (10) Raise Lore from 2 to 3 (2 Weeks, must have Teacher)

    Flawless Oak

    • 16/16 (1) Paid Exp Debt for Second Lunar Excellency: Perception 
    • 4/8 (4) Exp Debt: Occult: Terrestrial Sorcery Charm
    • 0/8 (0) Exp Debt: Summon First Circle Demon
    • Exp Debt Total: 12
    • Banked Exp Total: 0

      Friday, February 4, 2011

      Which Ability for Artillery?

      Going to separate all artillery into Archery and Thrown.  No more Lore for any form or Artillery, high-tech or low tech.

      However, Lore is still needed to operate exotic siege weapons, just not to attack.

      All direct fire Artillery will use “Archery.”  Weapons such as Steam Cannons, Ballistae, Prayer Cannons, Steam Mortars, etc.

      All Sling type Artillery will use “Thrown.”  Weapons such as Catapult, Trebuchet, etc..

      Tuesday, February 1, 2011

      Andraste

      This summary is not available. Please click here to view the post.

      Minimum Attack Speed

      I do not believe Exalted Standard Rules ever set a floor for attack speed.  But the entire game mechanic breaks down when Attack Speed is reduced too low.  Thus I am setting a floor value.

      The Minimum Attack Speed of any attack is going to be 3, no combination of effects, however Legendary or Unique, can reduce attack speed to lower than this.

      There are effects that can fit more attacks into this time frame.  Such as Extra Action Charms, or Ridill (Reaper Daiklave that attacks twice for every attack the wielder makes with it).  But the basic speed of the attack action, and thus DV refreshes, Charm Activations, etc., cannot be lower than 3.

      Monday, January 31, 2011

      Principle of Motion and Extra Attack Charms

      Just incase there are any confusion.

      Principle of Motion is considered an Extra Attack Charm, even though it stores “actions” and not attacks – it is still a Magical Flurry.

      Thus it falls under the same restrictions as Extra Attack Charms

      • You cannot combo it with other Extra Attack Charms
      • You cannot invoke an Extra Attack Charm within the Magical Flurry it Provides (e.g. using the Actions provided by Principle of Motion to Invoke more Principle of Motion, or something like Iron Peony Blossom)
      • You cannot invoke it as part of an Counter Attack

      Zenith Anima Power Fix

      My view that Zenith Anima lacks power is obvious.  So here is their New Anima Power

      Anima Effects: The Zenith Caste is empowered by the light of the Unconquered Sun himself.  With but a touch, the Golden Bulls can burn the bodies of the fallen for one mote of Essence per body, sending the smoke (and soul) to Heaven and preventing the body from rising after death as a zombie or and the lower soul from rising as a hungry ghost. They are protected from and can strike down demons, the undead and other creatures of darkness. As his action, a Zenith Exalt can channel 10 motes of Essence through his anima. He then glows with the holy fire of the Unconquered Sun and illuminates the area around him as brightly as if it were noon. This illumination extends for (Permanent Essence x 10) yards.  For the remainder of the scene (or until he chooses to let the effect dissipate), he imposes an External Penalty equal to his Essence to non-reflexive actions of all Creatures of Darkness within this area of effect.  This effect comes into play automatically once the Solar spends 11-15 motes of Peripheral Essence.

      Thursday, January 27, 2011

      [Exalted Past] Rule Changes

      Character Specific Rulings

      Additions

      Changes

      Clarification

      Reprints and Summaries

      Clearification of Graceful Crane and Feather-Foot

      GRACEFUL CRANE STANCE
      The Solar Exalted are as graceful as sunlight on water. This Charm lets the Exalt automatically succeed on any valid Athletics action to keep his balance. Moreover, this Charm allows the Exalt to keep his footing on any surface at least as strong and wide as a human hair. He treats it as a three-footwide ledge capable of supporting a thousand pounds of weight when determining what movement and Athletics actions he can take and what penalties to them might apply.

      FEATHER-FOOT STYLE
      Prerequisite Charms: Graceful Crane Stance
      The Lawgivers tread lightly when they choose. This Charm allows the Solar to run or walk on unstable surfaces (using the Move and Dash actions) as if she weighed no more than a feather. This makes surfaces such as rice paper, water, lava and writhing maggots effectively solid beneath her feet—though not necessarily harmless. To stop and stand on such a surface requires a successful reflexive difficulty 2 (Dexterity + Athletics) roll for each action in which the character wishes to maintain balance.

      • The main difference between the 2 charm is weight.  Graceful Crane does nothing to reduce the weight of the Exalted.  It only allows her to perform Movement and Athletic Actions on that surface as if it can support 1000 pounds and is a 3 foot-wide ledge.  While she can run vertically by stepping off leaves, she cannot at any moment stop on top of a leaf without it dropping like a rock.  Graceful crane only allows movement actions from the surface. 
      • Feather-Foot style actually reduce the weight of the Exalted (and everything she carries) as no more than a feather.  She can walk across pressure sensors and only register as if a feather landed on it.  Something Graceful crane cannot do.  She can also stop and stand on surfaces, which graceful crane cannot do.
      • Graceful Crane actually have a surface requirement.  It has to be as strong and wide as a human hair – meaning water does not qualify, only things floating on top of water.  Feather-Food Style is under no such limitations.  As long as the surface can support a feather (which human hair can).
      • Also the two charms can be combined.  If a person uses feather foot and graceful crane together he can stand and stop on surfaces without needing to make any rolls.  Since Graceful Crane automatically succeeds in any rolls to maintain balance. 
      • They are both scene long charms, so you can just use 2 actions, as opposed to putting them in a combo (Both are Combo-Ok, Reflexive)

      Four Flaws of Invulnerability, The

      Standard perfect defenses against physical attacks are a
      cheap way to entirely ignore attacks, but each has one of four
      flaws.  A given Solar may learn any number of these perfect
      defense Charms (including buying the same Charm twice),
      but he can only choose a maximum of two different flaws
      among all the standard perfect defenses.

      For instance, he can choose Adamant Skin Technique with the Conviction Flaw, Heavenly Guardian Defense with the Conviction Flaw and Seven Shadow Evasion with the Temperance Flaw.

      Valor Flaw

      The Exalt must move toward the opponent he considers most dangerous, on every tick where this is possible without magic, until his DV refreshes twice.

      Compassion Flaw

      The Exalt can only use this Charm when in the presence of someone or something he cares about.

      Temperance Flaw

      The Exalt cannot take movement actions such as move, dash, flight, teleportation or jumping until his DV refreshes twice.

      Conviction Flaw

      Charms carrying this Flaw do not function when the character has taken some action during the scene that is contrary to her Motivation.  If, during the scene, she has acted against any Intimacy, or a Virtue she has rated at 3+, then Charms with this Flaw add a +3m surcharge to their activation cost. 

      Old Conviction Flaw that was Errata-ed
      This Charm does not function when a Solar’s actions are contrary to his Motivation. The Storyteller should assume that a Solar’s actions qualify unless an enemy deliberately arranges for terms of conflict that dispirit and shake the purpose of the Exalt. The player can interpret it more strictly if desired.

      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

      Solars by Categories

      Related Entry: Solar Seniority

      Obviously Abyssals are not bound by these rules.  These classifications only apply to Solars.

      • Tier 1 - ~30 :  These are the ones who exalted first due to the gravity of their destinies.  These foci of fate attracts the Sparks like Flames to a Moth and thus were the first to be joined.  The Entire Group of Tier 1s exalted within 5 years of each other (Not counting those Spark not trapped by the Jade Prison).  

      It would be another year or so after the last of them that Tier 2 started Exalting – Such is the greatness of their ordained destinies.

       

      • Tier 2 – ~ 50 : These are the beings whose Spark had to travel aimlessly down the infinite pathway in the loom of fate.  Guide as they are by the eddies in a ocean of light.  Tier 2 and Tier 3 exalts around the same time.  But generally Tier 2 as a group is slightly earlier than Tier 3.

       

      • Tier 3 – ~ 70 : These are the weakest of all the Solar Exaltations.  They owe their unguided Exaltation as much to chance as they are to their own destinies.  Granted they have greatness ordained, but their destinies are barely noticeable in the loom – overshadowed as they are by the Suns that are the Tier 1s and the Stars that are the Tier 2s.  These Exaltations happen mostly due to sheer luck – as the individual just happens to need the power of their Exaltation right when the spark is spiritually near. 

      There are few exception in this Tier of Solars.  Like all Gods, Lytek did not survive the eons without owing a little favor.  Being the God of Exaltation he had to make a few … adjustments as debt of honor.  A few of the Tier 3 Sparks are “coerced” onto their hosts by Lytek.  Namely Rune the Solar of White Wall (paid for by the Syndics) and Fatimah bint Muhammad (paid for by an unknown party)

       

      Unbound Solars

      These are Solars who were never trapped by the Jade Prison.

      • Dawn 15 - Yurgen Kaneko, “Bull of the North”
      • Dawn 56 – Filial Wisdom
      • Zenith 47 – Samea
      • Twilight 14 – Fear Eater
      • Twilight 44 – The Twilight (Mnemon Nejimaru) 
      • Eclipse 20 - Scarlet Whisper

       

      Solar Essence with no vision of Rathess and War Captain

      These are Solar Essence that either were not in Creation during the Unconquered Sun’s broadcast of the Vision of Rathess, or they are those who perished subsequently and is returned to Lytek for Cleaning – and thus lost the vision as well.

      • Dawn 56  (Was Filial Wisdom)
      • Dawn 59  (Was War Captain)
      • Zenith 09 (Was Dimas, the Teenager that was killed by 30 Blood Apes, Flawless Oak and Alabaster Hand of the Heaven is too far to save him)
      • Eclipse 59 (Was Aata)

       

      Tier 1

      These are Solar Essence who were bonded with extraordinary individuals whose souls and destinies were grand that they are able to fully incorporate their Exaltation in the instant of infinity during the 2nd Breath.

      These Solars all have uncanny connection to their Essence has has far more instinctual knowledge of the Supernatural World and, often, knowledge of the First Age.

      They can raise in Essence with normal speed and has full charm pool upon Character Creation.

      These Solars due to their more intimate knowledge of the First Age are trapped by it.  Their motivations, actions, and world view are inevitably colored by the past.

      These Solars are so powerful that their Exaltation sends ripple through the fabrics of fate and without error each of them find Sidereal Agents waiting for them – most in the form of the Wyld Hunt.  Unfortunately for the Wyld Hunts, these Solars are also the best equipped to deal with any Hostilities.

      • Dawn 15 - Yurgen Kaneko, “Bull of the North”
      • Dawn 24 – Nalla the Blood Axe
      • Dawn 26 – Ovalisque of the Invincible Starfall
      • Dawn 33 – Jalith (Haltan)
      • Dawn 39 – Lyta
      • Dawn 44 – Dace
      • Dawn 55 – Moray Darktide
      • Dawn 59 – Balan
      • Zenith 08 – Celestial Anger
      • Zenith 20 – Panther
      • Zenith 30 – Gladrien Vanja
      • Zenith 43 – Karal Fire Orchid
      • Zenith 47 – Samea
      • Zenith 49 – Ocean Pearl
      • Twilight 14 – Fear Eater of the Icewalker Tribes
      • Twilight 27 – Horakinis
      • Twilight 30 – Arianna
      • Twilight 44 – Mnemon Nejimaru, “The Twilight”
      • Twilight 48 – Exaltant Sunrise Spirit
      • Night 06 – Harmonious Jade
      • Night 23 - Death and Metal Maiden
      • Night 32 – Dagnir
      • Night 40 – Rhianna
      • Night 45 - Raneth of Diamond Hearth
      • Eclipse 03 – Child of the Violet Star
      • Eclipse 17 – Clytemnestra
      • Eclipse 20 – Scarlet Whisper
      • Eclipse 45 – Swan
      • Eclipse 54 – Crimson Antler
      • Eclipse 59 - Aata

      There are no more Tier 1 Solars (unless GM forgot to add an Official one who is Tier 1).  From this point in the game, all new Solars are at the maximum Tier 2s.

       

      Tier 2

      Tier 2 Solars are Solar Essence whose bond with their Mortal Host is incomplete.  In time they will achieve the harmony already possessed by Tier 1 Solars.

      They have little to no knowledge of the past and by extension their capabilities.  They only start with instinctual knowledge of their own powers and knows next to nothing regarding the powers of other Solar Castes or Exalts.

      They also only starts with half their charms upon Exaltation, and the other half are quickly gained as they familiarize themselves with their new found power.

      Amongst these ranks are often the Tyrant and Despots.  Gifted with power rival that of most gods and having next to no knowledge of their place in the Order of things, these beings are those often found abusing their powers and setting up little petty kingdoms in Creation. 

      The Solars of this Tier are both Free and Powerful.  Their achievements are only limited by their mortal mind and completely unhindered by the Original Sins of the First Age but also unassisted by the Perspective taken by granted by the Solars of the First Tier.

      Solars of Tier 2 are significantly delayed in their Mastery over the very energy of Creation due to their dissonance between their Exaltation and their Mortal Coil.  They cannot achieve Essence 5 until this dissonance is reconciled (usually via achieving their motivation, some great achievement, or simply by time normally taking ~50 years or so at the latest).

      • Dawn 36 – Prince Maximillian
      • Zenith 09 – Dimas
      • Twilight 18 – Ahmed Latif
      • Night 08 - Faku Kun (The Panda People Exalted)
      • Night 28 – Alabaster Hand of Heaven
      • Eclipse 26 – Flawless Oak

       

      Tier 3

      These are the Solars who is completely unable to shake their mortal existence and ascend into rank of the Exalts.  Their mortal identity and belief is so strong that they are simply unable to ascend.  Their limited purview blocks their ability to achieve the truly supernatural. 

      Not only are they unable to acknowledge their new divinity they also cannot comprehend the limit power inherent in their being.  Until their Souls can come to terms of their own being, they are blocked. 

      These Solars typically starts with 1-2 Essence and cannot achieve Essence higher than 3 without coming to terms with their new destinies.  However, even the most difficult cases usually resolve itself – one can only deny reality for so long (Max ~70 Years).  Those who active tries to accept their new state in life take significantly shorter.

      These Solars gains no Charms during Exaltation – for they are completely ignorant of their own powers and abilities.  It is through difficult trial and error do they discover their Starting Charms.  Lucky are the Tier 3s who finds a more established Solar as mentor.

      Consequently these Solars are so weak they hardly show on the Loom of Fate and thus are only hunted by the Wyld Hunt on sheer [bad] luck.

      • Currently there are no Tier 3 Solars, and I hope there won’t be any anytime soon.  Because next time you guys die, next characters you guys make will start as Tier 3.

       

      Solar Circles

      (Perfect) Circle of Friends
      • Dace, Dawn Caste Duelist-General
      • Panther, the Awe Inspiring Personae of the Zenith Caste
      • Arianna, The Twilight Savant with an Unquenchable Thirst for Knowledge
      • Harmonious Jade, the Merciless Night Caste Seeking her Mission
      • Swan, The Easy Going Eclipse Caste Comedian Diplomat
      (Perfect) Circle of Everlasting and Perfect Illuminated Harmony
      • Ovalisque of the Invincible Starfall (Dawn Caste)
      • Celestial Anger (Zenith Caste)
      • Exaltant Sunrise Spirit (Twilight Caste)
      • Death and Metal Maiden (Night Caste)
      • Child of the Violet Star (Eclipse Caste)
      Circle of the Bull, The
      • Yurgen Kaneko, The Bull of the North (Dawn Caste)
      • Nalla “Blood Axe” (Dawn Caste)
      • Samea of the Blackwater Mammoth Tribe (Zenith Caste)
      • Fear Eater of the Ice Walker Tribes (Twilight Caste)
      • Raneth of Diamond Hearth (Night Caste)
      • Crimson Antler, Cherek Revolutionary (Eclipse Caste)
      Circle of Rathess, The
      • Lyta (Dawn Caste)
      • Gladrien Vanja (Zenith Caste)
      • Clytemnestra (Eclipse Caste)
      Circle of the War Captain
      • Balan the War Captain of Rathess (Dawn Caste)
      • The Twilight (Twilight Caste)
      • Dagnir (Night Caste)
      • Aata the Thunder God (Eclipse Caste)

      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.

      Thursday, January 6, 2011

      Dual-Wield

      Since we were watching Tron and it follows the trend of Dual-Wield = pwnage, I am clarifying the rules of Dual Wield in Exalted.

      • Using an weapon in the off-hand is a –1 internal penalty. 
      • You use the accuracy rating of whatever weapon you are attacking with
      • You use the defense rating of whatever weapon you are defending with (so logically you will use the higher of the 2, but keep in mind the –1 penalty for Off-hand Weapon)
      • Rates are independent of the weapon.  So if you have a rate 3 weapon and a rate 2 weapon, you can have a flurry of 5 attacks, with one weapon making 3 attacks, while the other making 2, in any order/combination.

      That is pretty much dual-wield in a nut shell.  Though technically legal, it is a bit odd to say I have 2 fists so I can make 2 rate 3 attacks.  Natural weapon should already have factored in the fact there are 2 of them into the calculated Rate.

      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.