· 8 years ago · Jul 02, 2018, 02:36 PM
1<Strike> solar(oid) anima powers
2Ignore the official errata. Instead, exchange the (unerrata'd aka the hardness version) Twilight anima ability with the (unerrata'd) Dawn caste ability.
3(twilights are now supernaturally intimidating(think gandalf when he made himself dark and looming that one time, 'meddle not in the affairs of wizards') gaining a bit of passive protection when casting spells(even if it's a bluff) but the party nerd is not super durable for no reason. the dawn is now much tankier, which he needs since zenith got resistance.)
4errata- rather than block essence levels of damage we're going to make the dawn(formerly twilight) anima roll his essence and only subtract healtlevels of damage equal to his successes(no double 10s here. max successes is essence))
5errata- rather than becoming free at the 11+ level, the dawn(formerly twilight) anima is reduced in price to 3m, and you get one free activation. upon hitting 16+ you get a second free activation (if the free activations haven't been used by the time it dies back down to the >=10m level they're lost)
6errata- gsp animas don't switch, defilers get the essence shield and slayers are scary.
7
8eclipses lose the out of splat abilities. their oathbinding and diplomatic immunity are more than enough anima power as it is. (limiting them to this is much more themeatic, with the out of splat charms they come accross more like d&d warlocks than diplomancers)
9</Strike (i like this idea, but forgot how broken the old twilight power was. lets not bring it back even if moved to dawns and errata'd a bit)>
10
11<strike> solar(oid) anima powers
12eclipses lose the out of splat abilities. their oathbinding and diplomatic immunity are more than enough anima power as it is. (limiting them to this is much more themeatic, with the out of splat charms they come accross more like d&d warlocks than diplomancers)
13twilight anima power gets entirely replaced with the eclipse's charmshare. (basically twilights in their capacity as the lore/occult class are seeking out strange powers and reverse engineering them through study. (nothing is changed about the function, you still learn it exactly as the spirit/whatever is teaching it. <strike>but the cosmetic aestetics tend to get warped solar and more specifically twilight if possible))</strike></strike (this was good. but i've decided to remove charmshare entirely)>
14
15 fine print bequest
16errata- even if you lose the benefit by violating the fine print, you don't get the xp back(or get released from your obligation towards unpaid xp debt) <strike>if you knew about it (don't mind me, I'm just closing an abusive loophole)</strike (edit- even if you didn't know the fine print had been added)>
17errata- fine print can only be added if the recipiant is aware of it
18
19 midnight anima power
20they can also destroy the corpse, returning it to dust in a ripple of enthropic energy(technically this is a form of instantenious decay, but the resulting dust has more in common with finely powdered crematory ash). unlike a zenith this has no effect on the soul (the idea behind adding this is body disposal andor resource denial vs other necromancers) (any parasites or diseases the body contained are similarly erased)
21
22 solar dodge
23edit the solar surprise negator's text to clarify that undodgable attacks stay undodgable
24
25 new flaw
26lacking favored ability(2 pts): your character has one fewer favored ability, may be purchased up to (5 times for solaroids, 4 for sidereals, twice for lunars(survival is the second), 3 times for db, once for mortals(mortals who lack a favored ability can freely raise their abilities as the "favored must be highest" cannot be enforced, but that just means theres no one thing they're easily good at))
27errata- bump this up to 4 on abilitybased exalts.
28(i know i said how many times this could be taken, for example solars could take this 5 times, but that doesn't mean solars can have 20 flaw points from giving up favored abilities, they're still capped at whatever chargen says they are, default is 10)
29
30 merit: legendary attribute
31lunars don't get this merit, instead they can access "legendary [ability]" which does basically the same thing. copy/paste legendary attribute, rename, and add the line: "errata- in order to compensate for the reduced value of an ability vs an attribute this merit costs only 3 points"
32 infernals can access both versions, but must pay 5 points either way
33
34 merit:prodigy
35remove ed's houserule(this merit is back to having no effect on charm cost), instead reduce the merit's point cost to 3, reduce this further to 2 for nonabilitybased exalts.
36
37 merit:mystic
38standardize and fix, this homebrew entry is a mess that has clearly undergone revisions in the charsheet program's database without being properly distributed to all splats
39
40 crowned sun form
41errata- with e6+ gsp and lunars could use this charm to emulate sma form benefits, with e8+ dragonbloods initiated to celestial martial arts could do so as well.
42
43 the king still stands
44errata- the infernal can choose to pay 1m for each zero mote charm after the first in order to stack more than one.
45
46 effortless yozi dominance
47replace the official errata(overnerfed to make it objectively worse than solars in all ways instead of just less mote efficient in a short to medium fight) and instead go with:
48Errata - To clarify, zero-mote activations of Yozi Excellencies do not trigger the discount of this Charm.
49Errata - This charm can only be purchaced up to three times(per yozi) rather than once for each iteration of first yozi excellency.
50
51<strike> ascendancy mantle of yozi
52you can buy this more than once, up to essence-6 additional copies(so at e5 buy it once which brings you to e6 which still can't have any extras, can't get a second copy until you're over 100 years old and able to hit e7 with the mantle), but it'll still only raise your essence by 1 not by [number of ascendancy mantles you have]. the only reason to buy multiple copies is to allow you to switch between drawbacks. this isn't dynamic during play, rather at the start of each session you have to declare which you're using.</strike>
53
54 so speaks yozi
55errata- if you own both, than even though effortless dominance is permanent it goes dormant when you use this charm.
56 if you're already benefiting from effortless dominance you can still use so speaks, but that requires you to pay full price for that excellency use. (and to clarify, briefly turning it off like this does not reset the motes spent counter for effortless domanence.)
57 using an excellency enhanced by so speaks doesn't count as motes spent on excellencies for effortless dominance.
58 tldr basically the charms just don't interact in any way.
59errata- so speaks yozi is purchased only once and can be applied to all yozi excellencies the infernal has, as opposed to being purchased seperately for each yozi (just having multiple first excellencies is enough of an xp sink)
60errata- the charmtext says permanently, but the charm has an activation cost and duration. to clarify, it does not permanently alter the first and second excellencies. it costs 3m1wp to alter their cost for one scene.
61errata- you can still choose to spend 1wp instead of 4m to activate inevitablity technique, this is just an option to make payment more flexable
62errata- to clarify, this charm also works on shadowspite curse which replaces ebon dragon's 2nd excellency (and same goes for any homebrew yozi (or deviltigers) that may have similar alterations to either the first or second excellency, unless that specific charm says otherwise).
63errata-to-errata- looking at shadowspite the costs are different "may spend three motes per -1 external penalty applied to the enemy." so we'll <strike>make that "may spend three motes per -2 external penalty applied to the enemy."</strike> round that off to <strike>"may spend two motes per -1 external penalty applied to the enemy."</strike>"may spend two motes per -1 external penalty applied to the enemy, or three motes per -2 external penalty.(for odd numbered penalties break it into -2s first and then a -1))" with this charm.
64<strike>errata-to-errata- make shadowspite curse cost 1m for a -1 external penalty, 3m per -2, and 6m per -3. use the largest chunk first, then next largest until it's all priced out(so for example applying a -8 external penalty would cost 8mod3=2,8-6=2,2mod2=1 so two -3 for 6m each and one -2 for 3m, so 15m).</strike>
65errata-to-errata: shadowspite costs half the motes for the same number of -1 external penalties. this would make each -1 cost 1.5motes. you can't spend half a mote, so first you'd apply the 1.5 cost and then just round the -1 to either 1 or 2m (ex: a -5 external penalty costs 6m for the -4 and then 1m for the -1. but that makes ted's 2nd excellency cheaper...so if you use it a second time that scene when your external penalties don't divide cleanly we'll just make that -1 cost 2m. optionally we can leave it up to the storyteller whether to round up or down, or leave it to the player to track where you left off and default to the -1 costing 2m unless proven otherwise to incentivize them doing so? but that sounds like an unnecessarally adverserial way to rule things so i don't reccomend it)
66
67 yozi inevitability technique
68errata- this charm is purchased only once and can be applied to all yozi excellencies the infernal has, as opposed to being purchased seperately for each yozi
69errata- remove the shaping keyword, the charmtext says it doesn't count as shaping for defense because it targets reality rather than an individual so the keyword is worthless
70
71 various yozi defining charms
72personally I don't think they're meant to be as copy/paste as the anti-infernal crowd claim(they're just butthurt and reaching for reasons to justify their hate after gsp eclipsed solars and some autists got annoying with their fixation(said autists later booted to sv) hijacking other threads for a few months after bwc to talk about deviltigers)(said butthurt also fueled by a vocal faction's autistic fury at the idea of exalted having a noncannon "this is just one of many possible paths" adventure moduel published in rotse, a banner then taken up by the first group of shouty idiots for infernal's "starring" role)
73ted didn't have attributes of his own because he was essentially a hollow being. those charms about how he lacks dots and motivation being defined purely by his excellency were themeatic for ted. pretty sure they weren't meant to be extrapolated to all other yozi quite so directly. (for another example ed is weird for having only one juton, so it never discusses the idea of whether yozi have different stats for different bodies.) the devs did the line a disservice by publishing ted's stats and only ted's stats(now people spout off random generalized bullshit about the limits of primordials as a whole and cite this).
74point is I'm going to be adding an asterisk to these charms in the other infernal trees noting this.
75 lunar shapeshifting
76to answer a question that came up in play, i'm going to say that bits cut off a lunar stay the shape they were in when the lunar lost them (cut a paw off a wolf it stays a wolf paw, even if the turtle-totem lunar shifts back to human or dies)
77
78 freed abyssal and/or liminal charm
79turn willing ghosts into temporary soulsteel weapons, one use ammunition of 'specter stuff', etc. see the gravedust the dwarf in guilded age webcomic.
80
81 gods vs elementals
82Gods, Demons and Elementals were written with the exact same powerset with the only difference being that Elementals are naturally material while Gods naturally dematerial. The way I see it they're not supposed to have the same powerset.
83Elementals are supposed to be fundementally physical, if you make a fire elemental angry her options for dealing with you will mainly involve setting you on fire because the elemental is a physical manifestation of fire. Meanwhile if you make a fire god angry, he can't set you on fire. Gods are supposed to be unable to physically manipulate their domains directly, he can curse you to make you more likely to set fires by accident and have a harder time to set them on purpose, depending on the aspect of fire he represents and what his job is he could maybe screw with your passions, and for physical stuff he can of course smack you with his panopoly, but the only way he's going to manifest fire is with a torch. (Demons would have a mix of physical and abstract*(when i say abstract powers for gods they're probably leaning more towards managment) powers, varies by their specific natures.)
84Another difference is that spirits have a job to do and elementals have a nature to express.
85(see also autochthonian gods vs autochthonian elementals(even though both are technically the same general type of being as eachother and as demons))
86
87 elementals pt 2
88exalted the setting goes on and on about the abundance of gods in the setting and the ways they tended to screw with mortals, but elementals didn't really exist outside of their writeups. you'd expect the opposite really. That is since elementals are by default visible active influences while gods by default are invisible passive influences, elementals should really be the ones mortals and exalts interact with on a more common basis.
89(for example, If there is to be any consistency between gods and elementals, the dogs of unbroken earth really should be elementals)
90
91 elementals pt 3
92gods are generally at least somewhat unique(they'll talk about broad types of god, powers and traits they tend to have due to the similarities in perview, but it's not something you get a monster manual entry for and find 10 of "the same thing" the way that you do heards of llama-yu) and anything that gets the consistant 'spirit race' treatment will be an elemental(flameducks for example, or dogs of the unbroken earth)
93
94 elementals pt4
95rather than being initially created by gods to serve gods(foisting off the scutt work) the way gods served the primordials, we'll rework their origin so elementals are just a naturally occuring primal force, remnants of an earlier state of the world before gods. like behemoths, some elementals may even have been tools the primordials used when building the world.
96
97 dogs of the unbroken earth
98these are now wood elementals
99
100 elementals version2 (this would override most of what i just said....still thinking about how to integrate this one so it's not implemented yet, wip)
101we'll be making most 1 and 2e elementals and their courts into bluecollar terrestrial gods to make room for bringing in 3e style elementals as sortof arrising from their element and tending to dissipate back into it when their purpose is fulfilled(usually an inbalance has been corrected or adjusted to a new normal(elementals in 3e either correct or perpetuate the elemental event/state that generates them))(so basically all elementals are like needfires and tend to be nonsapiant). see also revlid's elementals homebrew. some elementals live long enough to be more than that and become the sapiant elementals from 1 and 2e who don't make the jump to godhood for whatever reason.
102
103 craft
104wood can also be used for cooking (not just water)
105
106 form weapons
107cestius, fighting gauntlet, iron boot, razor harness, all other "brawling aid" type weapons, and all artifact equivilents: these items are form weapons only for the charms of martial arts that specifically list them, even though they're considered unarmed for the purpose of the martialarts ability itself.
108
109 staff(weapon)
110gets the m tag
111
112 martialarts tag
113we're going to somewhat ignore this tag. these are now melee weapons alone by default<strike>(although we did briefly consider possibly capping the ability to use some of them at your martialarts dots(similar to how ride works with weapons, but that was a stupid idea))</strike>
114they(along with certain others) can be unlocked to use with martialarts by learning the first charm(form charm for mortals, dbs learning celestial, or solar(oids) learning sma) in a style that uses it.
115the exception is "brawl aid" type weapons such as the cestius, iron boot, or bloodspike harness. those use martialarts by default (and only martialarts, not melee).
116errata- mortals still use the old martialarts tag, although they need to buy a "specialty" to cover that.(this specialty provides no bonus die and so doesn't count against the specialties cap. technically it's more of a merit, but it uses the specialty training time and rules to learn)
117(this isn't necessary if they learn a style that uses that form weapon. learning to use the style's form weapons with martialarts is included in the charm purchases)
118this only onlocks individual types of "m" tagged weapons though, not all of them. although you can buy it more than once to unlock others.
119errata- anybody can do that, not just mortals
120 (weapons that are martialarts only(can not be used with the melee ability as they resemble enhancements of natural attacks more than they do held weapons):
121 brawl aids:
122cestius/fighting gauntlet
123iron boot
124brass knuckles
125 other:
126bloodspike harness (you'd think this would be a brawlaid but for some reason the writers tend to list it seperately)
127garrote
128hand needle/barbed ring
129grieve edge (grieve edge is like a ligher ironboot with an axehead. use the stats of a kick but does lethal damage and can parry lethal. has same resource cost as ironboot, same min strength as kick and one higher min dex than iron boot. in use this has a more 'martialartist' feel than the iron boot typically does so it doesn't qualify as a brawl aid))
130 (weapons that will become melee by default but can be given the "M" tag by purchasing the merit(obviously it tends to look quite different when used with melee):
131warfan <not available for use with melee, except as an improvised weapon>
132sai
133stick(1handed)
134fighting chain/weighted rope/rope dart
135tonfa
136tigerclaws/dragonclaws (tigerclaws are wolverine blades, dragonclaws are artificial talons on your fingertips)
137khatar
138staff
139seven section staff <not available for use with melee, except as an improvised weapon>
140nunchaku(also includes swordchucks) <swordchucks are not available for use with melee>
141sickle(1handed)/kama
142hook sword
143whipsword/urumi <not available for use with melee>
144buckler shields
145<strike>ringblade(tiara from soulcalibur not barbed ring) <not available for use with melee></strike>
146yoyo/bladed yoyo <not available for use with melee, except as an improvised weapon>
147scythe
148swordbreaker)
149
150 martialarts
151I'm planning to remove the ability to use certain styles unarmed at all, forcing it to be practiced with a form weapon (basically make "unarmed" one of the most common types of form weapon)
152similarly it is possible for certain styles to be usable only when wearing armor of a certain weight(heavy/medium/light and unable to be used without it)
153
154 weapon tags (wip)
155(no change, just to clarify:
156t is a melee weapon that can be thrown/thrown weapon that can be used in hand to hand with the melee ability
157th is thrusting (not to be confused with thrown)
158m is a melee weapon that can also be used with martialarts...errata- to protect melee's niche this now requires a pseudospecialty merit)
159
160tm is thrown weapon that can be used in handtohand with martialarts (chakram has this instead of t for example)
161ta is able to be used with either thrown or archery
162<strike>sh# is for the incumbrance value on shields, but isn't exclusive to them anymore</strike>
163sh is for shields (used with my 2.5e houserule that says if you're carrying a weapon that provides higher parry than the shield, your shield goes back to 2e cover rules)
164# is for the incumbrance value (typically found on shields)(written as #2 for example to show a -2 mobility penalty(rather than stack with armor by adding together, the higher rating of the two applies))(some charms may require a weapon with the sh tag)
165[wip] i'm also wanting to add some kind of durability rating but i haven't figured out how to standardize yet (for shields, fragile improvised weapons, etc)
166
167 "yoyo"
168actually a meteor hammer. that "yoyo started as a weapon" myth is retarded
169(and as such i'd think it falls under the sane category as the weighted rope for the purposes of unlocking them with the m tag specialty/merit)
170
171 mantis style
172to clarify, it can be used with any weapon that naturally use martialarts ability(brawl aids) or with the m tag(prior my "melee protection"
173clarifying errata- aka anything you can buy the m tag for with a merit). this does not include form weapons gained by learning other styles
174
175<strike> monkey style
176to clarify, celestial godbody understanding's ability to use any weapons or armor and treat it as unarmed refers specifically to use with celestial monkey charms, not just martialarts in general (also the st can vito certain weapons)</strike
177(i misread celestial godbody. it says all attacks made using the martialarts ability count as unarmed for monkey style. that doesn't mean "any weapon", it means any weapon that uses martialarts, has the m tag, or that is a formweapon of another style you know.)>
178
179 infernal monster - expansion
180add the keyword"enhanced" to it's first charm. this says that it allows <strike>it's native splat</strike>gsp to use any armor with the style (not just armor from infernal charms)
181
182 infernal monster
183add razor harnass(and artifact version) to it's form weapons
184
185<strike> slayers
186slayer caste infernals have a bit of flexability in their caste abilities. they're required to have war and at least one of the other caste abilities, but can choose to substitute out the other three from the following list: Resistance, Dodge, Presence, Athletics, Sail, Ride, Integrity, Performance, Awareness.</strike>
187
188 infernal caste abilities
189instead of having 5 fixed caste abilities infernals can choose their caste abilities from the lists solars use in 3e (pick 5 out of the 8 listed for your caste's equivilent
190(Dawn: Archery, Martial Arts, Melee, Thrown, War, Awareness, Dodge, Resistance, ride, sail;
191Zenith: Integrity, Performance, Presence, Resistance, Survival, Athletics, Lore, War, medicine, linguistics;
192Twilight: Craft, Investigation, Lore, Medicine, Occult, Bureaucracy, Integrity, Linguistics, war, sail;
193Night: Athletics, Awareness, Dodge, Larceny, Stealth, Investigation, Ride, Socialize, integrity, sail;
194Eclipse: Bureaucracy, Linguistics, Ride, Sail, Socialize, Larceny, Occult, Presence, integrity, survival;))
195
196<strike> infernals and martialarts: experimental houserule
197gsp can learn sma just like a solar
198in exchange, and to fix the "martialarts is the only ability that it really matters whether you favor it" problem, gsp use unfavored costs and training times for martialarts regardless of whether they favored it (although roots of the brass lotus discounts tma to 4xp as if it was favored rather than 5 which is 10 cut in half)
199the only exception to this is gsp learning their herostyle.(which uses favored xp cost and training time if martialarts is favored)
200errata- training times for infernal martialarts uses a training time of martialarts circle weeks or min essence+min ability days, whichever is greater
201the exception is their herostyle which always uses min essence+min ability days</strike>
202
203<strike> infernals and sorcery
204to extend their "all infernals favor sorcery equally" thing, gsp all learn spells with the favored training time</strike (there is no such thing as favored/unfavored training time for sorcery/necromancy)>
205
206 lunars and martialarts:
207lunars treat martialarts charms the same way infernals do sorcery. they always pay [halfway between favored and unfavored charm cost] and use favored training times regardless of whether they favored it. (their tma discounting charm rounds down to use half the favored cost)(iirc lunars use 10xp for favored, 12 for unfavored, which means martialarts costs 11xp.)
208the only exception to this is lunars learning their dex-based herostyle(which uses favored xp and training if dex is favored, and unfavored xp and training times if not)
209
210 lunars and sorcery/necromancy:
211<strike>sorcery being favored is intelligence based for lunars, but necromancy being favored is occult based
212errata- on 2nd thought, make it the other way around</strike>
213lunars treat necromancy spells similarly to how infernals do sorcery. they always pay [halfway between favored and unfavored charm cost] <strike>and use favored training times</strike (there is no such thing as favored/unfavored training time for sorcery/necromancy)> regardless of whether they favored it. (iirc lunars use 10xp for favored, 12 for unfavored, which means necromancy costs 11xp.)
214sorcery is unaffected and still uses the favored/unfavored costs
215
216 necromancy:
217making labyrinth solar(oid) only is just more solar wankery
218lunars can learn both shadowlands necromancy and terrestrial sorcery. they also can learn either celestial sorcery or labyrinth necromancy (they have to choose one or the other for tier2)
219sidereals can learn celestial sorcery and labyrinth necromancy (like solars they don't have to choose)
220
221 infernals and sorcery
222to extend their "all infernals favor sorcery equally" thing(because that cuts both ways. any infernal learns sorcery better than a solar who doesn't favor occult, but the solar who does favor it gets it cheaper. so at least now gsp can learn it faster), gsp all learn spells with a training time of spellcircle*3 days (so 3 days terrestrial, 6 days celestial, 9 days solar)
223
224 solar(and abyssal) min lowering charm
225divine trancendance(and derivitives) only works on abilitiy mins not essance
226(you have "glory to the most high(/world-ending void apostle)" for essence mins anyway)
227errata- also divine transcendance doesn't activate automatic upgrades. (but to clarify, when active, glories to the most high activates any essence based automatic upgrades to known charms that your higher rating qualifies for. same goes for upgrades based on an ability you have an extra dot in)
228<strike>errata-glories to the most high prereq charms: (pick any 1) <strike>phoenix renewal tactic</strike>lion's roar recovery, any divine transcendance of ability charm.
229world-ending void apostleprereq charms: (pick any 1) immortal malevolence enslavement, any apocalyptic evolution of ability charm</strike>
230errata- glories to the most high's prereq charm is changed from phoenix renewal tactic to lion's roar recovery
231
232 Perfected Lotus Mastery
233the sidereal's version of the tma discounting charm also changes the training times of terrestrial and celestial martialarts to the favored training time, even if martialarts isn't favored
234
235 weapons
236the following weapons should have the "2" tag: fighting chain(not to be confused with the 1handed chainwhip(which in contrast to the fighting chain is not natively a martialarts weapon but is a form weapon for styles that include whips)), weighted rope, ropedart, seven sectioned staff, and the (so called) yoyo
237
238 merit:extra favored ability
239reduce cost by 1 for lunars because they're not ability based exalts so this means less for them
240
241 merits and flaws
242alchemicals can have neither
243
244<strike> knacks
245<strike>use favored costs for knacks</strike (switching to schafer rules)>
246training times for knacks always acts like you have a tutor</strike>
247
248 lunar
249use schafer rules (for lunar chargen and xp)
250
251 abyssal redemption
252in my 2e there will be alternate paths to get out from under the neverborn other than turning into a solar. they'll be just about as difficult, but you could become an abyssal with shards resonance instead of the regular version(freeing you up to explore the "death's lawgiver" and static feudalism angle briefly teased in inkmonkies(rule the shadowlands, act as point of contact beween living and dead, refluff abyssal charms into more darkness and ghosts themed powers than death and murder) rather than "murder exalt" the game normally tries to railroad you into), or a liminal<strike>(weaker(more lunar tier than solar tier. the price of making me do so much work), has a more alchemical type limittrack which represents graudal changes as limit builds instead of 'limit break', sort of a yingyang motepool some inkmonkey dev hinted at which you need to keep balanced to stay human in mindset. death exalts who mostly deal with combatting the nastier aspects of the underworld/necromancers/abyssals and patroling the border/closing shadowlands/keeping underworld and creation seperate, making sure ghosts go to lethe so the world keeps spinning (so to speak))(while the freed abyssal has abyssal charms with less evil fluff, the liminal is heavily homebrewed by the player, although rather than being individual like a deviltiger you'd all be working off previous player's foundations and bound to liminal themes)</strike> (liminals are tba. <strike>i'm thinking like a partial conversion so instead of representing "light and life" or "death and night" it's more of a "twilight and borders" thing</strike>)
253
254 improvised weapon tags
255also include "f" for fixed damage that for some reason doesn't factor in strength(no longer exclusive to flame weapons. for example throwing a kettle of boiling water(or beaker of acid to clarify that it's not always heat) in their face would use both f and g), "g" for splash damage, "#" for encumberance(mobility penalty for large or heavy objects), and sh for improvised shields
256
257 weapon tags
258ar: is for archery weapons that can be used in melee (or viceversa) (examples include the bayonette fixed to a firewand)
259am: is for archery weapons that can be used in martialarts (instead of melee)
260at: is for archery weapons that...can..be...thrown? (i donno. some kind of bow/throwing spear combo? well the tag exists now on the off chance i find a use for it)
261rr: as reach but moreso. consider weapons without range tag to have an effective range of about five to six feet or two yards, including the arm of the wielder. weapons sporting the r tag have a range of up to nine feet or three yards, while weapons with the rr tag can reach as far as 12 feet or 4 yards. this potentially allows some characters to attack while others still have to invest in move actions to close the distance.
262long weapons also help offset the penalties from a difference in height when attacking opponents on horseback or in howdahs. r weapons reduce such penalties by 1 while rr weapons reduce them by 2.
263the downside of a larger weapon is also a reduced effectiveness in confined areas. rr weapons are already at a penalty in normal sized rooms and corridors, suffering from an internal penalty of 1. In tight corridors or rooms, the penalty for rr weapons increases to 2, while a 1 dice internal penalty is in effect for r tagged weapons. These penalties are at the discretion of the storyteller and can be circumvented with stunts.
264*: special rules. these are always explained in the weapon's description.
265dw: weapons with this tag are specially balanced for use in both hands. when wielding a matched pair of these weapons, the wielder does not suffer from the offhand penalty
266rrd: weapons with both extra extended reach and disarming are not only good for disarming opponents at a very long range, they are also capable of dismounting opponents from their horses or other higher up positions. such an attack has its damage reduced by 4, however if it is successful, it automatically incites a knockback effect with the attacker determining the direction in case the defender does not make his roll. this can possibly cause further damage or complications from the fall.
267(note to self: change some of these tags before implementing. a and r and t are all individual tags already, this can become confusing)
268
269 sorceror's burning chakra
270min essence is 5
271abyssals have a version at e3 that only sees ghosts and death essence/necromancy, with everything else being represented by vague shadows and distortions(just enough to let the abyssal know they might want to turn their sorcerer sight on) unless they reflexively pay the normal cost for activating "through dead eyes" which counts as a noncharm activation as long as this one is active(aka when their anima is flaring or when they've previously committed 1m to activate this charm and make their castemark show)
272(they didn't have a mirror before for some reason, so i'll split the difference by making it crap)
273errata- the abyssal version doesn't even show the vague shadows and distortions until they have both essence4 and either awareness5 or occult6. also make the abyssal verison only require essence2 to learn.
274
275 black mirror revelation
276the solar doesn't linger as a ghost, they go straight to oblivion like an abyssal. (maybe in the firstage they became ghosts, but just like how abyssals actually existing has given it an easier prereq it has changed the severity of this sideeffect)
277
278 primordial principle emulation
279no. fuck off. this does not exist. the abyssal one fine it's part of that mirror thing they have going on. but unless you want infernals accessing solar charms too?
280if you want your solar to have infernal charms you'll have to become an akuma
281
282 halfcastes
283no. if you want your kids to be special be a db (or a lunar if you don't mind being a sheep botherer)
284in fact, lets go back to 1e rules and making solars sterile
285
286 eclipse(oid) anima
287doesn't get to learn out of splat charms. the oathbinding and diplomatic immunity alone are more than enough for an anima power, and this made balancing other splats retarded (lunar dev outright stated they kept this in mind when making lunars, and it's the main reason their charms are structured almost as if they were abilitybased and shapeshifting is quarentiend in knacks) not to mention issues caused by spirit charms, or people wanting to shoehorn a character into eclipse because of it. (charms that use "as if with the eclipse power" are unchanged though, for example "power from darkness" or "defeated technique mastery" still work. they'll just reference the rules eclipse power used to use)
288
289 twilight(oid) anima
290the scroll of errata's version is a bit boring, especially once you get sorceror's sight. so it also gains two free degrees in thaumaturgy(errata make that: their choice of two thaumaturgical degrees or 5xp(3bp) worth of assorted thaumaturgy procedures /errata) for free,
291and twilights ignore their essence in attunement mote cost. (ie an essence 4 twilight functionally gains 4 extra motes to be used only for attuning artifacts) errata- cap the extra attunement motes at 5
292
293 unconquerable self
294a version of this is found in necromancy as well. it is identical to the sorcery version and requires only shadowlands necromancy to learn. (the only differences are that it most commonly uses the alternate name sorcery mentioned "the spell that is not a spell" instead of being called "unconcerable self", and that the color of the flames is inverted)
295
296 unconquerable self pt2
297both the sorcerous and necromantic versions of the spell cost only 1xp to learn (rather than half the cost of a normal spell)
298
299<strike> unconquerable self pt3
300there is a version that is learned at full cost and training time that is just an unblockable suicide that wipes your exaltation clean(and flags lytek to do it. no pastlives for the next recipiant of a celestial's shard) and dumps your soul straight to lethe(and ensures a through wash so no past life 1 or 2 for your reincarnation) instead of burning away any trace of your existance. (this is true for both sorcery and necromancy, and is no more advanced in terms of circle than it's original)</strike>
301
302 bloodlash
303also a necromancy spell
304
305 alchemicals
306don't need to sleep at clarity 4+, but failing to do so imposes the same mote regen penalty you see when the alchemical fails to eat or drink (this stacks with the sustinance one) (this mote regen penalty can become negative, in which case the alchemical actually begins losing motes(cannot drain their tank below zero(no negative numbers, only empty)))
307errata- the lack of sleep related internal penalties still apply to alchemicals with clarity of 6 or less, but cannot lead to incapacitation.
308
309 lunar charms
310integrate most of http://forum.theonyxpath.com/forum/main-category/exalted/56816-old-forum-repost-lunar-fan-errata (but not all)
311also we're taking a tiny tiny sliver of various other sources, such as the forum post about how "maybe the wide spread of lunar criteria is because each of the 300 shards is managed by a moon that could have been", as well as other tweaks mostly to make their limitbreaks different than solars or fill out their fluff
312
313 infernals and sma
314that bit that talks about how infernals can't learn sma because it requires a connection to creation that got burned away? that should be applied to sidereal and solar akuma, not gsp. (although sids get an ims charm to regain that access)
315
316gsp have a problem for an entirely differnt reason, being that martialarts involves learning to shape essence to emulate something else(anamal, state of being/concept, misc), and as neotitan exalts they're so metaphysically big and heavy they can't do it. the only reason they can learn martialarts at all is because they're built off a solar shard.
317
318 infernals and sma
319in the event homebrew makes infernals(by which i mean gsp. if i ever mean akuma i'll say akuma) capable of learning sma: gsp must pay 13 for Favored/Caste or 14 for Out-of-Caste, and require (Min. Ability + Min. Essence) months of training time.
320
321 infernals and sorcery
322gsp training time for emerald spells is 1 day, sapphire 3 days, adamant 6 days
323(training time for necromancy remains spell circle weeks)
324
325 Infernals and necromancy
326all infernals pay 9xp for sorcery spells, but for necromancy it's still 8xp if occult is favored or 10xp if it isn't.
327
328 alchemicals and sorcery
329alchemical training times: smanmachine takes 8 days to learn, godmachine takes 10
330
331<strike> 2.5e infernals
332In addition to the usual seven health levels of a mortal (one -0, two -1, two -2, one -4 and Incapacitated), the titanic nature of the Green Sun Princes provides an additional -2 health level for each dot they have of Essence. (this is their base healthlevels. Charms such as Hardened Devil Body may increase this total.)</strike>
333
334 2.5e infernals
335under 2.5e rules, infernals add their Essence rating in soak against all forms of damage. (it makes sense from a primordial standpoint and it takes the weight of being the only Infernals with soak off of the Slayers shoulders a little bit.)
336errata- make this a universal anima power, reflexively spend 1m to use it, lasts until your dvs refresh, but it only works against attacks the infernal knows to brace for.
337errata- alternatively it can be activated indefinately by committing [the gsp's essence rating] motes.(both versions do not stack, it's two ways to activate the same effect)(the indefinate version also works against surprise since you're just always bracing yourself all the time)(yes this means always having it up gets more expensive as you gain essence. note that the 1m activation never changes price. the point of this is to incentivize you to get an actual soak charm but at the very least all gsp have something)
338errata- with indominable brazen radiance(a homebrew anima upgrading charm found in the heretical tree with the prereq of "has at least one heretical charm") this becomes permanently active for no mote cost. (this is in addition to indominable brazen radiance's listed effects)(and again this can't stack with itself, you can no longer pay 1m or commit motes to turn it on since it's already on.)
339errata- in fact indominable brazen radiance is now a generic yozi charm with permanently gaining this soak value being it's primary purpose, with the anima enhancements an unexpected sideeffect that only came to light when gsp started taking it(this makes it make more sense for infernals to even have). as such it's prereq is now just a yozi 2nd excellency(shadowspite curse for ed).(to be clear the specific way it enhances your anima is tied to your caste not to who's excellency you used as a prereq, and you cannot take this more than once. it's just a single charm with multiple possible prereqs)
340errata- to clarify what i mean by all forms of damage: yes this includes aggrivated damage, no it doesn't apply to damage that is explicitly listed as unsoakable (it isn't a perfect, if a charm says it bypasses soak it bypasses this soak too)
341errata- when not using 2.5e rules infernals still get this, but only after they become deviltigers (or learn cosmic principle i guess)
342
343 2.5e alchemicals
344alchemicals ignore the following changes to mechanics from the 2.5 errata:
345-Combos are made freely at no extra cost (page 13) (they only considered solars in the 2.5 errata, all other splats work with it only coincidentally and to the extent that they mechanically resemble solars. this particular rule breaks alchemical arrays and so cannot apply to alchemicals. they'll just have to make do with the way arrays already worked)
346
347alchemicals ignore the following changes to general character creation (i believe they were part of the 'dawn fix' pdf rather than 2.5 proper? although the fan compiled scroll of errata misattributes it to 2.5e so i'll label it as such for ease of use):
348-Players receive four specialties to distribute amongst their
349character’s Abilities
350-Virtue dots may be purchased for 1 bonus point each.
351However, Willpower is calculated independently of Virtues.
352-Characters begin with Willpower rated at 5. Willpower
353may be increased at a cost of 1 bonus point per dot.
354-Players receive 18 bonus points at character creation
355-When selecting Charms, players no longer need to choose at least half their Charms from Caste or Favored. The character may start with any selection of Charms she meets the prerequisites for.
356
357<strike> abyssal castemarks: minor pointless flavor
358abyssal castemarks are upsidedown, although this really only shows on the daybreaks.
359(this is only true for those who exalted as abyssals. converted solars stay rightside up even as they become bloody scars, and similarly 'redeemed' abyssals don't flip either.)
360<strike>(that charm abyssals have for impersonating a solar and viceversa doesn't flip your castemark)</strike></strike>
361
362 call the blade(melee)
363this charm (and it's abyssal mirror) is combo-ok
364
365 hearthstones
366Do Hearthstones Stack? (Ie can you get essence back from more then one hearthstone at a time?)
367Answer: yes (in 1st Ed: NO. (They specifically spelled this out in the description of the manse background.) in 2nd Ed: Yes. (They specifically removed the sentence from the old description, that spelled this out. So it is much more nebulous. So Yes, can best be determined by the lack of No.))
368Hearthstone must be touching your Skin or set into an artifact you have in skin contact to get back essence. (So if you have a hearthstone in a sword, you only get back essence from it when the sword is in your hand. It does not give you essence if the sword is elsewhere, or in a sheath)
369Hearthstones must be attuned in some way(generally by being set into artifacts) to provide their special powers. Unlike mote regen they do not need to be touching your skin to do so, but should still be fairly nearby(lets say your essence *10 yards); stones set into artifacts such as a sheathed sword do continue to give their hearthstone power, but not if that sword is in elsewhere.
370Typically hearthstones only give secondary powers (any power beyond Essence regeneration) when set in an artifact (typically must be made of the 5 magic materials). You do not gain any secondary spiffy effects by just holding (strapping, etc) the Hearthstone against your skin. You need an artifact to put it into to focus the power. This rule may be violated by a Hearthstone that specifically has an attunement requirement (they require essence to be committed to them to be attuned, like an artifact) (depending on the stone this requirement may be in addition to or instead of requiring it to be socketed (defaults to being an optional alternative to socketing it unless specified otherwise)). As the attunement provides a connection equivalent to holding the hearthstone in an artifact slot for purposes of giving the character secondary effects. (and this allows the hearthstone to function under any circumstances where an artifact remains attuned to you)
371 A Hearthstone is considered part of any Artifact that you socket it into. Hence it will go to Elsewhere and back, etc, with that Artifact.
372You can gain both the essence, and secondary powers from any number of Hearthstones at one time. As long as they meet the criteria above, and not being used to power an artifact.
373Some Artifacts require Hearthstone(s) to operated (or for specific powers of the Artifact to operated). An Artifact that requires a hearthstone, prevents all other functions (essence regeneration and secondary powers) of the Hearthstone from working while the Hearthstone is in the Artifact (even if said artifacts powers are not currently in use).
374
375 hearthstone houserule
376Unenlightened mortals may enjoy the essence regen from skincontact with a hearthstone, but because they lack an essence pool they cannot hold onto it. treat the hearthstone similarly to an essence token that doesn't wear out and holds only a single mote at a time. this mote regenerates/can be used once every [12 for a 5 dot stone, 15 for a 4 dot stone, 20 for a 3 dot stone, 30 for a 2 dot stone, 60 for a 1 dot stone] minutes
377
378 essence regen
379your hourly regen isn't a descrete "ding, it's been 1 hour. i gain [motes per hour] motes" it's the more analogue "i gain 1 mote every [60 divided by motes per hour] minutes" (and this number is fuzzy as to when during that minute you gained the mote so it can't be used to tell time any more than a normal human could tell time based on his feeling of hunger or tiredness)
380
381 dragons of another color
382normally a dragonblood cannot respire essence in the underworld at all. dragonboods with death-touched aspects are different. they respire <strike>4 motes per hour at rest(doubled for meditation, none for strenuous activity. i'm not changing the rules only the rate) in shadowlands, 3 motes per hour in creation, or 1 mote per hour in the underworld.</strike> fully only in shadowlands, <strike>while using only <strike>half</strike>3/4ths the rate in creation or the underworld.</strike>but only 3 motes(three quarters normal rate) in creation proper or 2m(half normal rate) in the underworld. (this has no effect on stunts, hearthstones, or other essence gaining methods. i'm only talking about the base rate)
383(this lets certain dragonbloods function in the underworld(and throws them a bone to make up for being stuck with necromancy), as well as explaining their reputation for being "sickly" (as fluffwise i'm extrapolating essence respiration to mean a bit more than just how many motes you have in your pool. unless raised in a shadowland they litereally have less "lifeforce" to spend growing etc. this is also why normal people born or raised in shadowlands have a similarly weakened look. it's worth noting that in my fluff hearthstones and cult are not a valid substitute "long term" so while they pump up your hourly regen they don't affect this one way or the other))
384
385 manses and demenses
386the writers have no sense of scale, at first look there are way too many of these so it'll probably be cut down some. have something i copy/pasted from a forum to remind me to look at it more closely:
387 {I came up with this problem while doing my demographics work in the Lookshy area. I determined there was a settlement for every 23 sq. mi. of land, which meant villages and Demesnes were often in WAY too close of proximity. Yet if they were all capped with Manses, Lookshy would have access to totally sick numbers of hearthstones. Which they do, but probably not twelve THOUSAND. Hearthstones would become like super-powered currency. I myself will probably go with Occlusion mounds, occasionally mixing them up with Flarings, and Manses all around the towns and cities. --UncleChu
388 One thought - I figure that, in general, "one demense per 15 square miles" is more like "one point of demense per 15 square miles" - so that, if you have a level-5 demense, it's the only demense within about 75 square miles. So Creation probably has, in total, 10 million "points" worth of Demense, of which perhaps 10% is actually capped with Manses or other suchness - if you assume a Pareto spread of levels, that'll get you something like 800,000 "public works" projects, 100,000 L1 hearthstones, 25,000 L2, 5,000 L3, 1,000 L4, and 200 L5. Then you look at everything in the Wonders of the Lost Age book that needs a hearthstone to power it, and that'll take out probably half of your hearthstones - leaving 5 level one's for each DB to split among their elite thaumaturgist mortal minions and L2 for themselves. Then every fifth DB gets an L3, and the extra-special leaders get the L4's and L5's. -- Ialdaboth, or at least that's who GreenLantern thinks wrote this, based on the change log
389 I demand you include Pareto theory in all future posts. And possibly posts others make. That is all. -- GreenLantern
390 Your math is excellent, that's the kind of stuff I likes to see! However, have some new factors: The 10 million Demesnes number includes the land area that is underwater. That may affect your numberology. Second, S&S states that 25% of Manses are Lv1, 30% Lv2, 25% Lv3, 15% Lv4, 5% Lv5. Finally, the "15 sq.miles" is the area of a circle with a 4.5 mile diameter, as Demesnes average 4-5 miles from each other. --JohnBiles
391 S&S does indeed state that 25% of Manses are Lv1, 30% Lv2, 25% Lv3, 15% Lv4, 5% Lv5, but the keyword has to be remembered. The keyword is "Manses" not Demesne's. Yes, most Manse's aren't particularily powerful, but there's a reason for that. The Dragon-Blooded just don't have the skill to properly cap a level 5 Demesne in the Time of Tumult (I can't remember where I read this, but it might have been in S&S). Thus, there are alot of Manses that only produce a level 2 or 3 hearthstone, that are actually capping level 5 Demesne's. Instead of having the full power stone (something the geomancer couldn't pull off), the excess energy is funneled into other things, like power displays (fire fountains, light displays, etc), defense systems, and other interesting things that help the Manse. This basically means that most level 4 and 5 manses in Creation today were built in the First Age. So, while Manses may be only 5% in the level 5 range, that doesn't mean that only 5% of the capped Demesne's are level 5. For all we know, there could be a perfect spread of levels 1 through 5, and the discrepancy is simply based on the fact that very powerful demesne's are just exceptionally difficult to cap properly. --SmileyTPB
392 The numbers have changed significantly in 2nd Edition. According to Oadenol's Codex, "Few people live more than a week's ride from the nearest demesne, and a traveler can sometimes walk from one demesne to the next within a day." That gives us a range of 15-75 miles between demesnes. Could someone more mathematically oriented than myself run the numbers on how many demesnes we might expect in creation under the new schema? - Eric Minton
393 I made the math and with your numbers there is between 45 thousand and 1 million demesne. With those numbers I assume that demesne near cities are generally caped. - Black Angel
394 was that figure not just talking about minimum distance? also I like the thing where it's minimum spacing per points of demense instead of demenses themselves - unsignedannon}
395
396 infernal demon summoning
397generally these take trappings more from elemental binding than the traditional version of demon binding, fiendvassel moreso than slavespawn.see bos4 p79-80
398
399add this text to the spell "fiendvassel conscription":
400"Finally, the sorcerer may choose not to bind the demon's will at all. If she avoids binding the demon, it remains by her side but serves according to its own judgment. The demon’s only restriction is that, at some point during the next year, the demon must declare its service ended.(when this term of service ends the demon is automatically banished back to hell by the bindings)"
401
402gsp can use a variant of "the horror" template on any 1cd, leaving it's personality more or less intact compared to other bindings. (modified as follows: autistic paralysis lasts for 5 days rather than conviction days. madness of creation lasts for conviction days or until it destroys something 'un yozi-like' which the sorcerer loves and failed to sufficently protect, whichever is shorter.)
403
404 new zero pt infernal flaw
405abyssic: the abyssic limit gsp experience at zero willpower is expanded somewhat:
406while in that state they gain access to additional acts of villainy inspired by how their chosen plates reduce limit. as limit builds or receeds the player is encouraged to roleplay the behaviors associated with one or more of their chosen plates although this isn't manditory as not all plates lend themselves well to this. if they enter torment while at zero willpower the player must also select one of their abyssic limitbreaks to roleplay, storyteller can vito the choice if it seems unsuitable to a solar-style limitbreak.
407
408 infernal sorcery
409once they hit adamant gsp can summon elementals
410
411to clarify cleanisng solar flames does not have the holy keyword (or if it did it's so trivially warped away that anybody with an infernal awakening can cast it in spite of that)
412to clarify the necromancy spell 'golden shadows cast in frieze' is not holy keyworded just because it uses vaguely sun-like imagry
413
414 infernal sorcery
415wings of the archon can have it's holy tag warped away by removing the ability to fly to yushan(if yushan is somehow reclaimed they can fly there without requiring the holy tag.) and possibly autochthonia(if friendly or neutral relations exist between gsp and autochthonia(and the 8 seals are opened) they can fly there without requiring the holy tag. (it's just that without the holy tag gsp can't fly in unwelcomed the way a solar could assuming autobot doesn't put the seals back up to keep them out)).
416
417<strike>because i've allowed one of the only two (and worse, the second one has a "creatures of darkness" version anyway) holy keyworded spells to warp away the holy, i'm going to say chariot of the blazing sun now counts as a holy spell</strike (nah, i like the imagry of gsp stealing the sun's chariot for a joyride before sending it back to the stables too much to block this)>
418
419 sorcery
420sworn brotherhood is now a dragonblood charm. it's prereq is terrestrial sorcery, and it uses the same training time, xp costs, countermagic, and casting rules as a spell(has the sorcerous tag and everything). the only thing to change is that it's exclusive to dragonbloods (and this "looks more elegant" than having a spell call out as being splat exclusive against everything we seem to know about sorcery).
421
422 sorcery
423gsp gain a variant of "the time is now"
424
425gsp gain a "spell-like charm" that allows them to break indefinate bindings placed on demons. it doesn't work if the task can be completed or if the binding is set to expire in a thousand years or less. it works the same way as stealing demons bound by slavespawn or fiendvassel does.(this doesn't leave the demon unbound, it's basically been summoned out of it's bindings into a new set by the gsp. <strike>as such this is the only way for them to have an actually bound 3rd circle</strike>)
426errata- only instead of getting to keep the demon the spell automatically banishes it back to malfeas if successfully freed
427
428 infernal demon summoning pt2
429at sapphire gsp can learn the 'traditional' version of demon of the first circle(although this is refluffed to use hellish themes rather than drawing on solar authority and surrender oaths). if they already know slavespawn summons or demon of the first circle then learning the other costs only half(rounded down to 4) the xp
430at adamant gsp can learn the 'traditional' version of demon of the second circle(although this is refluffed to use hellish themes rather than drawing on solar authority and surrender oaths). if they already know fiendvassel conscription or demon of the second circle then learning the other costs only half(rounded down to 4) the xp
431gsp can technically learn the 'traditional' demon of the third circle(this cannot be refluffed to use hellish themes, you learn the same exact version solars use, drawing on solar authority and surrender oaths in heretical declairation of your status as a solar exalt), but it is wildly illegal to know let alone use. gsp who even learn it are treated by orabalus the same way he treats first circles who learn sorcery, and not even being an accepted deviltiger or an infamy 5 fiend generally punishable only by the ebon dragon would stop all the other reclaimation yozi sending akuma hitsquads and possibly a circle of gsp to kill you if you ever cast it(even if it was used at the direct command of the ebon dragon himself, for example to keep his fetch safe from being summoned during the events of return of the scarlet empress). if they already know allcommanding oversoul beconing or demon of the third circle then learning the other costs only half(rounded down to 4) the xp.
432
433 necromancy
434 there is a necromancy spell to close shadowlands. two of them in fact.
435the labyrinth one does so by dropping that chunk of creation all the way into the underworld 'as the surrounding terrain pinches shut like a scar', leaving creation a little bit smaller each time it's
436used 'as even this attempt to cleans creation only hastens it's doom(and even when deathlords use it to sabotague eachother(''that shadowland you were going to march your armies through mysteriously vanished? who me? i don't know anything about it.'' /smug), their infighting and resulting uselessness serves oblivion nonetheless)'. (uses the same casting time and forced helplessness as cleansing solar flames) call it "excise shadowland"
437
438the void tier one <strike>involves sucking all the underworld taint out of the lands in a radious of 1 mile per dot of essence the caster has, and using him as a conduit to dump it back into the underworld, totally refilling the caster's motepool in the process and adding 1point of resonance plus 1 for every 15 square miles(rounded up) of shadowland he cleanses. (you cannot choose to cleanse less than your maximum radius, the only thing that prevents you from doing so is if the shadowland is smaller than that. this affects only a contiguous stretch of shadowland, not all shadowlands in the radius). attempting to cast this spell automatically notifies(instantly, regardless of distance both physical and metaphysical(still notifies if in a different realm of existance such as the underworld, wyld, or malfeas(and the 5 day delay from malfeas is no barrier to resisting this effect))) and can be resisted by any deathlord or abyssal who is "known" to rule even a portion of this shadowland(rolloff similar to binding a demon, but both sides can pay motes to reduce the other's dicepool instead of only the 'attacker')(contesting lords can choose to either be rolled individually, or roll the highest value among them plus an automatic success per essence level per assistant divided by two. automatic successes are removed first when lowering an opponent's dicepool at the cost of 2 die per success. (paying 1 die downgrades it from a success into a die)). failure to cast this spell causes point of aggrivated damage plus 1 for every three successes by which the lords beat you in the rolloff rounded up, as well as inflicting 1 point of limit for even trying to close a shadowland. this uses the normal casting time for void necromancy and costs 10m or 1agg to cast.
439errata- make that only refill 13m per 13 square miles cleansed, rounded down(and obviously you can't refill more motes than you can hold)</strike> is a work in progress. edit- in fact, it doesn't exist yet, your abyssal would have to create it. decide with the st what exactly the spell does (but remember that shadowlands are necromancy's "thing" so it should in some way be "better" than the solar version)
440
441 deviltiger motepools
442as a one time irreversable choice, deviltigers have the option of switching their essence calculations from the solar ([Essence x 7] + Willpower + [the sum of all Virtues]) to the alchemical ([Essence x 5] + [Willpower x 3] + [Highest Virtue x 2]) (I'm only listing peripheral because personal calculations are identical for both groups)
443(this is slightly worse in the long run(10 motes smaller at maxed stats), but depending on your virtue distribution it could be better til essence 8(9 is the minimum virtue total 20 is the highest. averaged that to get 14.5. assumed highest virtue is 5 since once you pass 3 you might as well. assume max wp, at essence 7 alchemical has 75 vs gsp 74, at essence 8 it's 80 all round, and increasing anything favors gsp. so basically a wash really))
444errata- you can change your mind when you take tempast of inward focus, and a final time when you take flame of the rising phoenix.
445
446 alchemical dicepools
447the alchemical dicecap is [(attribute+ability)/2, rounded up]
448<strike>errata- When either of these traits is unclear, use (the determined trait + Essence) For Charms that somehow have neither an Attribute nor Ability associated with them, the alchemical's pool would be (Essence x 2)</strike>
449errata- the alchemical excellency can enhance only rolls or static values that use both an attribute and an ability.
450
451 <strike>alchemical excellencies
452while they otherwise remain attributebased, alchemicals must buy 25 ability excellencies, not 9 attribute excellencies. note that this does not change the alchemical dicecap, so even with a melee excellency you can only add [attribute] dice which varies with what attribute that particular melee roll is using(this is just a blow to the alchemical's xp efficency to put them a little closer to terrestrial tier, especially with my existing housrule limiting the number of charmslots they can carry). <strike>first excellencies require a general charmslot, 2nd or 3rd can use dedicated</strike>all first and second excellencies require a general charmslot, all 3rd can use dedicated.
453errata- 3rd excellencies are not ability based, they're still attributebased. 2nd ability excellencies can use dedicated slots
454errata- for now that makes 3rd excellencies the only valid excellency prereq.
455(wip: later this will require some tweaking for prereqs to fix that: first/second excellencies count for the folowing attributes(ideally should try to male it 3 each, app and dex only get 2):
456str:
457dex:
458stam:
459char:
460manip:
461app:
462int:
463wit:
464per:)
465and same goes for alchemical specialties and charms that interact with them</strike>
466
467<strike> alchemical specialties:
468rather than the fairly broad specialties of the lunar exalted, alchemical specialties tend to be more focused, almost as if they were ability specialties.</strike
469(i misread. alchemicals don't get to have attribute specialties, they were already ability based specialties.)>
470
471 alchemical martialarts:
472lotus matrix gives acccess to tma
473perfected lotus matrix is a submodule that requires lotus matrix and gives access to cma
474Lotus Filament Conduction requires the perfected lotus matrix submodule
475
476 third excellencies
477you can trigger the third ecellency to reroll a roll you've already used the third excellency to reroll
478(that is to say you can keep spending 4m to throw the dice until you get the result you want or run out of motes). this doesn't work when enhancing a static value (it isn't stackable, so a solar can't spend 8m to add the ability rating to his dv, only 4m to had half that(rounded up). (because that isn't how the charm works. raising the static value is an abstraction of a reroll, as it is we're already using an optimastic estimation of your hypothetical dv reroll))
479
480 essence fever and other side-effects
4813e's essence fever exists for dragonbloods and infernals. nobody else really has it. (solars go nuts for purely human reasons(greatcurse not whithsanding, and even that just mgnifies their existing issues into the absurd))
482
483that thing where element tends to influence a dragonblood's nature from 1e is back. (hits dragonbloods hardest because their exaltation is part of them from birth in a way nobody else has. although there is some question of how much is nature from being rased in a house known for such behaviors, or the dragonblood exalting into that element because it already suits them)
484
485 gsp and coadjutor influence
486Although usually having little more effect than a cheerleader has on the outcome of a game, these behaviors and effects first begin to emerge or become a notable influence when the infernal's temporary willpower is less than 6, and grow prominent the lower it goes.
487 errata- high Limit does it too. tweaking the wp version to fit with that:
488so these have no effect whatsoever at low limit, and come into play as described in the text only at high limit. low Limit refers to a Limit of 0 to 4, while high Limit refers to a Limit of 5-7. these effects become over-exaggerated at 8 to 9.
489
490these have no effect whatsoever at high willpower, and come into play as described in the text at low willpower.
491high willpower refers to when your total remaining points of temporary willpower is 5 or more, low willpower means when this number is less than 5. these effects become exaggerated at 1 to 0 willpower.
492
493the trait/impulse linked to willpower and the trait/impulse linked to limit need not be the same
494
495(so for example, the infernal with a neomah coadjutor is not actually "constantly in a state of low-grade arousal" unless they've only got wp5. otherwise it only comes into effect if they have spent themselves down to that point temporarily.)this both makes different levels of willpower/limit more interesting and coadjutor choice less either annoying or ignored
496
497 gsp and abyssic torment
498I'm going to give it a bit more freedom, makes it more interesting in my opinion:
499it doesn't have to reflect the gsp's flawed virtue, it can also use any of the gsp's virtues over 3(but is set at chargen) or, with a coadjutor rating of 2+, can use the demon's virtues instead.
500if your flawed virtue changes your abyssic torment may or may not change(up to the player)
501you can mix and match virtues. (the only rule is that you need to have two suitable plates, and the virtues used are rated 3 or more.)
502you must have at least two. you can choose to have more if you wish (and as long as two of them come from a 3+ vitue the extras can be chosen freely)
503with storyteller approval, other plates may be used instead of/in addition to the main 9.
504
505 for reference: listing the standard plates trimmed down for what will actually affect a gsp
506COMPASSION
507-gain Limit when observing others fulfilling or attempting to fulfill great passion
508-gain Limit when duties or circumstances interfere with your obsession (you may pick an obsession. if you don't it'll default to triggering both when urge and motivation conflict and when duities and circumstances prevent you from following your urge or motivation)
509CONVICTION
510-gain Limit when you suffer enforced idleness-
511-the second one varies by your rating (if you meet both conditions, choose one, just because there's overlap doesn't mean you have to get 3 flaws. if you stop fulfilling the conditions for horror you must switch to visier <edit- on second thought i'll allow you to keep horror, in fact you can choose freely which two of conviction's three to use, when you cut them down like this it doesn't matter>):
512 -with Intelligence and Manipulation at 2 or greater:
513gain Limit whenever your words are ignored or whenever you spends five days in circumstances that prevent you from offering advice.
514 -or with at least one of the following three traits—Intelligence, Perception, Manipulation— at 1:
515gain Limit when you encounter one of the three conditions most inimical to life in Malfeas: silence without death, power without ambition and love without pain.
516 VALOR
517-gain Limit whenever anything you want to protect or have a duity to defend is threatened
518-gain Limit when denied some personal indulgence
519TEMPERANCE
520-gain Limit when feeling helpless or unneeded
521-gain Limit whenever your Virtues force you to feel—whenever your behavior is compelled by success on a Virtue roll.
522
523(there. was that really so hard? why'd the book make it sound more complicated than it is? why waste wordcount on a full page of explanation when you're cutting szoreny's charms to make room?!
524
525
526 infernals book in general
527trim the excessively edgy and/or purile bits
528
529 akuma dicepools
530akuma use their native dicecaps, even when using infernal charms. (Except mortal akuma who use either godblood or dragonblood dicecaps(can't remember off the top of my head which is lower))
531
532(although there exists an akuma-exclusive charm to change that for excellencies (and excellencies alone) allowing them to use the gsp dicecap. this involves replacing all owned copies(and the ability to learn them) of your native excellencies with the infernal excellency of your yozi. as an abilitybased exalt the first purchase sells back all excellencies you have and allows the infernal excellency to replace all caste and favored excellencies as a prerequesite, second purchase lets it count as a prereq for all of them. (lunars only have 9 excellencies so they only need the single purchase.)
533
534 missing exalts world building that will never come up in game
535nobody remembers(exccept perhaps autobot), but at the start of the primordial war there were 7 kinds of sidereal, and at least one other exalt type
536
537 temperance
538can spend a temperance channel(but without the point of wp) instead of a point of wp to deny one of your other virtues.
539temperance tries to force you not to lie, but if that lie is in the service of another virtue it first provokes a rolloff with that virtue (same goes for similar conflicts in other virtues)
540
541 alchemical akuma sidebar
542no, it can't work both ways. either alchemical and abyssal exalts(don't think i didn't notice that bit of stealth errata) can become akuma, or infernal exalts are immune to both robo-aids and eyeshadow(gremlin syndrome and abyssal conversion attempts).
543i don't like closing doors so i'm going with option 1. (although for unrelated reasons deviltigers should be immune to abysslization anyway, with the closest they get being their own version of gremlin syndrome)
544
545 new solar charm
546(reasons for this charm: yes it is a bit of a speedbump, but it's also something cool solars should have been able to do, and placing it between call the blade and glorious saber fills in a hole in the logical progression between those charms as the solar's understanding of "what is a blade" is increasingly internalized. the solar can call the weapon to his hand -> the solar can make anything he lays hands on a weapon -> the solar stretches out his hand and grasps idea of a weapon formed of pure sunlight.)
547a melee charm. prereq is call the blade, mins are 2melee 3ess. timing is same as glorious solar saber, keywords:combo-ok. flavor text is soemthing about how 'in the hands of a master'
548function: for 3m you can turn any improvised melee weapon into an effective mundane weapon for the scene(so a freshcut branch can be made to use the stats of a straightsword for example). this is a melee charm and so is incompatable with martialarts styles that use improvised weapons, while using charms from those styles this charm's effects receed.
549this charm can also be activated with an actual weapon in hand, in which case it gains the same indestructability(and protections from most weapon-destroying effects) as enjoyed by an artifact weapon.
550 at melee 3 this charm automatically upgrades, allowing the solar to give a mundane melee weapon stats equal to an oricalcum artifact weapon of the same type. Paired 1-dot weapons or a singular 2-dot weapon costs 3m. Paired 2-dot weapons or a single 3-dot weapon costs 5m. use the lowest valid artifact rating available for that weapontype. this charm does not emulate the special abilities of certain artifacts only their stats and tags. Melee weapons only, 'Brawling aides' such as smashfists or even melee weapons with the M tag are not valid targets for this enhancement.
551errata- the melee 3 activation always costs 5m. (had stolen that from solar saber, but the flexability of this charm and the fact it requires a real weapon to enhance remove the reason for that line)
552errata- the melee 3 activation does not include a magic material bonus
553errata- to clarify, the melee 3 activation is optional, you can still choose to pay 3m to just turn a mundane weapon indestructable without affecting it's stats.
554errata- upon reaching melee 3 the unenhanced activation (just making a weapon indestructable, or just making an improvised weapon into a 'real' weapon) drops to 2m in cost. you can now pay 3m to also give a mundane weapon the stats of an exceptional equipment(if it wasn't already), and at melee 4 this extends to the improvised activation.
555errata- to clarify, when turning an improvised weapon into a mundane weapon the weapon's appearence does not change only it's stats. that was poorly worded, but this is far from a finished charm. (so even though the branch is treated in all ways like a straightsword it looks like a branch. it'll cut like a straightsword, it'll be durrabile as a straightsword(won't break or catch fire(well it could catch fire to look cool but not in a damaging way outside of stunts)), it'll even clang like a straightsword when parrying. but it isn't one.)
556errata- to clarify, when turning an improvised weapon into a mundane weapon it's less about the closest sensable fit and more about how the player decides to wield it. (a stick could be (among other things) a shortsword or a spear or a club for example (but you can't switch between them from one attack to the next, you have to pick one thing for it to be the moment you empower it.))
557errata- once disarmed (or thrown, or otherwise leaving the solar's hand) the improvised weapon goes back to being whatever it was (a dropped stick is just a stick, it will not cut, and can be snapped or burned like a stick) but for the rest of the scene the solar can still pick it up and go back to treating it like a normal weapon (just because it turns back to a stick when taken from you doens't mean this charm ends) (the same normal weapon. you can't drop your "sword" and pick it up as a "mace")
558
559there is a similar charm in thrown (allowing leaves to be treated as shuriken for example) (and errata- when using the dawn and martialready keywords this charm gets it)
560
561mirror: abyssals have an identical charm occupying the same place in their tree
562
563 glorious solar saber
564this charm's prereq has changed. rather than call the blade, this charm requires one of: summoning the loyal steel OR the new melee charm i just described above.
565
566mirror: same goes for the abyssal version
567
568 blazing solar bolt
569agg vs cod only happens if the solar or his weapon is touched by sunlight
570
571 call the blade
572at [appropriate ability]5 this charm upgrades to be usable with borrowed weapons (so long as the solar was actually loaned the weapon and is using it with the active conscent of the weapon's true owner)
573
574 new heretical charm...not entirely sure this is kosher for a heretical charm but i'll overlook it just this once.
575prerequesite: ember gift revocation. all stats and requirements identical to it's prereq. description:this permanently alters it's prereq to instead work only on items that have been stolen from the infernal. (it isn't retroactive, only items stolen after you learned it count)
576
577 shard downtime
578time between exaltations can be anything from "no time has passed, found a new host in the moment of the old one's death" to "chillin in lytek's cabinet for centuries" but both extremes are vanishingly rare(although longterm dormancy is signifigantly less possible. exaltations simply aren't as picky as many solars like to think). generally downtime ranges from about a week to a month while lytek polishes it. (the only recorded instance of instantanious transfer went to the previous solar's killer(an event the delebrative hsuhed up)(somehow the shard seemed to have been cleaned by lytek regardless. there may be minor time shenanagans with the cabinet), and there has never been a verifiable example of a nonsidereal celestial exaltation remaining dormant for more than a year.)
579
580 sidereal shards
581in the event all the maidens were destroyed, new sidereals would continue to exalt as normal. if both the maidens and the loom were destroyed they'd exalt like any other celestial; seeking out people who could do what was left of "the job" (of making sure the world continues to turn..so to speek), would for whatever reason feel the need to do so(whether through inclination or being pushed into it by circimstance/an oddly concidental sequence of events), and who resonate with that caste's abilities. (although for a period they'd continue to exalt as that hadn't happened, the loom generates a list and the shards will keep going where they'd already been assigned until they either hit a snag(subject not found/broken destiny led to missed call) or clear the backlog)
582
583 infernal necromancy
584countermagics carry over (if you know emerald countermagic you automatically know iron countermagic). in fact, all spells that are the same in necromancy and sorcery don't need to be relearned for infernals (bloodlash for example)(although if the necromantic version is of a higher circle then you can't cast it through necromancy until that circle is unlocked, and viceversa)
585
586 infernal sorcery
587infernal sorcerous awakenings cannot be used to summon ghosts. (except the ebon dragon(or oramus)'s when converted to necromancy)
588infernal sorcerous awakenings cannot be used to cast rune of sweet passing. (except the ebon dragon(or oramus)'s when converted to necromancy)
589
590 sorcery/necromancy
591sorcerous version of necromancy is dispelled as if it were the lower level of necromancy, not as if it were the artificially high level of sorcery required to emulate it.
592and viceversa for necromantic version of sorcerous spells. (so just because an emerald spell requires onyx to cast when translated to necromancy doesn't make it harder to counter. in this case the increase in casting difficulty isn't intended as a buff it's meant to be a detrament)
593
594 <strike>spells
595summon ghost is <strike>removed from sorcery</strike>bumped up from sapphire to adamant sorcery (keeps the nerf sorcery has vs necromancy)
596if cast by sorcery gentle call of lethe and rune of sweet passing are both easily overriden by the opposite (but the necromantic version must be dispelled before it's opposite can be applied)
597necromancy gains lesser of the eyeless face(onyx) and greater minions of the eyeless face(obsidian)
598infernals can learn a spell comparable to Theoplastic Engineering Protocol</strike>
599
600 spells
601necromancy loses: demon of the first circle, demon of the second circle
602iron necromancy gains:the spell that is not a spell
603onyx necromancy gains: bloodlash (cast and countermagic'd as shadowlands circle but requires labyrinth to learn), Summoning the Lesser Minions of the Eyeless Face, Summoning the Greater Minions of the Eyeless Face, corrupted words (countermagic as shadowlands, unlike most necromancy emerald works too), flying guillotine, assassin's fatal touch (cast and countermagic'd as shadowlands circle but requires labyrinth to learn, also countermagicalbe with emerald), river of blood (cast and countermagic'd as shadowlands circle but requires labyrinth to learn, emerald countermagic works too)
604void necromancy gains:soul seal, essence inversion, evocation from mirror, rune of singular hate, curse of unyielding mist, rain of doom, pressed beyond the veil of time, invoking the eyeless face, Cantata of Empty Voices (cast as labyrinth circle but requries void to learn countermagic'd as void but adamant works too), shadow summons+shadowtheft (learn both for the price of one spell), Eternal Crystalline Encasement, shadows of the aincent past(cast as labyrinth circle but requries void to learn countermagic'd as void but adamant works too), the spy who walks in darkness, theft of memory, winds of confusion, blood of boiling oil, Summoning the Heart of Darkness(cast and countermagic'd as labyrinth, but celestial works too), The Crumbling Walls, The Princes of the Fallen Tower (cast and countermagic'd as labyrinth), coin of distant vision (cast and countermagic'd as shadowlands but required void to learn), a variant of Static Essence Absorption Protocol that only works on death essence, Probability Degradation Matrix(replace clarity min with costs 3 limit to force it to affect only enemies), Essence Reallocation Protocol (replaces iron countermagic, requires iron countermagic as a prerequesite to learn)(no motes are gained from using this against sorcery), Entropy Manipulation Protocol (except for zombies and necrotech. clarity min replaced by inflicting 2 limit in the caster), Elsewhere-Evoking Asana, Pattern Realignment Initiative (replaces onyx countermagic, requires Essence Reallocation Protocol and onyx countermagic as prerequesites to learn)(no motes are gained from using this against sorcery), demon of the first circle
605
606sorcery loses: summon ghost, rune of sweet passing, gentle call of lethe
607emerald sorcery gains:nothing
608sapphire sorcery gains:Armigers of the Maker's Mighty
609adamant sorcery gains: a variant of Static Essence Absorption Protocol that doens't work on death essence, Phlogiston Web (cast and countermagic'd as celestial but required solar to learn), Optimized Component Integration Protocol (without the clarity cost), Iron-Will Entrenchment (except it's the sun who can break through. for akuma this is instead the yozi and the unquestionable who owns her), Essence Reallocation Protocol (replaces emerald countermagic, requires emerald countermagic as a prerequesite to learn)(no motes are gained from using this against necromancy), Elsewhere-Evoking Asana, Docility Assurance Field, Automaton Override Protocol (countermagic'd as if terrestrial), Essence Matrix Inversion Procedure (countermagic'd as if celestial), Pattern Realignment Initiative (replaces sapphire countermagic, requires Essence Reallocation Protocol and sapphire countermagic as prerequesites to learn)(no motes are gained from using this against necromancy), Transcendent Consciousness Protocol, infernals can learn a spell comparable to Theoplastic Engineering Protocol, Passenger Hosting Protocol
610
611(spells that make the jump from necromancy to sorcery or viceversa will generally have their aestetics and casting details heavily altered(far beyond infernal warping). when I say that spell gets copied over i'm mostly just talking about their actual effects. most likely the two versions will be blatantly different from an in universe perspective and likely not even be considered related by savants(rare exceptions such as coin of distant vision make the transition to necromancy solely because of the aestetics, in this case that "charlatin/conjurer of cheap tricks" vibe some necromancy has))
612
613 Executive Filature Protocol
614only works in autochthonia
615
616 Radiant Matrix Transmutation
617is a shaping effect
618does not effect adamant caste alchemicals
619
620 dragonblooded sorcery: new occult charm
621dragonbloods get an occult charm to let them learn celestial sorcery. but they can't cast it alone, they need to group up and collectively cast a single spell at the celestial level.(only one needs to know the spell, but all sorcerers need this charm)
622errata- yes this allows a group consisting solely of "dragons of a different color" to cast onyx spells. no you cannot have a mixed group(necromancers can't help with sorcery or viceversa).
623errata- details: lets say this spell needs 5 dragonbloods participating and doubles the celestial spell's casting time. 10 dragonbloods can cast it with normal timing.
624errata- all participants do need to know the spell
625
626<strike> spells
627remove those alchemical spells i said sorcery and necromancy had. except for the upgraded countermagics. i'm going to use them as a base for charms though(mostly infernal, that information processing one for swlihn for example.</strike>
628
629<strike> spells
630of those alchemical spells i said sorcery and necromancy had, none have actually been invented yetm if you want to learn them you'll have to make them yourself. except for the upgraded countermagics.</strike>
631
632<strike> spells
633take away those alchemical spells i added to sorcery and necromancy for now.</strike (nah, it's fine)>
634
635 gsp castes revised
636-gsp caste yozi is no longer connected to their caste. it is intrinsic to their exaltation, but instead of each of the five core reclaimation yozi getting all of a certain caste they were randomzied.
637so in chargen you choose first your caste yozi(one of the core 5). then your favored yozi(any reclaimation participant for which we have charms), and finally your shard's caste (caste abilities+anima power)
638-gsp caste abilities and anima powers are exactly identical to the solar ones. (so those with a zenith shard get a bonus for fighting creatures of darkness(and are immmune to their own anima), those with a night shard get the night abilities not the adjoran silence skewed version, eclipseshards don't get to break oaths, etc)
639(yozi have no abilities or anima so they gave no thought as to which "caste" the shard used to power their chosen belonged to)
640
641 gsp castes revised (bringing this back up because i just said gsp caste abilities are the same as solars having forgot my fix) "dawn fix"
642infernals built on a dawn shard have a bit of flexability in their caste abilities. choosing their caste abilities from an expanded list (war**, archery*, melee*, martialarts*, thrown*, resistance, dodge, athletics, sail, ride, presence) with the caviet that they're required to have war and at least one of the other 'wapon' abilities.
643
644 gsp castes revised "dawn fix" pt 2
645also in addition to their normal anima power, once a dawn sharded infernal hits iconic he can use all caste/favored weapon abilities as if they had the same rating as his highest. (so a default dawn with melee4 archery 2 thrown and martialarts caste/favored but at zero could, upon hitting 16+ peripheral motes, suddenly pick up a bow and shoot as if he had archery 4 throw the bow as an improvised weapon with thrown 4 and throw an unarmed punch as if he had martialarts4. whereas a dawn who traded away his archery for integrity is limited to using that 4 with only melee martialarts or thrown, archery no longer being included in this power.) this is automatically activated for free and lasts until the anima fades completely (below glimmer)(and unlike other anima powers it cannot be activated at any other time for any cost)
646
647 secrets anima power
648add the following:
649Finally, if she wishes to, the sidereal can always count as a valid tutor for the purposes of reducing another character's training times, regardless of whether she actually has the skill or trait herself. (this includes acting as a tutor for the native charms of other exalt types)
650
651 thaumaturgy for exalts (sorry mortals)
652ignore the scroll of errata's nerf. instead certain procedures will be tagged essence-no. those procedures alone will use the scroll of errata's rules change. (the majority of essence-no charms are found in alchemy, enchantment, and the entire science of bioenhancement)
653errata- although even a procedure without that tag may mave notes that restrict essence use (such as by naming certain ingredients or tools that still can't be substituted out), and the storyteller reserves the right to add such restrictions in play if something looks like it's becoming a problem. (i'm debating whether this is worth adding an essence-restricted tag for easier bookkeeping)
654errata- spirits(gods, demons, elementals, ghosts) also use these rules
655
656reduce the xp cost of thaumaturgy to:
657degrees cost 5xp or 4xp with occult favored (apprentice is free), individual procedures are 3 for 1xp (or free if you have the degree they belong to. (and the cost of procedures counts against the degree's xp cost, so once you've bought 15 procedures in a degree(12 with occult favored), additional procedures from that degree become free to learn, as is the degree itself)).
658degrees cost 2bp for everyone (and each degree purchased in chargen gives up to 10 free procedures from that degree, any more than that and you'll have to buy them)(apprentice degree is free), individual procedures are 5 for 1bp or 10 for 1bp with occult favored.
659
660 thaumaturgy for mortals
661we're undermining the scroll of errata's nerf somewhat. instead of an absolute blanket change, certain procedures will be tagged essence-ok. these are the only procedures where mortals are allowed to substitute motes for ingredients and tools, and the procedure's text may further restrict it (such as by naming certain ingredients or tools that still can't be substituted out).
662
663the exception is mortal sorcerers, who instead get to use the essence-no system exalts do.
664
665 night(and day) anima power
666their stealth effect costs 5m to activate not 10
667
668 midnight anima power
669to clarify, 'can automatically' means 'doesn't have to'. the midnight need not worry about a corpse walking off the workbench because she got a little overexcited and popped her anima.
670
671 pointless changes
672lets rename midnight caste abyssals to "nadir" caste
673also the word "charm" is stupid, lets see if we can come up with something better
674
675 underworld "jade"
676underworld jade is grey but shines the color of it's element.
677for artifact forging, underworld jade has a death aspect in addition to it's reflected elemental aspect. for example, depedning on the item's construction, this lets you treat an artifact of red jade as having themes of fire, themes of death, or mix the two to get themes of pyreflame.
678
679underworld jade evaporates in sunlight just like gravegoods do
680
681underworld jade from reforged gravegoods has no element and so has a "matte" finish. (even gravegoods that appear to have a magical material bonus instead emulate it as an 'enchantment'(effect of the artifact itself rather than it's materials)and are infact made of this death aspected underworld jade)
682
683underworld jade can be alchemically treated to become bonewhite or pitchblack (and most deathlord items that are described as black jade are this (generally of the elementally neutral purely death aspected jade you get from gravegoods) rather than "water-aspected jade")
684
685proximity to a deathlord or active exposure to the 'light' of an abyssal's anima can shield items forged from underworld jade from the light of creation's sun, preventing their evaporation.
686
687
688 abyssal anima
689new minor anima power(this does NOT replace the abyssal '6th sense' power): By spending three motes or one temporary Willpower, the Abyssal can protect any items he carries that would normally not survive Sol's light, such as soulfire crystals or underworld jade. This effect lasts as long as he carries such items next to his flesh, though the item is unmade as normal as soon as this is not the case.(errata- an attuned artifact can be protected in this way for as long as the attunement remains in effect, even if the abyssal isn't touching it. willingly given gravegoods that lack an attunement cost can be attuned for one mote(in addition to the 3m for protecting it) to bring the item under this effect as an artifact -errata) While this power is in effect, the Willpower or Essence spent to activate it cannot be recovered.
690clarifying errara- huh, i guess that's committed? why did they word it so screwy(i adapted this from the demonblood heritage power for bringing mundane steel into malfeas)
691
692 jade colors
693earth-aspected white jade is yellow
694the special non-elemental 'yellow jade' is white(and explicitly has nothing whatsoever to do with sunlight).
695notes on color pt 1: there is a fairly large range of hues each type of jade can come in, in part due to the natural color of the particular vein it was mined from, but mostly because dragonbloods have spent a good deal of time and resources developing alchemical tinctures to alter it for cosmetic reasons. (this never changes it so much as to be mistaken for a different element or prevent it looking like jade, but red jade can range from orange to maroon to pinkish-crimson, blue can reach primary color powerranger levels, black jade can be the deep green of the sea to the dark purple of nightmare's armor in soulcalibur, to the near pitch black at the bottom of a well, green can be the bright new leaf or the dark shade of pine needles to the washedout green of jadeite, yellow can be the bright primary color to sandstone to almost brown, etc)
696but by default the colors are closer to what you see image searching "green jade" or "red jade" or "black jade" irl.
697notes on color pt 2: when you polish naturally occuring jade colors: blue jade is fairly pale ice-blue, black jade is technically the deep dark blue of the sea at night, the earthaspected yellow jade is ocher-yellow , green is leaf-green, red is a more orange-tinged fire-red or brick-red than fire-engine-red, and the fluke white jade is so white it looks translucent and almost seems to glow(but it doesn't actually glow).
698
699<strike> gsp caste abilities revisited
700it isn't just the dawn shards. the other three got "loosened" as well. each shard-type gets to pick 5 caste abilities from the list:
701Zenith: *Integrity, *Performance, *Presence, *Resistance, *Survival, Athletics, Lore, War
702Twilight: *Craft, *Investigation, *Lore, *Medicine, *Occult, Bureaucracy, Integrity, Linguistics
703Night: *Athletics, *Awareness, *Dodge, *Larceny, *Stealth, Investigation, Ride, Socialize
704Eclipse: *Bureaucracy, *Linguistics, *Ride, *Sail, *Socialize, Larceny, Occult, Presence
705errata- only two of the default caste abilities can be swapped out in non-dawns. marking the core ones with a star for convienence(you need to pick at least three asterisked abilities when choosing your five)</strike>
706
707 training times
708the instant training time for caste abilities is now extended to also include favored abilities. (except for mortals. (poor mortals why do you suck))
709
710 new merit
711godbloods can buy a 2pt merit that allows for instant training times with favored abilities like an exalt.
712
713 eclipse diplomatic immunity
714now includes major non-oblivion factions of the dead (such as the city of stigia, but not for example nephwracks or a deathlord)
715
716to clarify the mechanism:
717demons are bound by surrender oaths in such a way that they literally cannot break this.
718fairfolk are similarly sworn to an invoidable geas and absolutely cannot break diplomatic immunity.(somehow sworn collectively, including the unshaped, there are not and can never be a rakasha or other creature of the wyld who is not bound by this, and it also covers all of ther servants. it's sufficently intent based that they can't even arrange for unrelated enemies to find you, but that doesn't mean they have to hide you. this also covers fey creatures incapable of understanding such a thing as diplomatic immunity)
719spirits who answer directly to the sun (which iirc should be all of them, except maybe the forbidden gods) are bound to it as if through a mandate of subordination (because that's exactly how it was done), and if they somehow aren't so bound(or if theres some way to shrug that off I'm not aware of off the top of my head) then spirits who do break it suffer the effects of a broken eclipse oath matched to your eclipse(oid)'s essence rating. same goes for elementals.
720the sentient dead are bound by eclipse oath, arranged in the first age by...lets say an essence 8? firstage eclipse. it was somehow done in such a way that all ghosts are bound, even mindless or newly dead ones.
721nonsentient dead are simply unable to attack for some vaguely sorcerous reason.
722
723 moonshadow diplomatic immunity
724now includes deathlords (who are not their own mutually acknowledged liege).
725now includes other abyssals, but they're a special case since they technically can break it but suffer as if they had broken an eclipse oath(note: not a moonshadow oath) santificed by an eclipse of the moonshadow's essence rating.
726now includes demons descended from the ebon dragon, but they're a special case since they technically can break it, although doing so flags them to be punished by the ebon dragon. this defaults to the same penalty as breaking an ess 8 eclipse oath unless ted cares enough to interfere(usually by making it worse and more personal, although he reserves the right to pardon them (errata- *either* party, since i've just added a penalty for breaking the peace on the eclipseoid's end /errata) if it amuses him to do so
727
728 eclipse(oid) diplomatic immunity
729you might ask "what counts as legitimate business?" well I'm assuming it was intended to mean "the eclipse(oid) approaches them IN GOOD FAITH and attempting to bargain. it can never be as some kind of trick. it can not be used as as a last resort once caught(jack sparrow's use of "parley" won't work), or as a distraction(no starting a meeting to distract the spirit while your circle's night sneaks around and steals his stuff), or to sneak your entourage into the area(no trojan horse ploy, not even as a contingency plan for when negotiations break down. anybody you brought with you has to peacefully leave the host's borders(or return to wherever they were camped within them) or it counts as you breaking it). (you shouldn't even go in intending to get a look at the defenses)"
730
731oh, and just to be clear you can't trick somebody into breaking immunity, the moment you flash your castemark and clearly state your business it's activated, and it cannot be activated without doing both of those.
732
733errata to clarify- please note that the anima power grants them "safe passage". It does not automatically grant them any ability to make the journey itself, or survive it.(nor does it obligate the host to provide the means, unless their interpretation of the local idea of hospitality includes that, and if it does you might do well to worry whether it also covers making sure the guest can leave) there is a difference. (for example an eclipse who wants to travel to yu-shan in hopes of gaining an audience with the sun may be considered to be on legitimate business and so accorded permission to travel through the city, and he won't be turned away by the liondogs, but becoming intangible in order to use the gateways to yushan is entirely on the eclipse's shoulders. Likewise, while thier diplomatic immunity may prevent fairfolk from harming or impeding them, it does not grant any ability to survive or even traverse the natural hazards of the wyld itself)
734
735 eclipse(oid) diplomatic immunity
736there is now a penalty for any eclipse(oid) who breaks their end of this(even if people he vouced for did so without his direct knowledge, which is at least a contributing factor of why most eclipses will opt to go alone): the host is magically informed of the breach, if the host opts not to retaliate the eclipse owes the host a 3pt favor(which is magically enforced similarly to lunar tattoo obligations or a favor owed an infernal through vee), and the eclipse's diplomatic immunity cannot be invoked again for a year and a day(although he can bluff that he still has it, nothing explicitly tells anybody his pass is invalid and few beings think to test it), and finally he is put on probation for a decade during which if you acumulate two more (for a total of three) such strikes you lose the immunity indefinately, unltil/unless you successfully petetion yushan to have it reinstated(which is of course somewhat more difficult than it once was).
737
738if he(or his escort)/kills/ his host(or anybody else in the host's envoy(with the exception of traitors/infiltrators, etc. the victim has to actually be with the host's party(and we're still assuming the eclipse's faction is the one to break the peace not the host's))) this penalty is far more severe: he instead gains [victim(s)'s essence] points of limit, loses his diplomatic immunity until he somehow petitions yushan to have it reinstated (sidereals can handle that without input from the incarnae, but good luck getting them to do it(mustly they're just way too busy to want to which alone will signifigantly delay your hearing, but if they bother to actively oppose it(bronze faction, an influencial enemy of yours(or friend of the guy you betrayed), or even just typical sidereal office politics) it could potentially be tied up for a centuries or a even millenia(if unopposed it should be cleared up within a year and a day of when they start processing the paperwork, this can be accelerated with bureaucracy charms))), is magically "branded" as not having diplomatic immunity(until/unless reinstated)(so he cannot bluff calling on it, if you attemt to do so the target would instead be magically informed that your immunity has been revoked), and he suffers as if he had broken an oath he himself santified. (in addition to whatever penalties and fines heaven levies against him as the cost of being reinstated(should you apply), which could basically be anything that might happen to a sid as the result of an audit).
739
740note though that the eclipse(oid) can formally cut his diplomatic vist short, after which you're free to stab the host without magical repercussion.(you don't even have to leave the table, but a formal declaration is required(and must be both heard and understood by the host), so nothing you do next gets to count as a surprise)
741
742errata- to clarify, those things I listed in the previous entry are mostly just cases where the immunity never applied in the first place, not necessarally violations of the immunity as described here.
743
744 moonshadow diplomatic immunity penalty
745moonshadows have the same penalties as an eclipse for breaking the truce, except that they feel the effects of a broken moonshadow oath instead of an eclipse oath and their diplomatic immunity is never fully revoked(only suspended, and only until the next callibration ends).
746
747 moep infernal
748obviously the yozi don't gangrape you lol, that was so dumb
749replace lilun with something more like the exaltation holding orbs in modern (but one big central one)
750allthing gets a rewrte so it's less... "frat bro"
751
752 dragonblood anima
753dragonblood animas are elemental so they don't usually glow, just fire and the occasional lghtning-based air(oh, occasionally an earth aspect will spark the way quartz-heavy sandstorms do, or a water or wood will have some biolumessence in their display, but it's either negligable or almost unheard of). this also means they can't spend 1m to ender torch mode...except fire who do so by creating a literal candleflame.
754
755 dragonblood anima flux:
756the damage is always as it says in the book, that doesn't change. the radius of their flux works as follows: 8-10 is [essence] feet like it says in the book, 11-15 is [essence+(breeding-2)] feet, and 16 explodes out to [essence] yards. for 16+, as additional peripheral motes are spent past 16 the flux's area: stays steady at breeding 2-3(radius is always essence yards at the 16+ level), slowly dwindles down to a radius of [essence] feet at breeding 1 (lose 1ft for every three motes spent), dwindles away alongside your essence reserve until it burns out entirely (lose 1ft per mote spent until it hits essence feet, then 1ft per 5m spent until skintight, then hold like that only to burn out entirely when you run out of essence) at breeding zero, expands out to a max of 100 feet at 4(grow 1ft for every 3 motes spent), and blazes out of control(no cap) gaining a foot with each mote spent at breeding 5.
757(note that dbs only have about 30 peripheral motes anyway. so even a breeding 5 db won't get much past 30ft let alone see a breeding 4 ever reach 100. i just used the lunar anima measurements for this cap for flavor reasons.)
758
759 spirit sword
760the sword conjured by this spell cannot be wielded with occult. treat it like a normal sword.
761errata- you can however use occult charms and specialties to enhance rolls made using this sorcerously conjured weapon (but no mixing occult and melee charms applied to the same action)(make that int and dex for lunars of course) the sole exception is that you can use occult excellencies if you lack a copy of that charm in melee. (the sword can of course be used with martialarts instead if you know a style for which swords are in form)
762
763 blind edge
764the caster must concentrate while using the weapon, so no other spells may be cast until it is dispelled. charms may be used normally.
765
766 spirit sword
767the caster must concentrate while using the weapon, so no other spells may be cast until it is dispelled(save to conjur a second copy in your off hand). charms may be used normally.
768
769 infernals and necromancy
770gsp initiated into the adamant circle of sorcery can learn and cast void tier necromancy if using a charm like ultimate darkness internalization
771(although there may be certain spells they can't learn because they draw too heavily on the void or neverborn, similar to their ban from holy spells)
772
773 ultimate darkness internalization
774A second purchase allows the infernal to apply this charm to the sorcerous initiation from a yozi who isn't the ebondrgon, although a point of limit is gained and none of the initiation's bonuses or are applied (although it's restrictions still are).
775
776 infernals and martialarts
777to better suit the fluff(word of dev is that gsp have trouble with martialarts because their potential nature as budding primordials makes it hard for them to force their essence into anything that isn't "me" shaped. shintai get by because you've internalied so much of that yozi by then that it becomes a valid "me shape" for you, but high end martialarts is about immitating random other principles without truely internalizing them to nearly such a degree), and to fix the "martialarts is the only ability that it really matters whether you favor it" problem, gsp now use unfavored costs and training times for martialarts regardless of whether they favored it (although roots of the brass lotus discounts tma to 4xp as if it was favored rather than 5 which is 10 cut in half)
778the only exception to this is gsp learning their herostyle.(which uses favored xp cost and training time if martialarts is favored)
779errata- training times for infernal martialarts uses a training time of martialarts circle weeks or min essence+min ability days, whichever is greater
780the exception is their herostyle which always uses min essence+min ability days
781
782 adamant countermagic
783when cast through an infernal sorcerous awakening, adamant countermagic hits necromancy as if it were void circle countermagic. (this in no way impares it's ability to counter sorcery)
784
785 infernals and absorptions
786gsp can't have a necromantic absorption, not even if they learn necromancy. they do however get to apply their sorcerous absorption to necromantic spells since they cast those through a modified sorcerous awakening.
787
788 external penalties
789the target's dv is not an external penalty
790
791 iminent solar glory
792cannot be refilled with essence recovery charms.
793
794 inner fire unleashed
795this charm only works on lethal, but a repurchase extends it to bashing and agg
796after 60m have been recovered in a simgle scene this charm no longer provides motes at all. a repurchase(same repurchase that extends it to bashing and agg) removes this cap (you can recover motes at 1m per 2hl healed forever)
797
798 new flaw: illeterate
7991pt flaw. despite having lore 1+ you still can't read. (in order to learn you first have to buy off this flaw) (cannot be stacked with the barbarian flaw)
800
801 abyssal shaping defense
802dream-slaying defense and undying stagnation defense are exactly the same effect, just applied to an area vs personal. I'm adding the merged keyword so an abyssal who knows one can use the other as an alternate activation.
803errata:
804although solars using Black Mirror Revelation to access abyssal charms do not benefit from this merged keyword
805and if an abyssal wants to use Unconquered Hero's Faith to activate this as a solar charm he'll ignore this kewyowrd too (you have to learn dream-slaying/undying-stagnation defense a second time for it to count as the ipp mirror, knowing it once always counts as having the mirror to chaos-repelling pattern no matter what prereq you used to learn it)
806errata:
807dream-slaying costs 8m1wp, undying stagnation costs 5m
808
809 deft hands deflection/lightning clutch of the raptor
810add a flaw of invulrability
811
812 Unparalleled Acumen Meditation
813Increasing Strength Exercise is not included in the charms that Unparalleled Acumen Meditation grants.
814
815 experimental compromise with 2.5 vs dragonbloods losing "their thing" Charm ActivationsEdit
816
817Charm-users may activate any number of charms per action, and even per tick, but no more than one per instant without use of a combo. For the purpose of this house rule, 'instant' is defined as the period in which one action's mechanical jiggery takes place. This includes all steps of an attack, including the steps of any counterattack.
818
819For example, in one action River Phoenix could leap over a building with his Athletics Excellency, smite his enemies with Hungry Tiger Technique, and then dodge their blows with a mixture of Shadow Over Water and Seven Shadow Evasion, and not need a combo. If he wished to use an Excellency or other charm in addition to HTT, they would have to be comboed together, just as if he wished to use 7SE to defend against any counterattacks his opponents might make to HTT.
820
821Only Combo-OK charms may be activated this freely. Combo-basic charms may only be used during the same action as reflexive charms, and non-Combo-OK charms may not be used during the same action as any other charms.
822
823Activating multiple charms per combat action using this house-rule produces a display of Essence similar to a Combo display, as does activating any set of charms including any Obvious charms. This display is not a unique signature like a Combo display, though it does tend to remain the same for similar sets of charms. Observers may use this display to deduce the set of charms being used, as they could for a combo display.
824
825 thaumaturgy (all)
826If the thaumaturge has Occult 1+, Apprentice Procedures cost no xp to learn. Otherwise, they cost the normal amount to learn. Once a thaumaturge gains a dot in Occult, the payment for their Apprentice Procedures are refunded, as if they had learned an appropriate Degree.
827
828 Thaumaaturgy (for exalts, spirits, and sorcerers)
829Essence spent in lieu of Resources for tools/workshop and expended components is committed for the duration of a Procedure.
830
831 1e lore port and tweak
832the abyssals going "sexy vampire" or "rotting mummy" thing as they increase in essence made the jump to 2e
833the dragonbloods starting to "leak" elemental effects, developing heavier aspect markings, and tending to become vaguely more elemental in temperment with age and power made the jump to 2e
834as solars increase in age and essence they tend to tan and their hair bleaches
835as lunars increase in age and essence they tend to get hairier and their spiritshape shines through more and more in subtle non-tell ways.
836sidereals aren't affected by age and essence in any notable way (well, I mean they do eventually grow old, but like any exalt it's only in the last decade of their extrordinarally long lives that it begins to even slow them down(same goes for all exalts, except infernals who do not age but are supposed to die at 100, abyssals who are probably immortal, and alchemicals who were never human and instead go through a series of molts to become a living city. although now that i mention it sidereals do have a hardcoded maximum lifespan which nobody else does(gsp have a loophole, sids do not))...the point is that i'm not changing how sidereals age, i just meant they don't get any extra supernatural changes like the rest of this list do. sidereals don't change with power and/or age in any unusual ways. it's just the starry eyes and broken mask both of which they have from day one and never change)
837infernals who manage to live past 99 are not changed in this way either (any coadjutor traces they may have hatched with combined with and whatever self-inflicted stranshuman metamorpheses they undertake have this more than covered)
838
839(not that the above matters much, any elder solar who can't control his appearance enough to override this had made the delibrate choice not to bother, and that goes <strike>double</strike>a thousandfold for the ever protean lunars. as such surprisingly few elder solars actually end up nutbrown and white haired)
840
841in addition to their bonfire+ anima sunbleaching unimportant items, solar (8+m)animas cause flash-tans on bystandars when they flare iconic (think the "close encounters of the 3rd kind" sunburns), note that prolonged or repeated exposure to the solar anima can never cause burns only an ever deeper tan (this reveals teh reason solars tend to tan with age, their banners become stronger and they have more essence to burn so they're basically constantly in a tanningbooth, and it's an allover tan as the light comes from under their skin)
842the animas of solar akuma cause bystanders sunburns instead of tans(these burns while painfull can never reach a level that inflicts wound penalties, let alone mechanically signifigant damage)(the akuma himself is never affected).
843
844rather than merely warping and developing a chill dew, lunar akuma have their anima's exposure effect changed to: Mundane clothing that comes into contact with the bonfire typically shows signs of decay or mildew as if left outside to rot for several weeks. (yes this is the listed gsp effect, but i'm changing that one)
845
846in addition to it's listed effects; exposure to the abyssal's anima at bonfire tends to rot fruit, curdle/sour milk, and whither flowers.
847
848sidereal animas have no incidental effects<strike>; they did in the first age, before they broke the mask, but no record survives of what it might have been.</strike>
849
850 gsp anima banner's exposure effect
851replace the bit about rotting fabrics exposed at 11+ on p87 with "The Prince's anima throws crazed impossible shadows as the light seems to change what types of material it does and doesn't shine through with each flicker. Exposed metals are cosmetically tarnished (objects aren't harmed by this, for example iron may develop a thin patina of rust but that doesn't actually harm it's structural integrity or ability to hold an edge. it doesn't even catalize future rust. a quick polish is enough to remove this tarnish), stone becomes pitted and rough(just a surface texture change, again this is purely cosmetic), and the air develops a strange almost ozone-like tang."
852errata-the metal tarnishing is a lowlevel omnidirectional effect at 11-15, to the point it's only really noticeable if the prince spent a great deal of time there with his anima at bonfire.
853when it first hits 16+ (and each time it pulses totemic afterwards) however, this becomes an instant effect. in such a case only the surfaces of metal actually facing the prince tarnish, and only if the metal is fully exposed to the anima-light. (this can lead to strange effects like a pristine handprint surrounded by tarnish, or one side of a statue developing decades of patina in an instant while the rest is still gleaming from it's daily polishing) furthermore, at the 16+ level even metals that don't normally tarnish/corrode develop a thin dusting of verdigris. (to clarify, if the metal naturally tarnishes it gets it's natural type of tarnish(steel develops oddly cosmetic/non-destructive rust, silver tarnishes, bronze darkens with patina, copper forms it's usual blue pseudo-verdigris, brass forms normal non-hellish verdigris, etc), only those incapable such as oricalcum or starmetal (or mundane metals that don't tarnish such as gold) will grow verdigris)(and agian, none of this actually damages the metals, if that metal's natural form of tarnish would, then it forms a coating that only cosmetically appears like the stuff but is inert and polishes off. this isn't meant to be a rot effect it's basically paint)
854(and no that wasn't a mistake that my errata addressed only the metal. so yes, just looking at the aftermath of 8-10 you'll mostly just notice the slightly worn stone and ozone smell(which happens more quickly than the tarnish, same speed that lunars soften and solars bleach), while at 16+ the tarnished metal is what's really going to grab you. so yes at 8-10 it might be reasonablly mistaken for signs of a moderately pissed off airaspect passing through if the plot could benefit from that)
855
856<strike> chargen
857oxbody and excellencies are half priced in chargen. (if you want an odd number of these charms(total them both up first) and half their price is also an odd number, round the last one up to the nearest whole bp)</strike>
858
859 sidereal akuma
860add a new anima level for them at 32+ perioheral motes spent, this is their "iconic" level, it has no differences from their 16+ level except that sidereal akuma gain iconic imagry in their banner(and it follows the same rules iconic uses for other exalt types, showing only in "cool" moments). <strike>this is often, though not always, reminiscent of one of the demon offspring of the Yozi (or demon) who owns her. although those akuma who retain more of their personality than is averge may instead gain the sort of personal iconography that other celestial exalted tend to display.</strike (boring)> however this is generally just abstract eldritch nonsense, glimpses of the broken fate of the yozi and a creation that ought to have been.
861
862 solar akuma
863that sunburn effect i mentioned earlier happens even if they hide their nature with 'universal precept shroud', although the spell blocks the realization of what this means.
864
865 sorcery/necromancy adjustments
866dragonbloods can learn either emerald sorcery OR iron necromancy. they don't get to choose, and the vast majority of them are the type that can learn sorcery.
867<strike>sidereals learn emerald sorcery, and their choice of either sapphire sorcery or iron necromancy (obviously the vast majority choose lvl2 sorcery over lvl1 necromancy)</strike>
868sidereals can learn emerald sorcery, sapphire sorcery and iron necromancy
869lunars can learn emerald sorcery, iron necromancy, and can choose either sapphire sorcery OR onyx necromancy (generally this is a choice, but some lunars hid in the labyrinth instead of the wyld, and that seeped into their exaltations enough a rare few(like 4 lunar shards total) have that choice made for them, forced to pick onyx necromancy as they are unable to learn sapphire sorcery. those few manifest oddly as casteless, their animas inverted compared to the moon's phase as they follow the dark of the moon instead of the lght(when casteless such lunars have the fullmoon power on new moons, new moon power on full moons, etc))
870solars can learn emerald sorcery, sapphire sorcery, adamant sorcery, iron necromancy, and onyx necromancy
871abyssals can learn emerald sorcery, sapphire sorcery, iron necromancy, onyx necromancy, and void necromancy
872infernals can learn emerald sorcery, spphire sorcery, and adamant sorcery. they cannot normally learn necromancy, but there is a charm that lets them convert their sorcerous awakenings to necromantic
873
874infernals learn sorcery faster, infernals learn sorcery for 9xp whether they favor occult or not. infernals learn necromancy at the normal rate, infernals learn necromancy for 10xp or 8xp if occult is favored.
875
876solars who don't favor occult can't initiate into necromancy without a tutor
877abyssals who don't favor occult can't initiate into sorcery without a tutor
878infernals can't learn necromantic spells without a tutor, infernals can't design new necromancy spells without assistance from a non-infernal necromancer(although silurn still lets you rearrange bits to tweak them a little)
879
880infernals can't learn a necromantic absorption, but their sorcerous absorption can be applied to necromancy
881
882when using necromancy infernals don't benefit from the positive aspects of their awakening but do have to adhire to it's restrictions and drawbacks, they do still get the warping though.
883
884the silurnian working doesn't apply to the preservation of necromancy
885
886alchemicals don't learn sorcery or necromancy, they have weavings who's spells can mimic a selection of both. weavings are learned faster than how most learn spells but slower than how infernals learn spells.
887apostate alchemicals lose access to weavings but DO learn sorcery or necromancy. <strike>their man-machine weaving is replaced by initiation into emerald sorcery, while the godmachine charm is replaced with initiation into iron necromancy plus either celestial sorcery or onyx necromancy (player's choice like lunars), they learn them the same speed non-gremlin alchemicals do weavings.<strike>
888due to their corrupted nature, apostate alchemicals learn iron necromancy instead of manmachine, and player's choice of either onyx necromancy or emerald sorcery in place of godmachine.
889
890 casteless lunar anima
891they still cycle through all 5 of the original lunar anima powers
892<strike>
893{full: two days before, full, and three days after
894no: two days before, full, and three days after
895waning: the three days after full but before half, the three days after half but before no
896half: day before, day of, day after. x2
897waxing: the three days after no but before half, the three days after half but before full
898(30 day lunar month. 15 months a year, only one callibration a year)}
899</strike>
900
901{On the night of the half moon and the days immediately before and after, the Castless wields the anima power of the halfmoons of old.
902-From the second night after a new moon and leading up to the night of the half moon she may access the forgotten powers of the waxing moons.
903-During the full moon, and the days immediately before and after, she has the Full Moon anima power.
904-For the new moon, and the previous and subsequent days, she has the No Moon anima power.
905-On the remaining days of the lunar calendar(from the second day after full until two days before half), she has the Waning Moon power.
906-as for callibration, the same lunar always gets the same power on callibration but which it is varies from lunar to lunar. learning what this is generally makes determaning the ''correct'' caste to fix in the 2nd age much easier, but not all elders put much stock in this(the one you get on calibration is based on your favored attribute spread)}
907
908(so the tldr breakdown is
909full - day before during and after full moon (3 days)
910half moon - day before during and after half moon (3 days x 2 = 6 days)(edit- split into two powers for 3 days each, casteless get the one belonging to the appropriate half)
911no mooon - day before during and after new moon- (3 days; + the 5 days of callibration)
912waxing moon - the rest of the time from new to full (9 days)
913waning moon - the rest of the time from full to new (9 days))
914
915 firstage lunar powers
916the appearance/cosmetics of their anima is unchanged, i'm just changing the function a bit
917 waxing (often depicted as gibbious) moon: The Waxing Moon's anima power cost five motes, and granted them extra dice, equal to their permanent Essence, to all Initiative rolls (such as Join Battle, Join Debate, Join War) and to rolls to detect unexpected attacks, for the remainder of the scene. This power was automatically activated whenever the Lunar's anima was fille by 11 or more Peripheral Essence.
918 full moon: unchanged (same as 2ndage full moon power)
919 half moon: <the exaltations of luna are unique in that their caste is not fixed from shard to shard, stabalizing only months, sometimes decades after finding the second breath in responce to the host's methods and needs. in this age of prosperity with the chaos of the wyld decidedly tamed, it is practically unheard of for a halfmoons to stabalize into anything but the fascination power> halfmoons get one of two possible powers depending on which half they favored (they do not switch between them, pick one or the other permanently). Additionally, the Half Moons(regardless of which half they chose to favor) were always considered priests of Luna. (when in this phase, the casteless is too.)
920-waning half:By spending 10 motes of Essence, the character takes on a beauty or handsomeness of otherworldly intensity, becoming unspeakably mysterious and intriguing to all but the most hardened stoics. Creatures with a Temperance less than the Half Moon’s Permanent Essence are unable to tear their gaze away from the Lunar, and the Exalt gains a +3 to her MDV against affected characters. Mortals must make a Temperance roll or be left unable to take any physical or social combat action against the Half Moon while in her presence. These effects came into play automatically once the Lunar spent 11 or more motes of Peripheral Essence.
921-waxing half:As his action, a Half Moon Exalt could channel 10 motes of Essence through his anima. For the remainder of the scene, or until he chose to let the effect dissipate, he gained additional lethal and bashing soak equal to his Essence against attack by all creatures of the Wyld. In addition, when his anima was active, he could also add his Essence to the minimum number of dice he rolled for any atacks against such creatures (meaning that, in most cases, he would roll a minimum number of dice equal to twice his Essence). These effects came into play automatically once the Lunar spent 11 or more motes of Peripheral Essence. For purposes of this anima effect, 'creatures of the Wyld' include Fair Folk, chimera, Fae-Blooded over essence 2, and beings with more then five points of Wyld mutations (each pox counted as 1 point, afflictions 2, blights 4, and abominations 6).
922 waning(often depected as crecent) moon: same as 2ndage changing moon power
923 no moon: <not all nomoons are sorcerers, but the ones who worked on the tattoos just so happened to be former members of the crossroads society. this is another of the controvercies surrounding the events and fuel to the speculation they intentionally stole the priesthood from halfmoons. it has been suggested that the gloryseeking sorcerers intentionally discarded their original anima effect in order to write the modern one tailor made for their chosen field (edit- there is for example perhaps a bit more to the fact that people often forgot which lunar helped discover necromancy beyond mere solar arrogance. (many a no-moon has privately bemoaned their banner's tendency to spring up during the more strenuous exhibitions, obscuring the true genius of their greatest works... although this is more an excuse for a lack of renoun used by prideful dabblers than actual fact. the truely great never had difficulty claiming their due.))>
924<strike>When in the presence of a corpse dead for no more than one lunar year: The No Moon can view the last sight of a dead creature, a single still image preserved in the eyes of the deceased, by spending one mote. Also, the No Moon may touch the cadaver and, for a mote cost equal to the target's permanent essence, absorb the corpse as a misc. action. Then, at a later time, that lunar can wrap herself in the illusion of that form, but only for a cumulative total of [Essence*10] minutes, extending this limit to indefinately provided the lunar did not kill the target or set the target up to be killed. (Only one corpse form can be 'stored' at a time, the new one overwriting the old if you absorb many.) At the 11+ mote level the Exalt may simply touch an appropriate corpse as a miscellaneous action in order to both absorb it and view it's last image at no mote cost.</strike>
925errata- to the nomoon power add "For ten motes, she may obscure herself from the knowledge of others; this acts similarly to the Night anima effect(increase the difficulty of all such rolls by half the no moon's Essence (round up), as long as this anima effect is active), but targets rolls involving recalling information about her and attempts to discern her thoughts or feelings, rather than to detect her presence, and upon being deactivated, produces an aura of forgetfulness(targeting all who saw the nomoon when her anima power was active) somewhat similar to that of the Adamant Caste(same rules, less through erasure of memories), only affecting solely the No Moon’s magical powers. Almost nobody(see adamant caste for info) will remember the exact details of Charms, sorcery, or even thaumaturgy that the Lunar uses over the scene, however(unlike the adamant power) they will still remember the broad type of magic used(they don't forget the lunar charms they saw were both lunar in origin(assuming they were able to recognize this in the first place) and charms, or that sorcery was used even if they can't recall the percise spell.) The No Moon's Solar(oid) mate is completely immune to both aspects of this power, as is Luna herself. edit- there is also a way for those familiar with the nomoon to resist it similar to immunizing yourself to a sidereal's broken mask with a series of arcane fate rolls" (i'll clean up the wording later)
926errata-to-errata- actually make that replace the nomoon's death thing rather than add to it
927
928<strike> infernal hero style
929because infernalmonster is mostly discount malfeas charms and created along primarally akuma themes(it makes a GREAT akuma herostye, but not such a good fit for gsp, especially as written and not counting all those expansion charms I added to stretch it's themes a bit): any gsp who favor martialarts can choose to learn solar herostyle as their native herostyle instead of infernal monsterstyle (this includes losing the ability to benefit from the enhanced keyword on ims and gaining the enhanced keyowrd on solarhero), although it's dyed green and mildly refluffed. called in setting "infernal hero style". those who learn it are sometimes looked on with mild suspicion.
930this choice is made the moment you first learn(learned in play) a charm in either style.(because at that moment you must choose whether to benefit from the herostyle trainingtimes or not) (or first use if you started with certain sh/ims charms: you have to decide whether to benefit from the enhanced keyword and what the solar hero style charm looks like cosmetically)
931errata- make that any gsp, not just the ones who favor martialarts.</strike>
932
933 Infernal hero style
934akuma get two herostyles simulteniously. they keep their native herostyle, but also gain access to infernal monster expansions.
935a gsp has only one herostyle, but they can choose between infernal monster and solarhero(refluffed into "infernal herostyle"(mostly this involves a coat of green paint and tweaked flavortext)
936
937 infrernal monster style
938certain expansion charms are learnable only by akuma(or even just by certian types of akuma), certain expansion charms are learnable only by gsp, and certain expansion charms are learnable only by demons(sometimes descriminating based on circle). (some charms have more than one of those tags, such as being learnable only by gsp and solar akuma)
939
940certain charms with the enhanced keyword work differently depending on what type of infernal is using it (akuma (possibly broken up by splat), gsp, demon(possibly different for 2cd or 3cd)
941
942 fairfolk weakness to iron
943fairfolk are just as "allergic" to malfean iron as the mundane iron of creation
944same goes for the black "iron" ore of the labrynth used in soulsteel (although it loses this property once processed into that foul magic material itself)
945
946moonsilver can be processed in such a way as to cause a similar reaction(treat the item as if made of iron for the sole purpose of triggering this allergy) although the extra effort is rarely spent to do so (most lunar smiths preferring to spend it on the "moonfaced" enhancement with which this is mutually exclusive)
947
948 dv
949to clarify the rules, behind the scenes this is a dicepool which gets streamlined into a static value to speed up the game. then you apply the modifiers(most of which take into account "technically this is altering a dicepool, heres us rounding it to the effect after that math gets done")
950
951also we're just going to assume the usual order of modifer rules apply to the static dv
952
953to be clear, dv is not an external penalty for the purpose of charms that mess with those. you cannot use a charm to lower external penalties to lower a target's dvs
954
955and since we're thinking of the dv as a rolled pool that's been streamlined into an average, that clarifies for us what p185 of the core is "supposed to" mean for us. (more or less treat caps on dv the same way you'd treat the caps on any other rolled pool, unless a specific effect says otherwise(such as the first excellency))
956
957(to clarify, i'm not changing anything with this houserule. just making it clearer how I'll handle disputes and weird fuzzyness/lack of clarity)
958
959 corebook weirdness
960i'm pretty sure they mean to treat static values and unrolled values as different things. pretty sure static is referring to the ones you devide by 2 (so dv is a static value, jumping distance or your rating for feats of strength are not)?
961
962 dv
963the book doesn't specify, but virtues work the same way stunts do when enhancing dv
964
965<strike> dv
966as a houserue you can opt to roll your dv instead (and because the various boosts and penalties already take the roll into account, we'll just apply them at the end same as we do to the static dv) at ny point a dv would be applied. ...although i encourage you to just use the static value most of the time because it's faster. (so if you're hoping for an especially lucky roll to save your ass on that parry go ahead and roll it. but if you roll low you're going to be hit even harder)
967errata- choosing to roll your dv will change the function of the first excellency which will just add dice to the rolled pool as normal</strike>
968
969 dv
970stunts and virtues add directly to the dv (like they do to static valuse. they're not rolled like the first excellency is when applied to a dv.) (so yes this makes them roughly twice as good on defense as offense, but i feel like this helps eaven out the ability to roll high on an attack while dv is stuck always using the average)
971
972 there is no wind and dv
973obviously this does not remove dv, only penalties, this is an example of why dv is not an external penalty
974
975 defense inaplicability charms
976the book says that under certain conditions a dv can be inaplicable, and that making it so sets dv to zero BEFORE bonuses and penalties are applied. I think we can easily infer from context that the bonuses and penalties to DV referred to by that statement are only those which do not benefit the innaplicable form of defense (such as also ignoring the defense of a weapon or a (nonperfect) parry-enhancing charm against an unblockable attack), but only those which apply regardless of the form of defense (certain highly potent charms might do this, but no printed ones that I know of - but cover works this way for example).
977(you can't spend 10m to max out your first dodge excellency and add 5dv when targeted by an undodgable attack. you can however apply a pre-existing nonshield cover bonus. (just because "cascade of cutting terror" blankets the area in projectiles such that they cannot be dodged(short of a perfect defense) does not mean they gain the ability to penetrate a brick wall to get at you. (now if you can't dodge you can't jump behind that wall either, but if you were already standing there...)))
978
979 lunar anima
980GENERIC LUNAR ANIMA EFFECTS: All castes of Lunar Exalted can channel Essence directly through their animas to produce magical effects. Every Lunar Exalted can use her caste’s anima power without special training. In addition, any Lunar Exalt can spend a single mote of Essence to:
981• Cause her Tell to become unmistakable and impossible to miss for a Tell.
982• Know the precise day of the lunar month, the phase of the moon and, so long as the moon is in the sky, the exact time for the rest of the scene.
983• Cause her anima to flare to any level of display up
984to the 11–15 mote level. This display lasts for a scene or until
985reflexively dismissed, after which the character’s anima dims
986to its actual level.
987 - Cause the caste mark to glitter and become visible from certain angles for a scene as if she had spent 1-3 motes of peripheral essence)Make a (Perception + Awareness) roll at standard difficulty for anyone seeing the Exalted to notice her caste mark and/or Tell(always seperate rolls, and when activated like this the lunar need not make both show anyway)
988- Cause her Tell to become mildly prominent for a scene as if she had spent 1-3 motes of peripheral essence). Make a (Perception + Awareness) roll at standard difficulty for anyone seeing the Exalted to notice her caste mark and/or Tell(always seperate rolls, and when activated like this the lunar need not make both show anyway)
989 - Cause her caste mark and/or tattoos or her aura alone to glow brightly for a scene (as if the character has spent four to seven motes of Peripheral Essence).
990 - Cause her anima to glow brightly enough to read by for a scene (as if the character has spent eight to 10 motes of Peripheral Essence).(castemark tell and tattoos not included)
991 - Cause her anima to flare at bonfire level for a scene (as if the character has spent 11-15 motes of Peripheral Essence). On a clear night the character's general location is visible for miles. The brilliant, steady light lluminates the surroundings out to a spearcast’s distance as if in moonlight, and is sufficient to read by within a dozen yards. (castemark and tell not included)
992 - Cause her anima to flare iconic for an action before receding to bonfire for a scene (as if the character has spent 16+ motes of Peripheral Essence). (castemark and tell not included)
993 - Prematurely end or override the above artificial anima effects before the scene ends(this has no effect on actual anima flares generated by actually spending that amount of peripheral motes, only for these 1 mote versions, (and to clarify, these cosmetic flares have no mechanical effects(they don't activate anima powers for example, and any charms that would interact with or require certain anima levels ignore these cosmetic flairings) <strike>but to external observers they're indistinguishable from the real thing)</strike>)
994-Errata:
995 -the castemark tell and tattoos do not light up when artificially flaring to burning, bonfire, or iconic.(allowing a perceptive and knowledgeable observer the chance to realize it's not a real flare)
996 -the lunar cannot flare to <strike>burning</strike>, bonfire, or iconic when not in a true form and shifting out of a true form will knock this artificial anima down to glowing.
997 -obviously these cosmetic banners do not count for activating anima powers or cause formlock.
998
999Additional inherent powers and effects universal to the Lunar exalted regardless of cast include:
1000• Limitbreaks set off by exposure to moon light never add to a casteless's permanent limit even when within the Wyld.
1001• Upon exposure to the light of the full moon(the first time that night, when a lunar gains limit from moonlight), a Lunar may, in place of rolling her virtue for limit gain, choose to prematurely and immediately enter Limitbreak(rather than wait for it to hit 10 and go off naturally.) (This ability conveys no special awareness of the limit track or knowledge of either limitbreak or the great curse to the character.) The Limitbreak lasts the full duration and functions exactly as normal(uncontrolled vs partial, willpower is gained if uncontrolled) save that the Lunar comes out of it with half the points of temporary limit(rounded down) that she had when she went in.(this obviously has no effect on permanent limit)
1002Finally, limitbreaks set off in this way still don't add to a casteless's permanent limit even when triggered within the Wyld.
1003
1004• Similar to those of other Exalted, the anima banners of Lunar Exalted form temporary halos when excited by Peripheral Essence. When a Lunar anima flares, it doesn’t just give away her identity through the brilliant display of Essence. The anima banner strips away the Lunar’s disguises and displays her Tell. When the anima banner reaches the <strike>8 to 10</strike> <edit>11-15</edit> mote level (or higher), the Lunar is forced into one of her true forms. Lunars whose anima banners lock them into their true forms may still shift between these true shapes as normal. A Lunar locked into her true forms can still use Knacks and Charms that allow limited shapeshifting, such as growing armor, claws or tentacles, as well as any Knacks that explicitly provide an additional true form.
1005-errata- formlock is now reserved for the 11+ level /errata
1006• At the 11+ level, objects that come into prolonged contact with the Lunar's aura may be left damp and warped, as if they had been exposed to the night air and elements for many days.
1007
1008• at 4-7 The character’s caste mark and tattoos burn and shine through anything placed over them. <strike>The character’s Tell becomes impossible to miss, and her nature is on display.</strike> The character is not yet locked into her true shapes, but Charms and Knacks that suppress her Tell or tattoos fail. Stealth Charms and other magics that mute impressions also fail. A character may use the Stealth Ability to hide in natural cover, but such attempts are at +2 difficulty.
1009-errata- the 4-7 does not apply a -2 to stealth, instead it's -1
1010-errata- the 4-7 level does not draw attention to your tell, that comes later
1011• at 8-10 stealth is impossible
1012The character’s Tell becomes impossible to miss, and her nature is on display.
1013-errata- actually lets move the tell thing to 16+(all the time, not just when iconic)
1014instead lets say the tell simply loses it's supernatural "notice me not" effect here.
1015• at 11+ The character is visible for miles. The brilliant, steady light illuminates the surroundings out to a distance of 100 yards as if in moonlight, and is sufficient to read by within a dozen yards.
1016• at 16+ your anima flares bright enough to read by to 100 yards and a representation of your totem appears in your anima. This iconic anima display at 16+ recedes back to the 11+ level when the Exalt's DV next refreshes. It occurs automatically the first time in a scene that the Exalt spends Essence at this level, but for the remainder of the scene, the totem will reappear only when the Exalt's player deems it dramatically appropriate.
1017-errata- if you want, your lunar's totemic representation can stay visible in your aura this whole time, but the anima's brightness still returns to the 11+ level once your dv refreshes after the initial flare. in fact, lets make that the default for lunars unless the player wants hers to be otherwise.
1018-errata- ar 16+ The character’s Tell becomes impossible to miss, and her nature is on display.
1019
1020 Perfected Lotus Mastery
1021the sidereal verison of this tma discounting charm also discounts cma by 2xp (so now favored is 8xp and unfavored 10. the same costs solars learn them for)
1022
1023 abyssal anima
1024a more detailed/interesting version of the anima display copy/pasted from 1e:
1025"The anima banners of the Abyssal don’t just give away the Abyssal’s identity through the incandescent display of Essence. When his anima banner is fully ablaze, the Abyssal is a figure of incredible dread. The deathknights’ animas are the cold touch of Oblivion unleashed upon Creation, and all living creatures who see them instinctively know that they bring only death in their wake.
1026
10271-3
1028The character’s Caste Mark becomes prominent, appearing as a black brand or bloody carving upon her forehead. Anyone seeing the Exalt may make a Perception+ Awareness roll at standard difficulty (1) to notice the Caste Mark.
1029The Abyssal can use the Stealth Ability normally and may still hide behind Stealth Charms and other concealing magic without fear of detection.
1030This effect can persist for as long as an hour after the character has ceased to burn Essence.
1031
10324-7
1033The character’s Caste Mark splits open and begins to bleed. The blood will soak through anything placed over it. (even things blood has no business soaking through) It is impossible to mistake the character for anything but what she is. Stealth Charms and other such magic, including the Day Caste’s ability to mute sensory impressions, fail. A character may use the Stealth Ability to hide in natural cover, but all such attempts incur a +2 difficulty.
1034
10358-10
1036The character is surrounded by a dark oppressive aura that is also bright enough to read by, and his Caste Mark is a heavily bleeding (purely cosmetic) wound on his forehead (somehow this blood never gets in your eyes), in addition, this mark shows as a blot of greasy unclean shadow through any sort of cover, rendering stealth impossible.
1037
103811-15
1039The character is engulfed in a chilling 'bonfire' of Essence, which radiates from her feet to at least a foot above the character’s head.
1040Objects that come in contact with the aura may be left cold and decayed, as if they had been left to rot for days or even months. Food spoils, water becomes stagnant.
1041The character is visible for miles. The light is bright and steady enough to read by out to a spearcast’s distance. The character’s Caste Mark bleeds and burns with a baleful radiance in blue, white, black or red.
1042
104316+
1044The character is surmounted or surrounded by a coldly glowing image totemic to his person — a Moonshadow diplomat might be surrounded by a great spider made of ice, a Midnight Caste necromancer by a giant glowing skull or a seemingly endless void, and so on. This effect fades during any turn the character does not spend Essence, but leaps back into existence if the character again burns Peripheral Essence.
1045Blood (cosmetically) pours from the edges of the character’s Caste Mark, while the Mark itself appears as a portal to the ultimate Void during these turns and may cause derangements in normal mortals who look into it(see text as modified by the official errata for details(for example, in 2e it appears to be the aura that causes the derangement not the castemark, which makes colateral damage signifigantly higher))
1046
1047
1048 infernal anima
1049Additional anima power:
1050By spending one mote, the Warlock can shield from decay any items he carries that would normally not survive Malfeas, such as steel. This effect lasts as long as he carries such items next to his flesh, though unless the mote is committed the item is unmade as normal as soon as this is no longer the case.
1051(he becomes reflexively aware of any items he carries that would be destroyed the instant before he begins the journey into cecelene)
1052errata- to clarify, that's a screwy roundabout way of saying the essence has to be committed (i cut and pasted a portion of the demonblood heratage, and then made it cheaper for gsp to pad out their anima power a bit)
1053errata- bump up the cost of protecting steel (or whatever) not carried against his flesh to a committment of either 3m or 1wp (player's choice)
1054
1055 infernal minor anima power: tracking gates to cecelene
1056-this sense lasts for the scene before needing to be refreshed.
1057-this also gives a rough sense of distance.
1058-spending additional motes lets you switch to tracking the next closest instead (or the next closest after that).
1059and when the scene ends you can reflexively spend another mote to continue tracking that same portal.
1060(so for example spending three motes will point you at the third closest portal to hell from where you first activated this power(and it stays focused on that portal for the scene, even once it becomes the closest))
1061
1062 sidereal minor anima power:
1063when sensing the current time for 1m: Sidereals always sense the exact time and calendar date (day/month/year/age).
1064They also have an easy time picking out their caste and favored constellations in the night sky.
1065(this time sense works to any arbitrarally high level of detail the sidereal needs it to. forget nanoseconds, they know the heartbeat of the least god in charge of counting time. whatever granularity of timing your game requires, sids get access to)
1066
1067when attuning their anima to the ripples cast by dorways between worlds: they can also sense shadowlands within this range clearly enough to map the exact border(of the portion within their range).
1068the range at which they can sense gateways to heaven is expanded to [essence x 100] yards
1069(so to recap, for 1m sidereals can sense (and differentiate between)(all of these at once not 1m each):
1070-gates to yu-shan (but not their location, only that they are present) within [essence x 100] yards.-gates to malfeas (but not their location, only that they are present) within [essence x 100] feet.
1071-the exact borders of shadowlands within [essence x 100] feet.
1072-all at once(this isn't a choice of one of the three for 1m) and can easily recognize the difference.)
1073
1074spending 1m to make her castemark obvious allows the Sidereal to behave as if she had light sufficient to read by out to arm's length, even though this doesn't shed much actual illumination(actual light that other people can see is comperable to a solar revealing her castemark as if at 4-7).
1075
1076also, sidereals can almost instantly point to their caste and favored constellations in the night sky(doesn't even require them to spend essence. if they can see the sky of creation and the constellations are still in it, they can find them(even if the sky they see is just a solid wall of cloud and light pollution or whatever)).
1077
1078
1079 sidereal anima
1080at 16+ the sidereal's banner is bright enough to read by out to [her essence x 10] yards
1081at 8-10 when it says the sidereal gains 3 paradox if wearing a resplendant destiny it means he gains 2(which with the addition of the 1 paradox gained at 4-7 makes three)
1082
1083 lunar lore
1084luna suspects something is wrong, which is why the goddess of madness gives you limit on the full moon. any limitbreak triggered by this limit does not cause caseteless to gain a point of permanent limit
1085
1086 underworld jade
1087abyssals now resonate with underworld jade in addition to soulsteel
1088errata- make that a partial resonance to underworld jade, better to keep soulsteel as their primary. (see my (probably overcomplicated) entry on akuma and magic materials)
1089
1090 underworld jade
1091dragonbloods are still considered resonant to this stuff(just keep in mind it evaporates in sunlight)
1092errata- make that partially resonant for most dragonbloods, full resonant with "dragons of a different color"(yes jeff, i know yoou hate the term and that it's not their official name, but iirc they never got one and that was the title of the sidebar they were first mentioned in)
1093
1094 lunar minor anima effect
1095add this to their timesense power: they always know exactly where the moon is when it's in the sky, and the current day of the lunar month(what phase it will be tonight, how many days away a certain moon phase is, etc)
1096
1097 solar minor anima effect
1098add this to their timesense power: they can always point at the sun without looking if it's in the sky
1099(clever solars can use this as a jurryrigged compass)
1100
1101 minor anima effect: timesense
1102dragonbloods: (I'm adding this, they need it, and it's better than the "elemental pole compass" thing, that'd be easily tacked on to some survival charm as an alternate activation for 1m instead) for the cost of 1m, any number of dragonbloods can "synchronize watches", gaining a subjective time sense every bit as accurate as the sidereals. each dragonblood can be syncronized to only one subjective time at a time, attempting to join another drops you out of the other. (in lookshy this is typically used by striketeams to coordinate complex strategies between multiple sworn brotherhoods.) (in the realm the empress has long since commondeered this as part of the infrastructure and ordered it synced up to both the day/night cycle and their official calander. everybody has to be joined into the same timesense group (children who exalt are brought in by their parents, adopted losteggs by their legion commanders or immaculate teacher) so it's basically just the sidereal version for them. although individual wyldhunt teams often break away to sync themselves to non-realm members and rejoin the standard upon their return "to civilized country") (various teams of losteggs and independant dragonblood families in the threshold use it for small scale coordination)
1103if working with a celestial exalt the dragonbloods can syncronize into their timesense.
1104once pinged this timesense stays active for the scene, you don't have to keep spending 1m every so often to check.
1105
1106sidereal: the sidereal timesense is as arbatrarally detailed as you need it to be. it can tell the time down to the space between heartbeats of the leastgod in charge of marking time, and as macroscale as the current age. the sidereal knows this exact date(time, day, week, month, year, epoch, age) in both his native calendar(or whichever he considers most intuitive, most sidereals quickly find themselves getting the current time *only* in the calendar used by yushan) and the official calendar of yushan (if they're somehow different. iirc they aren't currently)
1107errata- sidereals can also get that info in the domanent calendar of the current region he is in.
1108errata- to clarify, the sid only gets as much info as he asks for (if he only wants the time of day to the minute he only gets the time of day to the minute. if he only wants the day of the week in the realm's calendar that's all he gets. if he wants everything between the heartbeat of the least god and the current age in all three calanders he gets all that for 1m too. and he gets it all instantly, it isn't read to him he just instantly knows.(as a consequence late or misdated paperwork is fairly unforgivable)
1109once pinged this timesense stays active for the scene, you don't have to keep spending 1m every so often to check.
1110finally, when working closely with another kind of celestial exalt (this applies to abyssals and infernals as well, even though they don't normally have a time sense at all), the sidereal can give them access to his own splat's superior timesense instead of their native version(to maintain this gift the sidereal is either required to be within [sid's essence x 10] yards of the subject every day, or to make skin contact once a month. it can also be withdrawn prematurely by an act of will on the sidereal's part). (additionally, the dragonbloods can patch in on their own, see the previous entry)
1111errata- sids can also share their timesense to alchemicals.
1112
1113solars: works as written (accurate down to the second, as if you were wearing a fairly mundane watch) during the day and for all of callibration, but fuzzy at night(ie they get "it's about 10" for anywhere from i donno, 9:40 to 10:39 give or take 10 minutes).
1114also they get a "buzz" when their time of day peaks even without spending motes (ie the zenith knows when it's noon, twilights feel exactly when sunset begins, nights automtically sense the stroke of midnight(and even though the rest of their timesense is fuzzy at night this is 100% accurate), etc), this buzz "feels like the caste". (ie at the peak of noon the zenith feels "just a bit more 'zenith'" in some vague undefined way. it's fairly easily overlooked if you're not listening for it.) and for a committed mote they get these minor jolts at each caste's time not just their own (when used this way each caste's time has the appropriate 'flavor').
1115once pinged this timesense stays active for the scene, you don't have to keep spending 1m every so often to check.
1116if in general proximity (within range of either of their perception charms is close enough (or all the time with the "soulspanning relay" charm)) to their lunar mate the solar's timesense works at full accuracy (again, this is "i own a watch" accuracy, not 'arbatrarally perciese' sidereal accuracy) at all times of the day or night.
1117errata- the buzz(extremely minor essence high?) isn't just an instant like a clock chiming the hour, it's a feeling that rises and falls throughout their entire section of the day (zenith feels a jolt at noon but experiences a subtle buildup starting at the moment the "dawn" period ends and a comparable ebbing that ends when "twilight" begins, so the night still knows when it's exactly the stroke of midnight but he also just generally feels 'night-ier' to some degree the entire time the sun isn't in the sky. (this helps us for twilight, otherwise we'd be asking ourself if their exaltation goes 'ding' when the colors start to change or the sun touches the horizon or the instant it slips entirely benieth it. though for the record it's when the edge of the sun first touchest the western horizon))
1118
1119lunars: works as written (accurate down to the second, as if you were wearing a fairly mundane watch) while the moon is in the sky(the new moon counts) and for all of callibration, but fuzzy when it's not(ie they get "it's about 10" for anywhere from i donno, 9:40 to 10:39 give or take 10 minutes).
1120if working with their lunar mate(unlike the solar's end distance doesn't matter; instead so long as she either operates under his direct orders, to further her best idea of what his goals are, or in what she considers his own good/best interest the enhanced timesense applies; and if her intentions are in some way adversarial it won't even if she is on top of him) the lunar's timesense works at full accuracy (again, for lunars this is "i own a watch" accuracy, not 'arbatrarally perciese' sidereal accuracy) at all times of the day or night.
1121errata- while the solar gets their timesense like looking at a watch, lunars get theirs as a mix of "natural language"(rather than own a watch yourself, you basically asked somebody with a watcha nd were told "it's quarter to four", "it's halfpast five", "it's ten of eight". there might be a small bit of rounding there, but it's still fairly accurate) and access to a perfectly calibrated eggtimer (or maybe a clock with only the second hand) for those times when the exact seconds matters. (tldr the solar's clock is ever so slightly better)
1122
1123abyssals: to clarify they don't get a timesense. their '6th sense' death perception replaced it. (also time is irrelevent to the stasis of death or something, the underworld doesn't naturally have it, there it's artificially imposed by the calander of setesh based in stigia)
1124(also their minor power is already cool, and i just gave them the ability to carry gravegoods in sunlight and resonate with underworld jade in exchange for making underworld jade less real)
1125
1126infernals: these guys didn't get it either
1127<strike>errata- i'mma give it to them though, that "find the nearest gate" is a bit weak. on the other hand they do get those special privelages in hell so... </strike>
1128errata- however infernals can buy the timesense as a charm(solar's timesense as written, ignoring my flavor tweaks here), a minor sideeffect from their version of "shedding infinate radiance"
1129
1130alchemicals: oddly enough they don't get this. although I'd be surprised if a watch and compass aren't both included as minor perks in some alchemical charm or other.
1131
1132
1133 akuma and resonance with magical materials
1134akuma resonate fully with their own magical material once it's been vitriol-tainted. they resonate partially with their untainted material, as well as any other vitriol-tainted magical material.
1135rules for partial resonance: you know that bit where you have to both commit double motes and pass a skillcheck to harmonize with the wrong material and get it's mm bonus? with a partially resonant material you only have to do one of those things.
1136(note that this is for akuma only. gsp still resonate fully with all vitriol taitned materials and are fully non-resonant with any nontainted material. I'm not changing anything there. gsp don't give a fuck if it's oricalcum or not, vitriol is their native resonant material.)
1137
1138 new minor anima powers
1139both lunars and dragonbloods can sense the nearest elemental pole (not where it is, but it's identity). this is free for dragonbloods and costs 1m for lunars.
1140
1141for 1m lunars can always point straight to the nearest edge of the wyld (not including wyld pockets, but the nearest edge of creation) and get a vague sense of the distance (near, far, very far) (treat this just like the infernal's sense of portals to cecelene)(works equally well for finding the nearest exit from creation, finding their way deeper into the wyld, or findng their way back to creation(this power's directions can get a little abstract, but only because moving through the wyld can too))
1142
1143 general anima effects for all db
1144for [x] motes fed directly into his anima banner the dragonblood can stoke his anima flux as if he had spent [x*2] peripheral motes
1145
1146for 1m the dragonblood can emphesize his aspect markings
1147
1148for 1m the dragonblood can create the kind of minor elemental effect generated by peripheral essence use
1149(errata- this can be the same mote as the one to emphesize aspect markings if you wish)
1150
1151 new minor anima power
1152for some ammount (generally between 1 and 5(could be more for major effects, or possibly add 1wp)) of motes a dragonblood can use his innate nature to manipulate his element in various minor ways. (treat this as comparable in power and versitality to the d&d spell "prestidigitation", and remember it can only do effects that invoke your own element) (examples include: fire aspects can light a campfire with a snap of their fingers in place of flint and steel, light or snuff a candle with a glance, reshape smoke, reheat a cup of tea, burn a message in his hands, increase his own bodytemperature to resist cold (well short of a survival charm's effects, at most comparable to a light jacket) or fake a feaver, or set his hair on fire without damaging it in order to clearly illuminate everything within a 10 yard radius(comparable to a torch) (or if he's showing off, conjure a floating ball of fueless smokeless flame to the same effect). earth aspects might get a general idea of the type of stone they're walking on and it's structural integrity(like that d&d dwarf racial trait), cause a minor tremor, firm mud into packed earth under his feet(priced to be less mote-efficent than an athletics charm to ignore that penalty), shift a shovelful of dirt within essence feet, or eyeball a gemstone to masterfully appraise it's quality. water aspects can conjur a glass of pure water, stir a cauldron without touching it, bend raindrops away comparable to an umbrella, or instantly dry himself. air aspects could freeze a glass of water or conjure a minor breeze(whether to cool off, dissipate gas/smoke, or to move fairly light objects(such as scattering a stack of papers to disguise that you've slipped a new sheet into the pile)). wood might influence a bonzi to grow as he wishes or coax a flower to bloom, release spores that cause somebody hayfeaver, or fudge a simple survival check to identify a mundane plant/get a general idea of it's most obvious properties(especially toxicity)(no wood aspect should ever mistake the white dragon bush for the white jade))
1153(there is likely some overlap with minor thaumaturgy and the storyteller might consider giving you such rituals for free as instinctive knowledge, help standardize this a bit)
1154errata- however, for the purpose of contributing to their anima banner, motes spent on generating these sort of effects always count as peripheral. so watch out for that.
1155
1156 dragonbloods and the castemark level of peripheral essence
1157the 1-3 and 4-7 tiers of Peripheral Essence use, by RAW, is only indicated by the lighting of the caste mark. Dragon-Blooded lack a caste mark, so by RAW, at 1-7 motes of Peripheral Essence use, they get no outward effects at all, not even stealth decrease. At 8+ motes they suddenly get their anima flare up, lighting up the surroundings, and creating the anima flux. However, this is an obvious copy/paste error (but I didn't like 1e's version of the 1-7 level (their skin glowed in their jade's hue)) so i'll be writing my own version to fill this blank.
1158 the 1-7 anima level for dragonbloods is vague and somewhat illdefined. generally there is some degree of minor elemental leakage from this. it might be minor fluff like a decrease/increase in temperature, changes in airflow or buildup of static, increase in humidity, a plant-like scent in the air, etc. now realistically some of these are much more difficult to notice than others, especially in varying circumstances...but we wouldn't want that to get in the way of "coolness", so lets standardize it by saying that noticing this would typically be a diff 2 perception check(and lets just overlook the how and why of that. it doesn't matter that a seabreeze should be easily msised at the docks, that's what my dragonblood tends to generate as his castemark. just as doesn't matter that somehow people manage to overlook a flaring of all the room's torches when the fireaspect speaks or the sudden drop in temperature as the air pops an integrity charm).
1159These effects generally become stronger the more peripheral essence has been spent, but not always.(if it's dramatic for thunder to crack on your very first peripheral mote spent that could happen, similarly if it suits the story to have a barely noticable scent of perfume as the only indication a wood aspect has just droped 7 peripheral motes on social combat that too can happen).
1160 (Note that most dragonbloods of high essence or breeding can also cause similar effects in times of strong emotion (taking a form suitable to the situation/feelings that caused this slip of control) without spending a single mote(let alone a peripheral one), which muddies the waters somewhat. Especially as certain dragonbloods of high essence(and therefore high age) and strong breeding seem to produce comparable effects all the time.)
1161
1162 linguitics lore
1163dofta is wrong, low realm is still a bastardized high realm (which itself may or may not be some kind of bastardization of old realm, but i'm leaning towards mixing the old and dotfa lore and just saying high realm uses a simplification of the oldrealm characters), not some entirely seperate artificially created language that was stupid. (especially since the blessed isle didn't need two languages to stabalize it against the wyld. i could maybe buy "one of the two languages(or maybe both) ")
1164
1165 sma and nonsidereals
1166-under no circumstances can a nonsidereal teach sma charms to another nonsidereal. (although sidereals can learn sma from nonsidereals who know a style)
1167-similar to a dragonblood learning cma, once a nonsidereal starts learning one style he can't learn charms in any other sma until you've mastered it. once he has learned all charms in that style he is free to start another, but the same restrictions will apply.
1168additionally, he should focus all martialarts learning on that, avoiding any new cma charms until the sidereal style is completed. he can do it, but doing so makes hisr study of the sidereal art that much more difficult, as allowing even a single Martial Arts Charm to interrupt her study of the Sidereal style adds one point to the experience cost of all remaining Charms in the Sidereal style. On top of that, each additional Martial Arts Charm that she learns outside of that SMA style adds one experience point to the cost of the next Sidereal Charm she tries to acquire. (errata- tma charms are fine, those are far enough from sma not to interfere)
1169-When a non-Sidereal martial artist activates a Sidereal style’s form Charm, he must perfectly channel his Essence through the carefully memorized katas that he learned when mastering the style. This requires him to succeed at a (Dexterity + Martial Arts) roll. Failure indicates that the Exalt faltered in the form’s execution, in which case he wasted his action, but did not spend the essence on the form charm (any essence spent on excellencies to enhance that roll is still spent though).
1170-any nonsid exalts learning sma treat it's charm's essence prereqs as 1 higher.(errata- with the exception of e10 charms)
1171-solars can only start learning sma if they favor martialarts or have unlocked adamant sorcery
1172-abyssals can no longer learn sma, not unless they first become something else. (if anything that line in infernals about why gsp can't learn sma should be applied to the abyssals. who's more out of tune with creation? agents of it's creators or the guys who belong to oblivion?)
1173-deathlords obviously do not and cannot have sma...techniacally... but at least a couple had memories of sma they had some succes using to make comparable "unique panoply" charms(a mix of ghost charms and neverborn-granted power, same way they emulated all those solar charms they used to have) for themselves. (abyssals can never learn these (at least not without somehow replacing a deathlord, which requires dying, and most likely also involves having the neverborn rip their power from a disgraced deathlord and give to their ghost instead ala rotse))
1174-lunars can technically learn sma, but with more difficulty than a solar. first they need to complete a similar 'meditation" thaumaturgy procedure to what dragonbloods do for cma(just use the same one but refluff slightly) to stretch themselves or they'll explode. as you might have guessed, this is more of a problem than it sounds like, the meditation is not widely available, or in fact, available at all as no lunars know it and all records complete enough to learn from were destroyed long ago (and the dragonblooded version of couse cannot be substituted). this special meditation is a closely guarded secret held only by certain elder sidereals. (karchack knows it for example, but no living lunars do; leviathan while he knows it existed never learned it himself, and desus disuaded lillith from trying. this is why the lunar book more or less says 'there are rumors that sma used to be open to lunars but that the young exalts dismiss this as propaganda/grumblings by the elders', (the reason the sids book says they try not to think too hard about similar rumors in the context of the knowledge that db akuma can get far better access to cma than is normally possible is just sidereal counterpropaganda to try and keep sma from the lunar insurgents)))(this meditation was once created by the sidereals to share their sma with lunars, and nobody but a sidereal with mastery of at least 3 full sma styles could ever hope to recreate it from first principles. (it certainly isn't possible for a lunar to do so as it relies on a perspective and understanding she simply coud not have until after she completed it and was initiated into sma and even then she could no more create a procedure pass this on than she could teach sma, and a solar could no more 'whip something up' than invent a new sma charm(and such enlightenment is closer in difficulty to the creation of a whole style)))(due to their abnormally high incidence of the savant and throwback merits (the result of a number of shards straight from teh prison having bypassed lyteck's cleaning), technically it may be possible for a newly returned solar(oid) to remember helping their mate through the steps or even studying the medatitive kata for intellectual reasons and so reconstruct the meditation (a taxing but no longer impossible task to one who knows all or most of the steps), but this is gamechanging character-defining knowledge that should not be applied lightly)
1175-(if gsp ever got houseruled access they too would need the lunar's sma meditation. not because they're out of sync with creation like their book tried to say, but because it's hard for them to shape their essence like this since their use of primordial charms means they're so "real" their essence only wants to be "me" shaped)
1176-even if they knew it, before lunars can begin the sma meditation they must know 3 complete cma styles (not including their own hero style).
1177-(if a dragonblood somehow learns even one sma charm, he automatically gains the charm "swallowing the lotus root" for free. however, any xp refunded from this retroactive tma discount can be spent only on learning additional terrestrial martialarts charms/styles(or if there are literally none left to learn and you don't feel up to homebrewing your own as your character's contribution to the terrestrial martialrts world, on raising his essence rating. or if he doesn't qualify for that, on increasing his martialarts rating. or if he doesn't qualify for that, on raising his lore rating. or if he doesn't qualify for that, on thaumaturgy xor native dragonblood charms))
1178
1179 gsp material resonance
1180gsp are dissonant with pure oricalcum and pure soulsteel. (soulsteel because it's deathliness is antithetic to what infernals are and oricalcum because it resonates painfully with the solar shard gsp use as a battery.)
1181(to clarify, nothing else has changed. gsp're still fully resonant with everything once made vitriolic, and they're still neutral(treat as the wrong material) to everything but pure oricalcum and pure soulsteel(those two metals being the only things i changed)('no changes' includes gsp being neutral to composits and alloys that contain oricalcum and/or soulsteel. (it's only when theres enough of the stuff to give it's magic material bonus that it becomes an issue)))
1182 and now I have to tell you what that means. new term:dissonant
1183at it's base dissonant is the same thing as non-resonant, but on top of that you either double the attunement cost or double the difficulty of the roll to harmonize. (so all in all an actively dissonant material either costs [double attunement and a diff 6 wits+lore roll] or [4x attunement and a diff three wits+lore roll]) if you want the magic material bonus. worse, if you don't want the bonus you still have to either commit double motes or succeed a dif3 roll just to attune at all.
1184
1185<strike> hellforged relic material resonance
1186non-gsp non-akuma exalts are "actively dissonant" with artifacts made out of yozi parts(the line can blur here. it depends on how much it draws on them and how "recognizable" they are(shards from swlihn's 3 broken spheres count, malfean brass generally not)) or which contain living demonic essence(chalcanth as an ingredient, sapent artifacts, etc) unless that specific item was specifically made not to be(well i say specifically designed, but a surprisingly large number of atavistic artifacts sponteniously develop this trait too. "it's like they want to be picked up and used with as few barriers as possible")). these items lack a magic material bonus anyway, so this isn't all that bad. it just means that in order to attune they must either pass a diff3 wits+lore roll(which should be cake with excellency use) or commit double motes.
1187</strike>
1188
1189 twilight(oid) anima
1190add "With a successful (Wits + Craft) roll at difficulty ([Manse or Artifact rating] x 2) the Twilight can attune to any artifact/manse she herself has created or heavily modified/repaired(at least one artifact dot's worth of work went into fixing it up/customizing it) in 20 ticks instead of the usual 20 minutes or so."
1191<strike>errata- and this attunement can be flurried with other actions</strike>
1192errata- and remove the extra attunement motes I added to the twilight anima previously. this replaces that
1193errata- reduce this to 5 ticks and remove the flurry bit
1194errata- make that 20 ticks "quiet" or 5 ticks with your anima flared
1195errata- manse attunement is 20 ticks either way, only artifacts can go as fast as 5
1196
1197 familiar
1198for an extra dot(ie a 3dot familiar with this addon costs 4 dots)(6 is explicitly allowed just to apply this to a 5 dot familiar) The Exalt can prevent his Familiar's death by instantly and reflexively paying either a single agg healthlevel or it's dot rating out of the exalt's lethal health levels or twice that number of personal motes, allowing it to ignore the killing blow as if perfectly dodged(how did you miss?) or perfectly soaked(example: catch a sparrow and break it's neck, master takes a power hit and the sparrow shakes it off). player's choice.(storyteller should note if the attack had any effects that might influence this choice as it's generally meant to be wichever option is more benefitial or flavorful)), the exalt is always instantly aware if his familiar is 'killed' (and using this trait to prevent it's death doesn't count as an action in any way.)
1199
1200 sma and solars, lunars
1201solars do need to do a meditation thing for sma, they just use the exact same one dbs do for cma (and skip all the optional bits) so it's fairly easy to get ahold of and takes about a decade
1202the lunar version takes about a century of daily forms/stretches/meditation (and like i said before, it's super top secret, so you'd pretty much have to eat some guy's brain)
1203
1204 gsp anima banner
1205a minor and currently unknown sideefect of that same 16+ "outpouring of primordial power" that calls all unbound demons to the area and gives children nightmares, is that it also totally blots out(blocks, overrides) the mortal harming effects of the 16+ abyssal anima.(the effect is totally blotted out if the banners overlap by at least 50%, or only from certain angles that see the abyssal banner through the infernal one if they don't)
1206
1207 favored abilities
1208you don't need any dots in your favored abilities at chargen
1209
1210 resistance to wyld mutation
1211p284 in core says that there is a willpower+essence roll to resist wyld mutation. it says various exalt types get a bonus on this roll. I'm tweaking the numbers as follows:
1212solars get 1 bonus die
1213dragonbloods and sidereals get 2 bonus dice
1214abyssals, gsp, and (untattooed)lunars get 3 bonus dice
1215
1216gods get 2 bonus dice
1217elementals get one automatic success in the direction of their pole out to as far as the the middlemarches, or one bonus die anywhere else (earth elementals get an automatic success in any direction but still only out to the the middle marches)
1218godbloods(generic) and mortal akuma get 1 bonus die, but only if they have essence 3+
1219ghosts and beastmen get 1 bonus die
1220
1221wyld mutants with essence 3+ get one bonus die (doesn't stack with being any other kind of supernatural being)
1222
1223due to the bond, familiars get the same bonus as their master (unless the familiar's is somehow higher. errata- in which case the master has the same roll as the familiar)
1224
1225 familiar
1226familiars are covered by any personal shaping defense the master uses
1227
1228familiars are perfectly immune to survival charms that would turn them against their master or attmept to steal their loyalty.
1229familiars are perfectly immune to unnatural mental influence that would turn them against their master or attmept to steal their loyalty.
1230familiars are perfectly immune to any charm-backed "natural" mental influence (this includes excellency use) that would turn them against their master or attmept to steal their loyalty.
1231familiars are perfectly immune to being summoned with thaumaturgy (errata- if somebody tries to summon your familiar with thaumaturgy then you instantly magically know of it, know whether it's a targeted or general call, and can decide whether to allow it. if you decide not to allow it then your familiar is perfectly immune(this does not reveal the caster's identity))
1232
1233 familiar
1234a familiar will not die of natural causes (oldage) so long as it's master lives and will not be more inconvienenced by it's age than it's master. (this does not shorten the familiar's lifespan or prematurely age it, only extend the lifespan of shorterlived animals) (ie a dog familiar to a 50yearold heroic-mortal could still be his familiar from childhood, and though it's muzzle has been gray for the last 30 years it's still as spry as a 50 yearold human in good shape can be, not a geriactric dog barely clinging to life. if that same dog was the familiar of a dragonblood it'd be in the peak of health even after 80 years regardless of it's cosmetic aging(mortal familiars cosmetically age along their normal timescale but enjoy supernatural good health and longevity, but the familiars of exalted can be fluffed however the player wants), while a celestial's pet could stay in it's prime for thousands of years), however, this does not protect it from crippling injuries or death, only age and natural mundane sickness.(so not even disease-based attacks(and not from shaping attacks that cause it to age artificially))
1235
1236(those are the rules for mortals and exalts at least. a spirit's familiar, however, becomes like a part of it's panoply. Although the specific rules used for one spirit to the next can vary wildly, the following is the general shape of things in the majority of cases: the animal generally does not age at all (or if taken young not beyond it's prime), it cannot be permanently crippled(although such injuries could potentially persist for centuries), and if slain can be brought back to life about as easily as a third circle demon can resurrect one of it's second circle souls.)
1237
1238 Sorcerer’s Burning Chakra
1239permanently alters the function of All-Encompassing Sorcerer's Sight
1240
1241 specialties
1242you can stack multiple specialties, but with a cap of 3 (for example a +2 melee specialty "spears" and a +2 melee specialty "parry" gives you 3 specialty dice on a roll to parry with a spear)
1243
1244<strike> specialties
1245you can have as many specialties as you want in a given ability, but limit of 3 dots in any one specialty.
1246after the first three dots in an ability, additional specialties cost an extra xp (first three dots in a given ability are 3xp each, the fourth and all dots after that are 4xp)
1247errata- first three specialty dots in a given ability cost the normal amount, the next three dots cost an additional 1xp each, and all specialty dots after that (for this ability) cost double. (limit 3 dots in any one specialty)(so by the default xp rules: first three specialty dots in a given ability cost 3xp each, the next three dots cost 4, and all specialty dots after that (for this ability) cost 6)
1248any charms that interact with specialties were written with the assumption that you'd have at most three dots. this owuld be a MASSIVE buff to some of them, so those charms are just going to have to interact with only 3(player chooses which three and they're fixed for all charms) in a given ability (you can switch which three using a modification(no xp cost to switch the charms to a specialty you already have) of the way specialties can be swapped in official rules...iirc it was once per story or something? i'll have to check, i just remember it being a thing you could do)
1249
1250 chargen
1251you can trade in a dot from your pre-alloted ability points for either 3 one dot specialties all in the same ability, or one 2dot specialty.
1252this could be done for every pre-alloted ability dot you are given if you really wanted.
1253</strike>