[Recruitment/Interest Check] Exalted 2.5: Return of the Mighty

Started by Dracorion, November 08, 2012, 11:17:54 PM

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Dracorion

So, I've decided to try my hand at GMing, and hopefully making a fun game for a group of players. I'm hoping to get five or six twelve players willing to play a game starting in the Scavenger Lands, though the plot or player's actions could easily drive us anywhere else in Creation.

System: Like the thread title says, Exalted using the latest Errata, though I'm implementing a few house rules that are detailed in the next post.

Characters: I'm looking for Solars, Lunars, Dragon-blooded and Abyssals, and preferably five or six twelve players. Other character types may be available, but you'll have to PM me with an interesting, working concept. I'd be willing to allow Sidereals/Dragon Kings/God-blooded/Fae, but probably not Infernals or Alchemicals.

Plot: The Scavengers are abuzz with a special meeting of the Council of the Concordat, to take place in a month and a half from now, on the 19th of Resplendent Wood. The return of the Lawgivers, the appearance of the Deathlords, the disappearance of the Empress and many other tumultuous things happening in Creation have created unrest among the Confederation of Rivers, from the lowliest slave to the most influential ruler. This has prompted the nations that comprise the Confederation to send ambassadors to meet in Marita and draft a new Confederation Treaty, one with better outlined strictures, to bring about a more unified and consolidated Confederation and peace of mind to its peoples.

As for the players, you've been contacted by an anonymous party and paid a dirahm of silver (equivalent to Resources 3) to meet them at the Harlot's Crotch tavern in Nexus, and a promise of more riches if you agree to embark on a mission of grave important to the Scavenger Lands.



If you have any questions, please ask away, preferably here in the thread, though if you have any particular questions feel free to PM me. The next post will go over character creation rules.


Players:

Dracorion

    Solar Character Creation:
    • Attributes:  8/6/4
    • Abilities:  28 (can go above 3)
    • Specialties:  4
    • Backgrounds: 7, +3 Resources
    • Virtues:  5 (1 bonus point each.)
    • Willpower 5 (1 bonus point each.)
    • Charms 10 +1 Ox-Body Technique
    • Bonus Points: 18


    Lunar Character Creation:
    • Attributes:  9/6/5 +1
    • Abilities:  25 (cannot go above 3)
    • Specialties:  4
    • Backgrounds:  5 +1 Heart’s Blood, 1 Mentor, 1 Reputation (cannot take more), 3 Resources
    • Virtues:  5 (1 bonus point each.)
    • Willpower 5 (1 bonus point each.)
    • Bonus Points: 18
    • Charms/Knacks:  8 + Deadly Beastman Transformation, Hide of the Cunning Hunter and 1 Ox-Body Technique
    (These rules are for tattooed Lunars. If you want to play a Casteless Lunar, PM me with your character concept.)

    Dragon-blooded Character Creation:
    • Attributes:  8/6/4
    • Abilities:  35 (cannot go above 3)
    • Specialties:  4
    • Backgrounds: 12, +2 Henchmen OR 2 Retainers, 3 Resources
    • Essence: Starts at 3, can't be raised with bonus points.
    • Virtues:  5 (1 bonus point each.)
    • Willpower 5 (1 bonus point each.)
    • Charms:  13 + 1 Ox-Body Technique
    • Bonus Points: 18
    (These rules are for Dynasts. If you want to play a Lookshy or Outcaste Dragon-blood, PM me with your concept.)


    Renegade Abyssal Character Creation:
    • Attributes:  8/6/4
    • Abilities:  28 (can go above 3)
    • Specialties:  4
    • Backgrounds:  7, +3 Resources
    • Virtues:  5 (1 bonus point each.)
    • Willpower 5 (1 bonus point each.)
    • Charms:  10 +1 Ox-Body Technique
    • Bonus Points: 18

    For Lunars and Dragon-blooded, all ability requirements still apply as per their normal chargen.

    All backgrounds listed after the "+" are free, but optional. You can choose not to take one or some or all of them if you feel they don't fit your character concept. They're there if you want them, but if you turn them down you won't be getting anything else for free in exchange. The anonymous benefactor's gift of Resources 3 can't be dropped, though, unless you want to have your character flush the money down the drain after being handed it.

    Merits and Flaws are allowed, but be aware I intend to be very unforgiving against blatant abuses of these.[/list]

    Dracorion

    House rules and setting changes

    Flat XP

    For this game, instead of the XP costs found in the core book, we'll be using this table for flat XP costs.

    Mortals, enlightenment and charms

    Since their conception, mortals have lived in Creation alongside gods, elementals and other enlightened races. In particular, gods have endowed many mortals throughout history and the Wyld exposure has caused them to achieve enlightenment. These occurrences have been going on for thousands of years, causing the potential for enlightenment to be carried down through mortal bloodlines.

    As such, enlightenment isn't entirely rare in the Age of Sorrows. Most mortals never realize their potential, but a large number of them do. Charms usable by mortals have existed since before anyone can remember. Mortals possess the weakest charms of any Essence-wielding individual in existence, but with the sheer number of mortals in Creation, they can even the playing field when mortals face off against beasts and supernatural creatures.

    Surges and mortal charms based on a favored ability cost 12 XP to learn and (Minimum Ability/Attribute) days to train. Mortal charms not based on a favored ability cost 14 XP and (Minimum Ability + Minimum Essence) days to train. Mortal charms cost 5 BP to buy at character creation. Eclipse Caste Solars can learn mortal charms for the same cost and training time as other charms.

    Enlightened mortals who earn Exaltation retain their charms after Exalting. An Enlightened mortal with Essence 1 or 2 will have Essence 2 upon Exalting, and if they've reached Essence 3 then they retain that rating after Exaltation.

    Sample Mortal Charms
    (Attribute) Surge
    Cost: 3m
    Minimums: Essence 1, (Attribute) 2
    Keywords: Combo-OK
    Type: Reflexive
    Duration: Instant
    Prerequisites: None
    This charm is the closest equivalent to Exalted Excellencies that a mortal can attain. This charm increases the value of the relevant Attribute by 1, even if it goes over the mortal's normal cap for the attribute, for an instant. This charm can only be used once per tick to enhance an Attribute.

    Precise Warrior's Strike
    Cost: 3m
    Minimums: Essence 1, Melee 2
    Keywords: Combo-OK
    Type: Supplemental
    Duration: Instant
    Prerequisites: None
    This charm enhances Melee-based attack by the character, allowing the attack to ignore (Essence) points of Soak from the target's armor.

    Invoke Wind
    Cost: 6m, 1wp
    Minimums: Essence 2, Occult 2
    Keywords: Combo-OK, Obvious
    Type: Simple
    Duration: Instant
    Prerequisites: None
    Sacrificing setup for speed, an enlightened mortal may invoke this charm by spending 6 motes of essence and 1 willpower. Roll Wits+Occult+applicable specialty]. If the air is still and the mortal isn't moving, the difficulty is 1. Increase this if the air is moving (+1 for a breeze, +2 for noticeable wind, +3 for gales, increase the difficulty further if the wind is blowing in a direction other than from behind his back) and/or if the mortal is moving (+1 for move, +2 for dash, etc). Supernatural opposition that affects the air makes this fail automatically.

    If this roll is successful, the mortal successfully invests a patch of air in front of himself with Essence and stirs up a burst of wind. Roll [Wits+Thrown] for Accuracy. The attack is Speed 5, +0 Accuracy, Rate 1 and deals [Essence]B. The minimum damage from this attack is
    0, but it cannot be parried and may be difficult to see, imposing an external penalty of (Extra successes/2) to the target's Dodge DV. Range equals ([Wits+Occult+applicable specialty]*Essence) yards.

    Wind Elemental Blast
    Cost: 12m, 1wp
    Minimums: Essence 2, Occult 3
    Keywords: Combo-OK, Obvious
    Type: Simple
    Duration: Varies
    Prerequisites: Invoke: Wind
    This charm is a series of Speed 6 actions. Roll [Intelligence+Occult+applicable specialty]. The difficulty is calculated like with Invoke Wind. If successful, the mortal suffuses the air with his essence and gets a sense of the air currents around him. On his next action, the mortal shapes this essence into a charm to stir and focus the air.

    If the air is still, he must spend 3 more actions - rolling [Intelligence+Occult+applicable specialty] each time at the same difficulty as the first activation roll - guiding the still forming effects of the charm. Decrease the number of actions necessary by 1 if there is a natural wind and by 2 if there is a gale. Save any successes made over the threshold on any of these rolls. Once complete, the mortal may elect to continue to make those rolls and save more successes, at +1 difficulty each time, or make an Invoke Wind action, rolling Intelligence in place of Wits for Accuracy.

    If the attack hits, it explodes and deals [Essence+3+Saved Successes]L dice to everyone within ([Intelligence+Occult]*Essence) yards of the blast. Dodge and Parry are rendered inapplicable. This deals a minimum of [Essence]L damage.

    Skillful Encouragement Technique
    Cost: 4m
    Minimums: Essence 1, Presence 2
    Keywords: Combo-OK, Social, Touch
    Type: Simple
    Duration: Instant
    Prerequisites: None
    An experienced conversationalist is capable of convincing even the staunchest worker to return home to his loving family. When the character makes a social attack in support of one of the target's intimacies, their MDVs are reduced by 1.

    Falsehood-Discerning Stance
    Cost: 5m
    Minimums: Essence 1, Integrity 2
    Keywords: Combo-OK, Social
    Type: Reflexive
    Duration: Instant
    Prerequisites: None
    This charm defends the character against a Manipulation-based social attack made against them, imposing an internal penalty equal to the character's [Integrity/2] on the attack.

    Flawless Memory Enhancement
    Cost: 2m
    Minimums: Essence 1, Lore 1
    Keywords: Combo-OK
    Type: Supplemental
    Duration: Instant
    Prerequisites: None
    This charm enhances any (Intelligence + Lore) roll regarding academic knowledge, adding a number of automatic successes equal to the character's Essence.

    Thaumaturgy

    Thaumaturgy can still be taken multiple times as an Occult specialty, as per normal, but now costs the same as a normal specialty. That is, 1 BP at character creation if Occult isn't a favored or caste ability, and 2 dots for 1 BP if Occult is caste/favored. After the game starts new Degrees can be learned for 3 XP each, with Initiate Degrees taking one month to learn, Adept two months and Master three months.

    Backgrounds from other Exalt types

    If they can justify it conceptually, characters are allowed to use backgrounds normally available to other Exalt types. For example, a Solar in the Cult of the Illuminated might have access to the Sifu background, a Lunar who has sworn loyalty to a Deathlord might have an Underworld Manse, and a Southern Eclipse hiding his Exalted status working for the Guild might have Connections (Southern Guild).

    Dragon Kings

    Dragon Kings can soak lethal damage with Stamina and their natural lethal soak equals Stamina/2, as normal for supernatural beings. They also heal at the same rate as Exalted characters.

    During the beginning years of the First Age, there was a lot of cultural sharing between the Exalted and the Dragon Kings, and knowledge was passed between the two races. The biggest effect of this exchange is a Exalted versions of Dragon King artifacts being created. Green Jade Warclubs, Starmetal Thorn Throwers and Bracers of Orichalcum Bolts were inspired by the original Dragon King versions for Exalted use. Similarly, Exalted artifacts were also adapted for Dragon King use, resulting in Orichalcum Daiklaves that Mosoks and Pteroks could wield without incurring the usual -1 penalty for using a human tool.

    Moonsilver weapons and armor, though Dragon Kings still have to pay twice the attunement cost to wield them, didn't require such adaptations. A Dragon King can attune to a Moonsilver Short Daiklave made for human hands without incurring a penalty: the weapon reshapes itself to better fit in their hands.

    All Exalted versions of Dragon King artifacts add 1 to their usual rating, to reflect the added complication of their construction: making a Green Jade Warclub required the crafted to harmonize the Jade with the crystals that provide most of the weapon's powers, and so on. Exalted artifacts adapted for Dragon King use also add 1 to their rating, denoting the increased cost of materials to resize the weapon as well as redesigning them to fit in Dragon King hands.

    I'm also adding a number of artifacts that were originally cut from the Scroll of Fallen Races:

    Spoiler: Click to Show/Hide
    Healing Orchid (Artifact ••)
    The Dragon Kings bred the rare and potent emerald orchid from the life flowers found in the far East. This plant is designed to grow on living flesh and can be easily used any being with Enlightened Essence. The wearer must commit 3 motes of Essence to keep this plant healthy.

    This plant is a finger-thick vine bearing several dozen thumb-sized leaves and half a dozen small emerald green flowers. It is designed to encircle the wearer's arm. It sends many small roots painlessly into the wearer's flesh. Exalts and creatures that heal as rapidly as the Exalted who wear this flower heal one level of bashing damage per hour or one level of lethal damage every three hours. This flower also allows other Essence users who heal more slowly to heal as rapidly as one of the Exalted. The flower also allows Exalts or Dragon Kings to roll two additional dice to resist poison, disease or infection. As long as the wearer is alive, the plant survives and functions normally, although it loses its flowers in extremely cold climates.

    Belt of Crystal Adaptation (Artifact •••)
    This belt of flat rectangular crystals allows the wearer to exist in almost any natural environment. He can remain comfortable in a blazing desert, walking barefoot through a frigid arctic blizzard or even underwater. This artifact even allows the wearer to comfortably swim in freezing water or in the far extremes of the North or South. However, this item only protects the wearer against harsh environments, it does not protect him from elementally-based attacks or other environmental effects like poisons or the energies of the Wyld. In addition, while this device negates the wearers need to breathe, she still requires food and water. To attune this item, the wearer must expend 6 motes of Essence. Once attuned, the belt sizes to fit the wearer. A single large flat circular crystal forms the belt's buckle, this crystal has a setting for a single hearthstone.

    Crystal of Protection (Artifact ••••)
    These items are fist-sized clear crystals usually carved in the form of some sort of statue, often of a large animal. When the user places it on a solid surface and expends 7 motes of Essence, it creates a hemispheric dome of softly glowing sunfire. This dome is four yards in diameter and eight feet high and provides light equal to late twilight. This Essence dome prevents wind, rain and cold from affecting anyone inside and provides a warm and comfortable environment for them. In addition, anyone from outside of the dome that attempts to enter takes five dice of lethal damage from Essence burns. Armor does not protect against these burns, only the character’s natural soak. This dome also provides protection against ranged attacks equal to 75% cover (increase the DV anyone inside the dome by +3 for ranged attacks). However, it provides no protection against hand-to-hand attacks. The dome lasts until the character who activated it leaves or until a full day passes. As soon as either happens, the dome collapses and cannot be used again until the crystal has been exposed to sunlight for at least one hour. Users often tie these crystals to their saddles or wear them as large pendants.

    As well as one more of my own making:

    Spoiler: Click to Show/Hide
    Bracelet of Legendary Adroitness (Artifact •••)
    A prismatic crystal bracelet with bright red cabochons lining the center that costs 4m to attune. When worn by Dragon Kings, it eliminates the -1 penalty most Dragon Kings suffer when using weapons and tools or for fine manipulation. When worn by other creatures, it adds two automatic successes to any physical action involving precision of finesse. To all wearers it reduces the speed of all melee and ranged attacks by 1.

    Merits and Flaws
    The Root of the Perfect Lotus merit only requires the mortal to have Essence 2. All other requirements stay the same.

    Dragon-blooded

    Dragon-blooded characters no longer have to pay a one-mote surcharge for out-of-Aspect charms. However, they still have to pay the surcharge for martial arts charms from a style not of their own Aspect. Water Aspected Dragon-blooded still don't pay the extra mote for martial arts charms of any Aspect.

    Lunars

    New Keyword: Bond(rating) ~ Charms and Knacks with this keyword draw on the link between a Lunar and their Mate, utilizing the bond for their own ends, instead of merely as a means of control for their Mate. A Charm or Knack with this keyword can only be purchased by a lunar with the appropriate rating in the Solar Bond background, and often possess slightly differing effects depending on what sort of Exalt the Lunar's bondmate is (though most Lunar exalted are not yet aware these differences exist). These Charms function as long as the Exaltation of the Lunar's Mate exists, but may only be trained while that Exaltation is actually in use.

    Lunar Knacks & Charms
    New Lunar Charm: Mate-Tracking Solution
    Cost: -
    Minimums: Wits 3, Essence 2
    Type: Permanent
    Keywords: Mate(1)
    Duration: Permanent
    Prerequisite Charms: None
    The Lunar Exalted were meant to protect their mates, and it would be rather difficult to carry out this duty if they could not find those mates, would it not? This charm permanently enhances the Lunar's senses, allowing them to unerringly locate their Mate. As long as the Lunar and their Mate are in the same realm of existence (and the solar is not hidden by charms or other magic), the Lunar always knows exactly what direction their mate is in, a sixth sense pointing toward their other half with all the precision of a compass. Additionally, the Lunar may spend a single die from the pool provided by Solar Bond to gain (Essence) automatic successes on any roll made to locate their mate.


    New Knack: Reflecting off the Moon
    Minimums: Perception 4, Essence 4
    Keywords: Mate(3)
    Prerequisite Knacks: Taste of Luna’s Champions
    Having mastered the sharing of power with their fellow Lunars, some Moonchildren turn then toward the other obvious source of untapped power, one even closer to them than the rest of the Silver Pact. After all, how hard can it be to reflect a bit of brilliance from the one their very souls are bound to? This Knack allows the Lunar to shift their very Anima into another form temporarily, infusing their blows with a portion of their Mate's power.

    Solar: By drawing on the Solar Essence that empowers their Mate, the Lunar learns to strike with the Holy wrath of the Unconquered Sun. For three motes per attack, the Lunar may cause their attacks to gain the Holy keyword, inflicting Aggravated damage to Creatures of Darkness.
    Abyssal: The deathly touch of the Neverborn flows over the Bond in the instant the Lunar learns this Knack, but they are fortunately too far removed to do more than unnerve an unsuspecting Lunar. For three motes per attack, the Lunar may infuse their blows with the icy cold they felt from this touch, draining motes equal to the lesser of damage dealt or (Solar Bond Rating) from the target's mote pool on a successful blow (the Lunar does not gain these motes, they are simply lost to the Void).
    Infernal: The tainted essence of the Yozi being felt from across the bond will no doubt shock some Lunars in coming days, but the raw power granted is no lesser for it, and perhaps even more brutal. For three motes, the Lunar may double their post-soak damage on one attack.

    A second purchase of this Knack draws even more power through the bond, reducing the cost to activate any of the first purchase’s effects to two motes. Additionally, the Lunar’s Anima Banner is permanently changed to reflect, at least in part, the Iconic imagery of their Mate’s. At the Lunar’s choice, this may enact an even deeper change, replacing their previous anima power with that of their Mate. (Under no circumstances may this allow the Lunar to learn non-lunar charms, though all other powers are shared.)


    New Knack: Spirit and Soul
    Minimums: Int 2, Essence 3
    Keywords: Mate(4)
    Prerequisite Knacks: None
    Which are the Lunar Exalted more closely bound to, the beasts of creation, or the Exaltation they were intended to protect above all else? Upon learning this knack, the Lunar permanently gains a second Spirit Shape that better reflects their Mate.

    Solar: As this Knack was originally intended to function, it does not grant an entirely different Spirit Shape, instead merely allowing their original shape to be taken with more 'perfect' qualities. Flaws are smoothed over, they seem to shine with an inner light, and the Lunar is permanently considered to be acting with Solar sanction under the laws of heaven. This form is clearly supernatural, but increases all attributes by one for as long as it is held.
    Abyssal: To become one with the Underworld is not for the faint of heart, but in the end it is little different from creation. The Lunar gains the form of one of the underworld’s plasmic animals as a second Spirit Shape, often (but not always) a plasmic version of their original shape.
    Infernal: Allowing the Essence of hell itself to resonate with their very souls, the Lunar gains the Spirit Shape of any of the first circle demons of their Mate’s Patron (if the Infernal’s Patron ever changes, this secondary spirit shape re-adjusts itself to match).

    This Knack provides an explicit exception to Lunars' usual restriction on non-animal spirit shapes, and they also don't have to acquire Knacks to allow them to take the shape of demons or plasmic animals in order to attain a second Spirit Shape via this Knack.


    New Lunar Charm: Silver Nectar Release
    Cost: 5m
    Minimums: Stamina 5, Essence 4
    Type: Reflexive
    Keywords: Combo-OK, Poison
    Duration: Instant
    Prerequisite Charms: Scorpion and Toad Assumption

    At times, Lunars are forced to take more subtle approaches to protecting their Solar mates or their stewardship. A crafty Lunar might have to seduce an enemy, bringing them under their thrall and then neutralizing them or turning them into an asset. As such, Lunars developed this charm to make all who would dare threaten those under their protection kneel between their legs.

    Subtly manipulating the Essence running through her body, the Lunar transforms her sexual fluids to an ambrosial and redolent nectar that is worthy of the gods and as addictive as it is rapturous. Letting a target taste her sacrosanct fluids, the Lunar instills a craving in her target that only she can sate.

    For the Lunar to spend the motes to activate Silver Nectar Release, her target must be in a position to taste her sexual fluids as they are released from her body. Any being whose Essence is lower than the Lunar, is instantly addicted to the fluids. Beings whose Essence are equal to or higher than the Lunar's must roll (Stamina + Resistance) against a difficulty equal to the Lunar's Essence. On a success, the target suffers no ill effects. If the roll fails, the target submits to addiction.

    Once addicted to the taste of Lunar's sexual fluids, the target will start to suffer withdrawal if he is denied it. Every day that he goes without tasting the Lunar's sexual fluids the target suffers a cumulative -1 penalty on all actions (the penalty caps at -5). The target can resist the effects of withdrawal for one scene by paying a point of Willpower.

    The target kicks the addiction once he has spent a total of (Lunar's Appearance+Essence) points of Willpower to resist the effects of withdrawal. Applying a Lunar Appearance excellency at the time this charm is used does affect the required Willpower points to kick the addiction.

    Fair Folk Artifacts

    Ring-made artifacts created by Fair Folk confer their own bonuses akin to magical material bonuses when attuned by Raksha: melee and ranged artifact weapons add +1 to Accuracy, Damage and Rate. Artifact armor receives two points to subtract from mobility penalty or fatigue value, either subtracting 2 points from one of them, or 1 point from both of them.

    Sorcery and Necromancy

    Buying a [X] Circle Sorcery/Necromancy charm gives the character one free spell of that circle. The character must still have the means and the training time to learn that spell, and if they don't at the time they buy the charm then the spell is considered "on hold" until they can learn it.

    Martial arts initiation charms

    Raksha who buy the charms Root of the Perfected Lotus and Bulb of the Perfect Lotus gain one free charm in a martial arts of that level. They must still meet the selected charm's prerequisites, and have a tutor and the training time in order to learn them. If they don't have those requisites when they buy the initiation charms, the free charm is considered "on hold" until they can learn it.

    Similarly, Dragon-blooded who learn an Enlightenment charm gain one free charm in a Celestial martial art, with the same conditions as outlined above for Raksha.

    Even Blade Style changes

    We'll be using Jon Chung's Even Blade Style rewrite found here: http://fixalted.bazzalisk.org/index.php?title=Even_Blade_Style

    Crafting

    Each dot bought in the Craft ability gives a character access to one purview. So a character with Craft 1 would have a score of one in Craft (Earth), and a character with Craft 2 would have 2 in both Earth and another craft of their choosing, let's say Water. Characters can gain all five elemental crafts and one esoteric craft of their choosing this way. So a character with Craft 6 would be ranked at 6 in Water, Earth, Fire, Wood, Air and, for example, Magitech. If a character wants to learn a second esoteric Craft, they have to buy it separately, one dot at a time, as per normal. Ability requirements still apply, so a character wanting to learn Magitech still has to have Fire, Air and another Craft first.

    Quote from: Dracorion on November 24, 2012, 10:27:46 PMAs for the Craft houserule, the way it works is, you buy Craft 1, and you have Craft (an elemental craft of your choosing, let's say Fire) 1. Buy Craft 2, and you can expand it to another Craft, so you get Craft (Fire, Water) 2. Buy Craft 3 and you can also add one esoteric Craft this way provided you meet its requirements, so you could get Craft (Fire, Water, Genesis) 3. And so on. Until you buy Craft 6, at which point you have Craft (Fire, Water, Genesis, Earth, Wood, Air) 6. You can still raise the ability afterward, but it won't give you more crafts.



    New house rules may be added as the game progresses, but I don't intend to change anything that has already been in play.

    Muse

    A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

    How to set this Muse ablaze (O/Os)

    When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

    RSGAlex

    I'm thinking of throwing my hat into the ring with either an Eclipse or a Wood Aspect, if I may.
    Signature Recreation Pending....

    Downloading Drivers 1 of @*.

    Please wait warmly.

    Teo Torriatte

    I would like to play as well! Put me down for a Solar? Caste is yet to be determined.

    Muse

    Whispers character hitory: 
    Spoiler: Click to Show/Hide
       Whisper’s on the Night Wind is a Linowen.  She was a bit of a tom boy growing up.  Despite being petite, she wrestled with the boys and did as well as the best of them in trials of arms. 

       At nights, she liked to daydream under the stars and try and catch sight of owls.  They were supposed to be harbingers of death, but she loved them anyway.  This was how she got her name. 

       The city state of Raim was a small realm satrapy.  In recent years, the taxes grew heavier and the realm support shrank.  They built an increasingly slave based enconemy, including raiding neighbors not loyal to the realm. 

       Raim attacked Whisper’s band when she was just 16.  She grabbed for her weapons to fight with the men, but her mother caught her to take some other young women—including her cousin Moonshadow and their friend Gentle Words. 

       When the soldiers came at the shrine, Whipsers stood in the door to block them.  Rather than fight her, they pushed down the wooden walls.  The girls all cried out as the small building came down on them.  The floor by the door went out form under Whispers and she fell into an ancient tomb. 

       Something hissed at her in the darkness.  Whispers had no time to make light, she closed her eyes and defended herself with her tomahawks.  One bit into the mighty ghost even as its claws scored her shoulder. 

       Then there was light! 

       Whispers glowed brilliant golden as she cut down the massive hungry ghost.  When it’s corpse fell, it broke open the tomb she’d fallen into, revealing powerful artifacts that seemed sure to fit her. 

       By the time Whipsers climbed out of the tomb with the new armor, her village had been carried away by the men of Raim.  Still new to her power, she decided not to follow.  Instead she went to the Haltan border and saught Yurgen Kaneko, the Bull of the North, for teaching and alliance. 

       Whispers was welcomed with open arms.  Yurgen gave her the training she wanted, and also a manse for her own. 

       Leading a force against the Haltans, she was separated by a Haltan Lunar. They recognized each other. Their hearts sang out that they were meant to be together, but they knew they were deadly enemies. After trading some blows and Whispers being fondled a few times, they mutually fled.   

       After several victorious battles, Yurgen could still not be bothered to send a force against Raim.  Whispers left in annoyance.  She slipped into the city and lead a slave revolt, dealing with the dragon blooded presence personally.  Raim was plunged into chaos by the sight of an Anima banner in the night and Whispers lead the city-state’s slaves to freedom. 

       She took them to the grounds of her manse.  They all swore fealty to her, but she asked them to settle there as free people, honor her, and pay a reasonable tax into her coffers. 

       Reunited with Moonshadow and Gentle Words, she recruited them and four others—a redhead--Gentle Beam--a dark skinned girl—Savanah Moon—and twins of the blessed isle—Hitomi and Kaiimi.  They were all petite like her, but idealistic, loyal and spirited.  She trained them in the arts of war and of survival.  As an initiation, they each climbed to the nest of a strix and stole an egg.  As it hatched, they reared it and trained it to be a mount. 
    A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

    How to set this Muse ablaze (O/Os)

    When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

    Zaer Darkwail

    I am interested join this game :). I am going with renegade abyssal, a Day caste focus on Dark Messiah martial arts (a assassin/enforcer who also worked as former spymaster for his liege who was Walker in the Darkness).

    Thorn14

    Damn, I think I might be interested in getting back into Exalted...

    Zaer Darkwail

    Quote from: Thorn14 on November 09, 2012, 12:54:13 AM
    Damn, I think I might be interested in getting back into Exalted...

    It's a addiction which you cannot quite shake off :P.

    Thorn14



    Dracorion

    Alright then. Seven people have expressed interest so far, so I'm going to raise the party limit to seven and not allowing anyone else in unless someone drops out. All the players interested so far have been added to the first post, just so you all know.

    I'll get the house rules up in a few hours. Just a heads up, there's going to be at least one significant setting change.  :P

    Zaer Darkwail

    #13
    Feel free crib this charsheet what I post for ya. If wondering bolded parts in ability section....they are caste/favored abilities. I left them there so folks can see how they are coded out bolded so they know where place their own bolding stuff. Anyways off to work my charsheet now and pic what you see is one what I used with my other chars.


    [float=left][img height=300]http://sp3.fotolog.com/photo/51/13/122/0rkt/1247236939955_f.jpg[/img][/float][table][tr][td][b]Name:[/b][/td][td]XXX[/td][/tr]
    [tr][td][b]Type:[/b][/td][td]XXX[/td][/tr]
    [tr][td][b]Caste:[/b][/td][td]XXX[/td][/tr]
    [tr][td][b]Motivation:[/b][/td][td]XXX[/td][/tr]
    [tr][td][b]Intimacies:[/b][/td][td]XXX[/td][/tr]
    [tr][td][b]Anima:[/b][/td][td]XXX[/td][/tr]
    [tr][td][b]Anima Power:[/b][/td][td]XXX[/td][/tr]
    [tr][td][/td][/tr]
    [tr][td][b]Age:[/td][td]XX[/td][/tr]
    [tr][td][b]Birthday:[/td][td]XXX[/td][/tr]
    [tr][td][b]Height:[/td][td]X'X"[/td][/tr]
    [tr][td][b]Weight:[/td][td]XXX lbs[/td][/tr]
    [tr][td][b]Skin:[/td][td]XXX[/td][/tr]
    [tr][td][b]Hair:[/td][td]XXX[/td][/tr]
    [tr][td][b]Eyes:[/td][td]XXX[/td][/tr]
    [tr][td][b]Style:[/td][td]XXX[/td][/tr][/table]
    [spoiler=Charsheet]
    [table][tr][td]Strength[/td][td]1[/td][td]  [/td][td]Charisma[/td][td]1[/td][td]  [/td][td]Perception[/td][td]1[/td][/tr]
    [tr][td]Dexterity[/td][td]1[/td][td][/td][td]Manipulation[/td][td]1[/td][td][/td][td]Intelligence[/td][td]1[/td][/tr]
    [tr][td]Stamina[/td][td]1[/td][td][/td][td]Appearance[/td][td]1[/td][td][/td][td]Wits[/td][td]1[/td][/tr]
    [/table]

    [table][tr][td]Archery[/td][td]0[/td][td][b]Integrity[/b][/td][td]0[/td][td][b]Craft[/b][/td][td]X[/td][/tr]
    [tr][td]Martial Arts[/td][td]0[/td][td]Performance[/td][td]0[/td][td][b]Investigation[/b][/td][td]0[/td][/tr]
    [tr][td]Melee[/td][td]0[/td][td]Presence[/td][td]0[/td][td][b]Lore[/b][/td][td]0[/td][/tr]
    [tr][td]Thrown[/td][td]0[/td][td][b]Resistance[/b][/td][td]0[/td][td][b]Medicine[/b][/td][td]0[/td][/tr]
    [tr][td][b]War[/b][/td][td]0[/td][td]Survival[/td][td]0[/td][td][b]Occult[/b][/td][td]0[/td][/tr][/table]

    [table][tr][td]Athletics[/td][td]0[/td][td][b]Bureaucracy[/b][/td][td]0[/td][/tr]
    [tr][td][b]Awareness[/b][/td][td]0[/td][td]Linguistics[/td][td]0[/td][/tr]
    [tr][td]Dodge[/td][td]0[/td][td]Ride[/td][td]0[/td][/tr]
    [tr][td]Larceny[/td][td]0[/td][td]Sail[/td][td]0[/td][/tr]
    [tr][td]Stealth[/td][td]0[/td][td]Socialize[/td][td]0[/td][/tr][/table]

    [table][tr][td][b]Craft Invested dots[/b][/td][/tr]
    [tr][td]Air[/td][td]0[/td][/tr][tr][td]Earth[/td][td]0[/td][/tr][tr][td]Fire[/td][td]0[/td][/tr]
    [tr][td]Water[/td][td]0[/td][/tr][tr][td]Wood[/td][td]0[/td][td]Magitech[/td][td]0[/td][/tr][/table]

    [table][tr][td][b]Specialties[/b][/td][/tr]
    [tr][td]XXX:XXX[/td][td]0[/td][/tr][tr][td]Lore: First Age[/td][td]0[/td]
    [td]XXX:XXX[/td][td]0[/td][/tr][/table]

    [table][tr][td][b]Languages:[/b][/td][/tr][/table] XXX

    [table][tr][td][b][u]Charms[/u][/b][/td][/tr][/table]

    [table][tr][td][b]XXX[/b][/td][/tr][/table]
    xxxx, xm+xwp

    [table][tr][td][b][u]Thaumaturgic Arts&Degrees[/u][/b][/td][/tr][/table]
    xxx (+x)

    [table][tr][td][b][u]Sorcery[/u][/b][/td][/tr][/table]
    xxx, xxm

    [table][tr][td][b]Backgrounds[/b][/td][/tr][/table]
    [table][tr][td]xxxx[/td][td]x (xxxx)[/td][/tr][/table]

    [table][tr][td][b]Merits[/b][/td][/tr][/table]
    xxxx (xxx) (-xpts)

    [table][tr][td][b]Flaws[/b][/td][/tr][/table]
    xxx (xxx) (+xpts)

    [table][tr][td][b]Virtues[/b][/td][/tr][/table]
    [table][tr][td]Compassion[/td][td]1[/td][td]Conviction[/td][td]1[/td][/tr]
    [tr][td]Temperance[/td][td]1[/td][td]Valor[/td][td]1[/td][/tr][/table]

    [table][tr][td][b]Virtue Flaw:[/b][/td][/tr][/table] xxxxx

    [table][tr][td][b]Defense Values (dodge):[/b][/td][/tr][/table] [i]Physical:[/i]x, [i]Mental:[/i]x
    [table][tr][td][b]Soak:[/b][/td][/tr][/table] Bx/Lx/A0 (unarmored Bx/Lx)
    [table][tr][td][b]Health Levels:[/b][/td][/tr][/table] -0, -1, -1, -2, -2, -4, incapacitated, x3 death
    [table][tr][td][b]Attacks:[/b][/td][/tr][/table]

    [table][tr][td][b]Willpower:[/b][/td][/tr][/table] xx

    [table][tr][td][b]Essence:[/b][/td][/tr][/table] x
    [table][tr][td][b]Personal Pool:[/b][/td][/tr][/table] xx/xx
    [table][tr][td][b]Peripheral Pool:[/b][/td][/tr][/table] xx/xx
    [table][tr][td][b]Other Pools:[/b][/td][/tr][/table] xx
    [table][tr][td][b]Committed:[/b][/td][/tr][/table] xx

    [table][tr][td][b]Bonus Points 18/00[/b][/td][/tr][/table]
    xxxx (xpts): xxxx
    [/spoiler]
    [spoiler=Background]xxxx[/spoiler]

    Teo Torriatte



    Obsidian Fury
    Name:         Obsidian Fury
    Type:         Solar
    Caste:         Dawn

    Height:         6’
    Weight:      180   
    Measures:      38”C, 26, 36?     
    Skin:         Caucasian
    Hair:         Blond
    Eyes:         Sapphire
    Style:         
    Motivation:      Discover who betrayed the Sunhawks and put their heads on pikes.
    Intimacies: 
    --Her family. 
    --Reverence for her father’s ghost.   
    --Whispers and her Henchigirls (Love, lust, and loyalty.) 


    Strength      5
    Dexterity      3
    Stamina      4

    Charisma      2
    Manipulation      1
    Appearance      4

    Perception      3
    Intelligence      2
    Wits         4

    Dawn
    *Archery      0
    *Martial Arts      0
    *Melee         5   Two Handed Weapons X2
    *Thrown      0
    *War         1

    Integrity      1
    Performance      1   Singing
    Presence      1   Inspiring
    *Resistance      5
    *Survival      1   Tracking

    Craft:         0
    Investigation      1
    Lore         1
    *Medicine      3   Treat Wounds
    Occult         1

    *Athletics      4   Feats of Strength X2
    *Awareness      3
    Dodge         0
    Larceny      0
    Stealth         0

    Bureaucracy       1
    Linguistics      0
    Ride         1
    Sail         0
    Socialize      0

    Compassion      3
    Conviction      2
    Temperance      2
    Valor         4

    Willpower      8

    Essence      2
    --Personal Motes   14/14
    --Peripheral Motes   33/21
    --Overdrive (10)   0
    --Committed      12

    Charms: 
    Medicine: 
    --Wound Mending Care Technique

    Melee
    --One Weapon, Two Blows
    --Peony Blossom Attack
    --Call the Blade
    --Summoning the Loyal Steel
    --Iron Raptor Technique

    Resistance: 
    --Body Mending Meditation
    --Ox Body Technique X3
    --Durability of Oak Mediation
    --Iron Kettle Body
    --Essence Gathering Temper
    --Battle Fury Focus (5m, simple, speed 7)
    Survival: 
    --Hardship Surviving Mendicant Spirit



    Backgrounds
    Artifact   3   Cleaves the Shadows in Twain (Orichalcum Grand Daiklaive)
    Artifact   2   Hearthstone Bracers
    Manse      1
    Mentor      1   Her father Mountain Crusher in the underworld. 
    Resources   3   

    Flaws
    (1)  Bad Luck I
    (3)  Nightmares 1-6. 
    (3)  Vice: Yield to Pleasure

    Languages: 
    --River Tongue (Nexus Dialect)   


    Artifacts
    Orichalcum Hearthstone Bracers

    Manse: 
    JEWEL OF THE FLYING HEART(MANSE•)
    This blood-red, triangular stone increases the bearer’s Dodge DV by one. (This bonus applies to the final value, not the pool used to calculate it.) Setting this hearthstone in an edged weapon also grants a +1 bonus to all Melee attacks the bearer makes with that weapon.


    Cleaves the Shadows in Twain (Orichalcum Grand Daiklaive) 
    Speed      5
    ACC (+3)   14
    Damage (+11)   18L/4
    Defense (+1)   11
    Parry DV   6
    Rate      3
    Tags:   Overwhelming, Reach


    Dodge DV   5
    Dodge MDV   6

    Soak (Iron Kettle Body)
    Bashing   4 (15)
    Lethal      2 (13)
    Aggravated   0 (11)

    OK   ( )
    -1   ( )( )( )( )( )( )( )( )
    -2   ( )( )
    -4   ( )
    I   ( )
    D   ( )( )( )( )


    4   +1 Dexterity
    2   +2 Abilities. 
    1   2 Specialties in Athletics: Feats of Strength
    1   2 Specialities in Melee: 2 Handed Swords
    2   +2 Valor
    3   +3 Willpower
    12   +4 Charms
    +7   Flaws

    Obsidian's background


    Obsidian's childhood was fairly uneventful. Her mother, a local medic, made sure that Obsidian got at least a basic education, and also managed to pass on some of her own medical knowledge. But the young woman's true passion lay with her father's vocation as a mercenary. She would always look forward to his visits, listening with fascination to the stories of his exploits and imagine what it would be like to go along with him. When she turned fifteen, she finally worked up the courage to tell her mother she was planning on leaving Nexus, at the earliest opportunity, to pursue her dream of joining the Sunhawks, of traveling with her father and fighting by his side. The next time he came over to visit her, she left with him to start her new life as a Sunhawk.

    The next six months were even more exciting and fulfilling than she had imagined they would be. She traveled the region with her father and his unit, of which he was considered the leader. He didn't give her any special treatment or considerations, demanding that she pulled her own weight just like everyone else, and Obsidian wouldn't have had it any other way. She had already begun to develop into a capable fighter, not quite as strong as her father but she made up for much of it with her agility, courage and compassion.

    But the Sunhawks had been accepting too many missions that crossed Guild interests in the wrong way, and someone affiliated with the Guild(she still doesn't know exactly who) decided to set them up. They were told they were being hired to protect some slaves that had decided to free themselves, something that it had become known that the Sunhawks would gladly take even given the danger. But they weren't revolting slaves, they were all enemy mercenaries in disguise, and at their most vulnerable moment, when trust was at its highest, they all revealed their weapons and massacred the Sunhawks down to a man... except for Obsidian, who was suddenly outnumbered after having watched all her comrades, including her father, get slaughtered.

    She was pretty close to her own end, covered in wounds, when everything seemed to stand still and she heard a voice in her head, "HOW WILL YOU CHANGE THE WORLD?"... she didn't have an answer, but it seemed like one wasn't immediately needed, as the next thing she knew, she was washed in a golden light and she felt a strength and fortitude the likes of which she had never felt before surge through her. She picked up her father's massive daiklave, which she had never been able to even lift before, and not only was she able to lift it, but she was able to use it to finish off every last mercenary, their strikes to her only leaving shallow wounds and making her even stronger. When it was done, she stood there for a long while, trying to figure out what happened, before she fled the scene with her father's sword. The Guild, upon investigation, considered killing all but Obsidian a victory, and a point well made to anyone else who might give aid to slaves seeking freedom. For the Guild, the matter was closed.

    Obsidian did not consider the matter closed, and swore that one day she would find those responsible for the death of her father and the others, and make them pay. But for the moment, she needed time to get stronger, to learn more about this power that had been given to her, and to find some way to quell the rage that burned so hotly in her breast. She would love just as fiercely, and hope that some day she might find room in her heart only for love, but not before she settled the debt of spilled blood.

    Obsidian was wandering the plains, looking for some kind of direction, when one night she had an unusually vivid dream, leading her to a minor manse. As it turned out, she wasn't the only one who had found it, another Solar by the name of Whispers on the Night Wind showed up, along with her six mortal companions and their seven owl steeds. Since they had both arrived at basically the same time, they decided to duel to first blood for control of the manse. But as they danced around each other, they realized they were too evenly matched and neither could score a hit. Finally they tired each other out, collapsing against each other giggling. Whispers decided, since she already had one manse, that Obsidian could have it.

    They spent the next two nights fooling around, Obsidian spending a lot of time with Whispers but also playing around with the other Solar's mortal friends, as well. She found that she was indeed able to give in to her passions as readily as she was to her rage and hatred, and she gladly lost herself in those few nights of pleasure before both she and Whispers were sent a message, requesting that they travel to Nexus. For Obsidian, it would be her first homecoming since she lost her unit and Exalted.

    Muse

    Name:      Whispers on the Night Wind
    Player:      Tenshi
    Type:       Solar
    Caste:      Dawn

    Age:      18
    Apparent Age: 17
    Birthday:   19th of Ascending Wood
    Height:      5’
    Weight:   100 lbs
    Measures:   34C, 22, 32
    Skin:      Copper
    Hair:      Raven wing with white feather bangles. 
    Eyes:      Pools of darkness with golden flecks.
    Style:      Minimal clothing when at ease, form fitted orcihaclum lamellar at other times, bare midrifed with hints of flesh between the plates.   

    Motivation:   Purge the unrighteous! 

    Intimacies: 
    --Her henchgirls.  (Love, lust, and loyalty.) 
    --Owls
    --Her unit’s strix. 
    --Sapphire Evensong (Love, Lust, and Loyalty.) 
    --The Free People of Rowandale (Loyalty)
    --(Conviction) Yurgen Kaneko is doing it wrong.

    Strength      2
    Dexterity      5
    Stamina      4

    Charisma      4
    Manipulation      2
    Appearance      4

    Perception      3
    Intelligence      2
    Wits         3

    Dawn: 
    *Archery      0
    *Martial Arts      0
    *Melee         4   Dual Wielding X2
    *Thrown      4   Hatchets X2
    *War         4   Arial Cavalry X2

    Zenith
    Integrity      1
    Performance      0
    Presence      1
    *Resistance      3
    *Survival      4

    Twilight
    Craft: Water      1   Cook
    Craft: Wood      1   Leather Work
    Investigation      0
    Lore         0
    Medicine      1
    Occult         0

    Night
    *Athletics      1
    *Awareness      1
    Dodge         0
    Larceny      0
    Stealth         1


    Bureaucracy      0
    Linguistics      2
    Sail         1   Canoe
    *Ride         4   Birds
    Socialize      0

    Compassion      4
    Conviction      3
    Temperance      2
    Valor         4

    Virtue Flaw:  Red Rage of Compassion
    Limit         10/0

    Willpower      8

    Essence      2
    --Personal Motes   14/14
    --Peripheral Motes   41/32
    --Committed Motes   9

    Charms: 
    Melee: 
    --Second Melee Excellency: Essence Triumphant
    --Dipping swallow defense
    --Solar counter attack. 


    Resistance
    --Ox Body Technique
    --Whirlwind Armor Donning Parana

    Ride: 
    --Master Horseman’s Technique: Harmony of Spirit’s Style, Horse Summoning Whistle

    Survival
    --Hardship Surviving Mendicant Spirit
    --Friendship with Animals Approach
    --Spirit Tied Pet

    Thrown: 
    --First Thrown Excellency: Essence Overwhelming
    --Triple Distance Attack Technique

    Backgrounds: 
    Artifact      3   Lightning Torment Hatchets
    Artifact      2   Orichalcum Lamellar
    Artifact      2   Skin Mount Amulet
    Cult         1
    Henchgirls      3
    Influence      1
    Manse         3   Caer Rowandale/Gem of Resilient Bamboo
    Resources      3


    Flaws:
    --Bad Luck I
    --Enemy III:  Her Haltan lunar mate, who lusts for her and needs her, but hates her too much to like or love her, or his lover Aseema, who is jealous. 
    --Vice III: Easily Seduced/Ravished
    --Ward III:  On a 1-4 on the dice, one of her henchgirl’s gets into trouble and needs to be rescued. 

    Merits:
    --Striking Looks II

    Dodge DV      4
    Dodge MDV      6
    Attacks
    --Lighting Torment Hand to Hand
    Spped      5
    ACC (+2)    13
    Damage (+5L)   7L
    Defense   12
    Parry DV   6
    Rate       2
    --Lightning Torment Thrown
    Speed      5
    ACC      12
    Damage   7L
    Rate      2
    Range      20

    Soak (Unarmored) 
    Bashing   15(4)/6
    Lethal      14(4)/6
    Aggravated   10(0)/6

    Health: 
    OK      ( )
    -1      ( )( )( )
    -2      ( )( )( )( )
    -4      ( )
    I       ( )
    D      ( )( )( )( )

    History:
    Spoiler: Click to Show/Hide
       Whisper’s on the Night Wind is a Linowen.  She was a bit of a tom boy growing up.  Despite being petite, she wrestled with the boys and did as well as the best of them in trials of arms. 

       At nights, she liked to daydream under the stars and try and catch sight of owls.  They were supposed to be harbingers of death, but she loved them anyway.  This was how she got her name. 

       The city state of Raim was a small realm satrapy.  In recent years, the taxes grew heavier and the realm support shrank.  They built an increasingly slave based enconemy, including raiding neighbors not loyal to the realm. 

       Raim attacked Whisper’s band when she was just 16.  She grabbed for her weapons to fight with the men, but her mother caught her to take some other young women—including her cousin Moonshadow and their friend Gentle Words. 

       When the soldiers came at the shrine, Whipsers stood in the door to block them.  Rather than fight her, they pushed down the wooden walls.  The girls all cried out as the small building came down on them.  The floor by the door went out form under Whispers and she fell into an ancient tomb. 

       Something hissed at her in the darkness.  Whispers had no time to make light, she closed her eyes and defended herself with her tomahawks.  One bit into the mighty ghost even as its claws scored her shoulder. 

       Then there was light! 

       Whispers glowed brilliant golden as she cut down the massive hungry ghost.  When its corpse fell, it broke open the tomb she’d fallen into, revealing powerful artifacts that seemed sure to fit her. 

       By the time Whipsers climbed out of the tomb with the new armor, her village had been carried away by the men of Raim.  Still new to her power, she decided not to follow.  First, she followed her dreams south, ‘til she found a remote manse in the forests a little beyond Sijan. 

       After attuning to it, she turned back north, to the Haltan border and sought Yurgen Kaneko, the Bull of the North.   He already had many Linowen’s in his army, and saught solars who would rally under his banner.  Whispers was welcomed with open arms.  Yurgen gave her the training she wanted and a command under his banner. 

       Leading a force against the Haltans, she was separated by a Haltan Lunar. They recognized each other. Their hearts sang out that they were meant to be together, but they knew they were deadly enemies. After trading some blows and Whispers being fondled a few times, they mutually fled.   

       After several victorious battles, Yurgen could still not be bothered to send a force against Raim.  Whispers left in annoyance.  She slipped into the city and lead a slave revolt, dealing with the dragon blooded presence personally.  Raim was plunged into chaos by the sight of an anima banner in the night and Whispers lead the city-state’s slaves to freedom. 

       She took them to the grounds of her manse.  They all swore fealty to her, but she asked them to settle there as free people, honor her, and pay a reasonable tax into her coffers. 

       Reunited with Moonshadow and Gentle Words, she recruited them and four others—a redhead--Gentle Beam--a dark skinned girl—Savanah Moon—and twins of the blessed isle—Hitomi and Kaiimi.  They were all petite like her, but idealistic, loyal and spirited.  She trained them in the arts of war and of survival.  As an initiation, they each climbed to the nest of a strix and stole an egg.  As it hatched, they reared it and trained it to be a mount. 

    A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

    How to set this Muse ablaze (O/Os)

    When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

    Laughing Hyena


    Zaer Darkwail

    #17
    Great thanks from image editting; Ritus
    Name:Crow of the Vanquished
    Type:Abyssal (Renegade Deathknight)
    Caste:Day
    Motivation:Pay back what's due for Walker in Darkness (revenge)
    Intimacies:His Wife (love/lust), His children (love), Slavers (hatred), Guild (despise), Walker in Darkness (hatred), Slaves (symphaty), Hollow King (gratitude), Emerald Dusk (dislike), Abyssals (wary), Deathlords (despise)
    Anima:A spiralling swarm of crows
    Anima Power:Can pay extra motes hide anima manifestation, 10m to get 1/2 essence as added internal penalty to detect his presence. In 11-15 anima display distinguishing features become completely shrouded.
    Age:30
    Birthday:Ascending Water 26
    Height:6'0"
    Weight:190 lbs
    Skin:Pale caucasian
    Hair:Raven black
    Eyes:Red irises
    Style:Wearing a dark leather buckled coat with boots and straps in his hands. Each silver/gray buckle bears image of grinning skull and underneath the coat he wears burial wraps around his torso. Also he can raise collar and hood up so that only his eyes could be seen. His clothes count as heavy clothing for resist his tendecy get sunburns.
    Charsheet

    Strength5Charisma1Perception2
    Dexterity5Manipulation3Intelligence2
    Stamina2Appearance5Wits3

    Archery1Integrity1CraftX
    Martial Arts5Performance0Investigation2
    Melee0Presence1Lore1
    Thrown0Resistance1Medicine0
    War0Survival0Occult1

    Athletics2Bureaucracy0
    Awareness3Linguistics3
    Dodge3Ride0
    Larceny3Sail0
    Stealth5Socialize0

    Craft Invested dots
    Air0
    Earth0
    Fire0
    Water0
    Wood0Magitech0

    Specialties
    Presence:Intimidate3
    Archery: Trick Shots1XXX:XXX0

    Languages:
    Forestongue (native), Old Realm, Riverspeak, Personal Hand Sign Language

    Charms

    Martial Arts
    Second Excelency, 2m/1 sux

    (Hungry Ghost Style)
    Blood-Scenting Hunger, 2m/scene
    Leaping Horror Approach, 3m/supplement
    Lunging Phantom Method, 4m/supplement
    Shrouded Claw Attack, 3m/supplement
    Hungry Ghost Form, 6m/scene
    Unnatural Shambling Deftness, 3m+1wp/extra actions
    Scuttling Aparition Defense, 8-10m/reflexive

    Resistance
    Corpse-Body Resilience, permament

    Larceny

    Stealth
    Shadow Cloak Technique, Permament
    Unseen Wisp Method, 4m/1 hour

    Linquistics
    Screaming In Silence, 5m

    XXX
    xxxx, xm+xwp

    Thaumaturgic Arts&Degrees
    xxx (+x)

    Sorcery
    xxx, xxm

    Backgrounds
    Artifact5 (Amulet of Shadow Walking)
    Artifact3 (Gauntlets of Distant Claw)
    Resources3 (dozen hidden treasure caches and generous contacts)
    Contacts1 (mostly death cultists/ghosts/denizens of underworld)
    = Hollow King (eldest member of thirteen council in Stygia, CoCD:Underworld pg133)
    Whispers1

    Merits
    xxxx (xxx) (-xpts)

    Flaws
    Mute (complete) (+4pts)
    Sun-Seared (mild) (+2pts)
    Nightmares (occassional) (+2pts)

    Virtues
    Compassion3Conviction2
    Temperance2Valor2

    Flawed Virtue:
    Compassion

    Defense Values (dodge):Physical:6, Mental:6
    Soak:B2/L1/A0 (unarmored B2/L1)
    Health Levels:-0, -1, -1, -1, -2, -2, -2, -2, -4, incapacitated, x3 death
    Attacks:
    Soulsteel Gauntlet of Distant Claw
    Spd 5  Acc +5  Dmg +4L/2  Defense +2  Rate 3  Tags: M
    Spd 5  Acc +4  Dmg +8L     Distance 15  Rate 1  Tags: F,P

    Willpower:8

    Essence:3
    Personal Pool:17/17
    Peripheral Pool:38/29
    Other Pools:xx
    Committed:9

    Bonus Points 26/26
    Increase Attribute (4pts): Stamina 1 dot
    Increase Abilities (4pts): Investigation 1 dot, Stealth 2 dots, Athletics 1 dot
    Increase Backgrounds (5pts): Artifact up to 5th dot, Second artifact up 1 dots
    Purchase Charms (3pts): Screaming In Silence
    Increase Willpower (3pts): 3 dots
    Essence Increase (7pts): Increase Essence from 2 dots to 3 dots
    Background
    Crow of the Vanquished was once a man known as Fhlan Virian, he was a farmer who owned large amounts of land and his family and ancestors have been wealthy because of gods blessed weather and soil in Hundred Kingdoms for generations. He was heir and his parents lived with him in their elder years while his siblings either adventured or worked in different professions in small village of Loombrook. He was strikingly handsome man but he was very shy person, only getting along with locals whom he had grew with but even then he was man of few words. He married to local girl called Vanessa Broom in age of fourteen and they had over course of ten years three children; twins Mori and Lamir who were ten and then youngest daugther in age of seven called Mirly.

    All this, beautiful peace and calm ended when merchant from Guild came with slavers and because village had not brought profit past five years he went to extreme solution; enslave everyone! There was brief battle but it was one sided affair, unlucky or lucky case Fhlan and his family were transported together to salt mines. He worked in mines with his sons while Vanessa was used by mine administration as a whore while Mirly worked as errand girl. Over course of two years Vanessa was beaten to death, both his songs died on rock lungs and Mirly on depression made suicide and was later found one older mine overwatchers had sexually abused her before suicide.

    With his whole family died and he barely being alive with rock lungs which have already ruined his throat permamently and rendered him mute. From these condittions he worked on his revenge, he deliquently sabotaged all support beams in the mines, then lured in many of guild men as possible along with their crooks in provoking rebellious behavior....and collapsed the mines atop himself and the crooks. He managed slip inside to cavern cave....with no exit though. So he laid there, slowly dying on lack of oxygen when voice whispered to him; "I will give you chance for further revenge....and chance see your wife and your family again if you become my unquestionable champion."

    Without hesitation Fhlan accepted with a nod and groan from his throat and he embraced his dark exaltation which caused mines become haunted permamently as shadowland and skeletal arm broke through the cavern floor and gave direct tunnel access to....Labyrinth where his guide waited and his retraining started. He was renamed as Crow of the Vanquished and along his exaltation also gave him power able commune telepathically with people, so his muteness was not anyway hindrance along with excellent writing ability. He was trained personally by Walker in Darkness into arts of Hungry Ghost style to employ deadly claws in his hands and trained become deadly enforcer. But besides that he was given access to Walker in Darkness spy network and become one his spymasters who is reported and he shuffles through the information.

    Along with all this he was reunited with his family....who had become ghosts who resided in underworld. They lived in lavish mansion close by in Sygil and Crow (as his name is shortly) was given one ancient artifacts of long lost age; Amulet of Shadow Walking. It allowed him interact with his family in physical way despite their dematerialized state and he was enormously happy man. He disliked some duties he did but for all wellfare for his family he was ready to be ruthless murderer with no mercy on his foes. However, a mysterious invindual had figured out that his family was actually held hostage by Walker in Darkness. Family was ready depart to Lethe with Crow when he died....but as he received black exaltation, Walker in Darkness used necromancy bind their souls as his ghosts and so unable pass on! However mysterious invindual broke the spell and send missive to Crow return home. He did and then wife and children told everything; the lies what Walker in Darkness had told about how he came to find his family and how he had manipulated him and so on. Then Vanessa, his wife, gave her final teary farewells and so did his children before they entered to Lethe, leaving heart broken Crow behind to Underworld.

    In that moment Crow turned from his present road into full blown furious vengeance for Walker in Darkness for making his family suffer and tricking him viciously to damn himself forever to walk alone in darkness and upon death go place where his wife and children did not wait; into void! Crow made a vicious attack on Walker in Darkness spy network and sabotaged many his operations as possible before he slipped out from the radar, he was quietly aided by Hollow King in his pursuit and promised further assistance for Crow whenever he walks in underworld and seeking undo Deathlords (other than Walker also). He had agreed for it along with gaining insights, information and so on activities across underworld or deathlords. In realm of living he formed contact from one silver princes, despite his deep disgust for the guild he recognizes uses of a guild contact and so he got one when he worked in one time job as assassin to kill some troublesome rival (a another merchant prince and so it was partly a delight).

    Muse

      It sounds like some people are nervous about Lightning Torment Hatchets.  I can drop them if you like. 
    A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

    How to set this Muse ablaze (O/Os)

    When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

    Laughing Hyena


    Zaer Darkwail

    Same here, who is nervous about them? They are quite decent 3 dot artifact weapons for those who mix melee and throwing combat.

    AndyZ

    It was me.  Usually people don't go for the big artifacts to start, especially with new STs.  I'm obviously in the minority, though, so I apologize for worrying people.
    It's all good, and it's all in fun.  Now get in the pit and try to love someone.

    Ons/Offs   -  My schedule and A/As   -    My Avatars

    If I've owed you a post for at least a week, poke me.

    Re Z L

    I hate those artifacts, haha.  I had a player try to get them with every character he made   ;D

    They're pretty mild as far as 3-dot Artifacts go, though, I wouldn't worry about them   ;)
    A&A

    AndyZ

    Yeah, I guess I'm just used to games where various things aren't allowed.  Sorry everyone.
    It's all good, and it's all in fun.  Now get in the pit and try to love someone.

    Ons/Offs   -  My schedule and A/As   -    My Avatars

    If I've owed you a post for at least a week, poke me.

    Laughing Hyena

    Ah whatever. Doesn't matter much anyway. Anyone got a problem with a one armed twilight scavenger?